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MeiSooHaityu

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Jan 3, 2018
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LOL...

Calling it a kitchensink mod in the first paragraph... LA is going to not like that very much... I got chewed out for calling it that and I didn't even call it that (one of my commenters did).
 
I haven't played the mod, so I can't really say one way or another. I have watched Let's Plays though (mostly from Baradul), and as an outside observer, Kitchen Sink doesn't feel too far off. It feels like everything that can be squeezed into it, is (whether it improves the experience or is there for the sake of complexity).

I will get up the nerve to try it one day...one day :).

Either way, it seemed like the write up was pretty in-depth and overall positive.
 
Well, they do aim to add pretty much all tabletop mechanics and equipment into the mod. And there is a lot of them missing from vanilla.
They don't just include mods though. Lots of them were actually build by someone from RT team for RT in the first place and then also released as standalone mods. While included mods are often heavily modifyed to work together as a whole and for ballance purposes.

And yeah, it does drive them crasy when mod is called a modpack or kitchensink mod. It makes people think that they can easily add / remove / modify mod parts or just use them with vanilla. Then all of those people go to support channel and start to bombard devs with angry questions why nothing works. It happens a lot actually.
 
Well, they do aim to add pretty much all tabletop mechanics and equipment into the mod. And there is a lot of them missing from vanilla.
They don't just include mods though. Lots of them were actually build by someone from RT team for RT in the first place and then also released as standalone mods. While included mods are often heavily modifyed to work together as a whole and for ballance purposes.

And yeah, it does drive them crasy when mod is called a modpack or kitchensink mod. It makes people think that they can easily add / remove / modify mod parts or just use them with vanilla. Then all of those people go to support channel and start to bombard devs with angry questions why nothing works. It happens a lot actually.

It is a modpack though, the vast majority of the mods were originally seperate from Roguetech. I don't understand why this is a negative term. If anything proves this point, it's XLRP, since it's a lot of the same mods. It has a very "RogueTech, back in v1.2" feel. Only without the pirate equipment and clan stuff (it's goal is to be lore strict).

All of the extra mechs, are seperate mods.
The AIM lines system, is a seperate mod.
Panic System, is a seperate mod.
Mech Engineer is a seperate mod.
CBT piloting, heat and movement are seperate mods.
Wartech/Online mod was a serpate mod (now Roguetech only, unless you use an old verison).

And so on. These are just some of the most important ones.

But what you can't do is try to reverse engineer Roguetech to re-seperate these mods. But you can download them all and make your very own modpack if you wish.

CCC, XAI and XLRP are all attempts at this, some more successful than others.

As good and as complete as Roguetech is and with all the work that has gone into it. You can download all the mods it uses bar a couple, and then sit down and add weapons and/or configure all the mechs to your liking (a ton of work of course) and have your very own mod pack that is very similar. It would just be a ton of effort.
 
im actually one of those folks who benefits from RT even though i wont ever use it.
first off kudos to the crew behind it...it is a grand undertaking and more power to them...it just isnt my cup-o-tea.

but i do use the hell out of most of the mods used in RT that have been released as stand-a-lones.
i run 60 odd mods at any given time to recreate MY version of TT or as close as can be....which is fairly close.
it is too bad though when the RT crew stops suporting the mods outside RT.
but hey...that is just how it goes...adapt, overcome and improvise.:D
 
It is a modpack though, the vast majority of the mods were originally seperate from Roguetech. I don't understand why this is a negative term. If anything proves this point, it's XLRP, since it's a lot of the same mods. It has a very "RogueTech, back in v1.2" feel. Only without the pirate equipment and clan stuff (it's goal is to be lore strict).

All of the extra mechs, are seperate mods.
The AIM lines system, is a seperate mod.
Panic System, is a seperate mod.
Mech Engineer is a seperate mod.
CBT piloting, heat and movement are seperate mods.
Wartech/Online mod was a serpate mod (now Roguetech only, unless you use an old verison).

And so on. These are just some of the most important ones.

But what you can't do is try to reverse engineer Roguetech to re-seperate these mods. But you can download them all and make your very own modpack if you wish.

CCC, XAI and XLRP are all attempts at this, some more successful than others.

As good and as complete as Roguetech is and with all the work that has gone into it. You can download all the mods it uses bar a couple, and then sit down and add weapons and/or configure all the mechs to your liking (a ton of work of course) and have your very own mod pack that is very similar. It would just be a ton of effort.
Just to clarify, several of the mods here listed are now more made for roguetech first, and then spun off without the needed roguetech functionality at this point for use by anyone that doesn't want to play roguetech. Which is why, as you said people can't just strip the roguetech version out of roguetech and expect them to work. They have to use the non roguetech version that don't expect other roguetech parts.
 
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Just to clarify, several of the mods here listed are now more made for roguetech first, and then spun off without the needed roguetech functionality at this point for use by anyone that doesn't want to play roguetech. Which is why, as you said people can't just strip the roguetech version out of roguetech and expect them to work. They have to use the non roguetech version that don't expect other roguetech parts.

Can you be specific about which ones? This is my understanding:

The extra mechs are made primarily for Mech Engineer, some have vanilla versions provided by the mod author.
Mech Engineer is very much it's own thing. Roguetech leans very heavily on Mech Engineer and that community has contributed to its development. But it's still very much it's own thing.

CBT Piloting, Heat and Movement have not changed in eons, same with the basic panic mod. BPM was made by Don Zappo, who made the CCC modpack. If you install Roguetech and open your mods directory, you'll even find the readme file for the CCC modpack, as Don made further enhancements just for CCC.

Aim Lines system is also it's own thing, with various presets for you to use so you can tailor it to your liking.

Wartech/Online mod is the only one that's only made for Roguetech now, but I mentioned that.

My understanding is that Roguetech customizes these mods when you run the modpack installer, same as XLRP does, to create a seemless, compatible and fuller experience. But anyone can download the 50 or so community mods and go ham making their own perfect experience. If they have the vast amount of time that would require.
 
Can you be specific about which ones? This is my understanding:

The extra mechs are made primarily for Mech Engineer, some have vanilla versions provided by the mod author.
Mech Engineer is very much it's own thing. Roguetech leans very heavily on Mech Engineer and that community has contributed to its development. But it's still very much it's own thing.

CBT Piloting, Heat and Movement have not changed in eons, same with the basic panic mod. BPM was made by Don Zappo, who made the CCC modpack. If you install Roguetech and open your mods directory, you'll even find the readme file for the CCC modpack, as Don made further enhancements just for CCC.

Aim Lines system is also it's own thing, with various presets for you to use so you can tailor it to your liking.

Wartech/Online mod is the only one that's only made for Roguetech now, but I mentioned that.

My understanding is that Roguetech customizes these mods when you run the modpack installer, same as XLRP does, to create a seemless, compatible and fuller experience. But anyone can download the 50 or so community mods and go ham making their own perfect experience. If they have the vast amount of time that would require.
Maybe a better way to put it is, certain mods (eg. Custom Ammo Categories and Mechengineer an examples), not necessarily the one above ,get developed as normal, and in the process two versions are made. One that supports roguetech, either by feature requests from the roguetech team being implemented or the modder already being on the roguetech team, and one that is released standalone and doesn't implement the roguetech parts. Everything else is indeed included with permission from mod authors with specific changes that roguetech implements.
 
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The thing is, there is much more to RT that can't really be separated. Pretty much all the craziest staff, like visibility / sensors mechanics, initiative system, everything about map, war and factions, their progression, difficulty, mech spawning mechanics and more. There is a lot of community work put into it. RT core is big. Extremely big. I think they mentioned they have something around 20 - 25 devs in RT team nowadays.

I do appreciate other total conversion mods though. Monopoly is never a good thing, people do need to have a choice.