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plague006

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Everything posted by plague006

  1. It's a combined issue between the mod and CKAN, but we're the right people to report it to. Version 1.9 is new to you and I, but to a computer 1.9 is less than 1.81 (81 > 9). At any rate we have a way around that issue and the next time the bots create mod entries (every couple hours), CryoEngines will be up to date. Thanks for the heads up. =) It's in the queue of things we'd like to do/will do over time: https://github.com/KSP-CKAN/CKAN/issues/1046 ---- There was another post I was replying to, but I think they self-deleted before I grabbed the quote
  2. Hey Shadow, I noticed you moved the Subassemblies folder into VAB. What I actually meant was that the .craft files inside Subassemblies should be dropped into VAB. Essentially we have to treat assemblies like normal ships, and then hope people realize they're not full ships. Sorry for making you jump through hoops like this.
  3. 3 things. 1: The KerbalStuff link you've pasted in your OP has stupid_user=True set, you might want to exclude that. 2: The "BetterIonEngine " folder in your .zip has whitespace tacked on the end that it shouldn't. 3: You need to list a license in your OP. See http://forum.kerbalspaceprogram.com/threads/87841 for more info.
  4. You had errors, so CKAN didn't install the mods. Mod selection boxes aren't saved when you close CKAN, it'll only record mods you've installed. Marking a mod upgrade as save-breaking has been in the queue since October of last year. Nobody has really stepped up to get it done though, likely because it's a rare occurrence, and because it's especially hard for bots to detect. So currently there's no set policy but rather dealing with it case-by-case. With that said, whenever you're ready to release, just open up an issue and we'll see what the best approach is at that time. That server is down with no ETA on its return. The next version of CKAN will take steps to work around server losses better. Noted. GitHub itself was having problems yesterday/last night. It's not an issue that was expected and we currently have no workaround. I do something like that, I use symlinks to keep all the cached downloads off my SSD. You can experiment with it with no risk: tick a mod to install, if it downloads and installs you're set. If it doesn't then it won't have any effect on your CKAN configuration, nor your installed mods.
  5. Hey TheShadow1138, I worked on adding this mod to CKAN and I just want to pass along: subassemblies can't be installed by CKAN because we can't guarantee if there will be a save/what the save's name will be. If you'd like to be sure that people who install via CKAN have access to them, you can put them into the VAB folder and they can be installed that way.
  6. CKAN has PWB Fuel Balancer 0.1 and 0.1.1 indexed. Both locked to KSP version 0.90.0
  7. This issue is now resolved. This is a hosting issue currently, but it also made us aware that CKAN shouldn't just stop when it can't reach certain servers.
  8. Hey Angorek, I was looking into adding your mod to CKAN (we got pinged when you created the KerbalStuff page). In your specific case it's actually a little tricky and we have several questions. I'd rather not have this whole conversation here since it'll spam your thread. You can answer the questions on github, on IRC, or if you prefer not to do either we can have the conversation here.
  9. *whoosh* Like a ghost in the night, the CKAN metadata contributors appear from the ether. That.. or when you created your KerbalStuff page we get pinged to create a CKAN entry. *shrug* At any rate, you mod is currently being added. Don't need anything from your end of things, just thought I'd let you know. =) And I'm gone *whoosh*
  10. Hey there, I'm looking to add this mod to CKAN, but I'm just trying to find out what's going on with all the duplicate files in the archive? Ex. "nodes_and_stuff.cfg" and there's also "nodes_and_stuff.cfg~".
  11. Hey there, I'm trying to add your mod to CKAN and I've got a few questions if you'll indulge me: 1. Your KerbalStuff description says "Important the parts works with Infernal robotics", do people need IR installed? 2. Does Vf1.zip serve a purpose? It seems like it's just a nested archive of the mod but I want to be sure. 3. CKAN can install all the parts of your mod just fine as is, but we can't use the .craft file as it is. If you place it in a folder called "SPH" then we can copy it to users' stock ships. Thanks for any/all cooperation. =)
  12. This applies equally to the Soviet and USA conversions: There's no way to have CKAN install subassemblies. So you might want to add that as a "known issue" or if you want you can add them to the VAB folder and they'll be installed as stock ships. Option 3 is you can do nothing ofc. There's always a third option. =)
  13. RoverDude: I noticed USI-LS on KerbalStuff, will you be moving all your mods onto there? Asking because if you're planning on moving there, some things in CKAN can/should be adjusted since KerbalStuff allows for easier automation.
  14. On the KerbalStuff page (https://kerbalstuff.com/mod/923/Super%2067%20Little%20Star%20Command%20Pod) for Super 67 the link to this thread is in error. The link is an "Update Post" link.
  15. I'm looking to add the mod to CKAN, and I'm wondering what roles Fasterflect.dll, KspHelper.dll, and PluginFramework.dll serve? Basically I want to be sure that 1) they're necessary and 2) they won't interfere with other mods. Thanks. =)
  16. Hey Bonus Eventus, I came here looking to add your mod to CKAN. I realize it's early, but since you have a KerbalStuff page it's easy for us to add. The only issue atm is your folder structure. As I read earlier in the thread, the folder name must be "Custom" and you plan on changing that later. That'll create issues down the line for CKAN, but if you're willing to change your folder name now/soon/in the next version, your mod can be added now and you'll never need to deal with it again. =) If you want to wait to change your folder name (your prerogative) it would be really nice if you could notify us here when you do decide to change it. PS. While I was mostly here looking for info related to adding the mod to CKAN: I was struck by the models, they look fantastic.
  17. That's actually a fault of your installation. The folder "RaptorAerospacial" should sit inside "GameData", not the "Super100" folder.
  18. Carbonjvd: If you have no interest in having your mod available through CKAN just ignore the following: If you're interested in having your mod indexed through CKAN, we need you to keep a consistent folder name in your .zip (ex. "Solaris Hypernautics"). CKAN can adapt to a lot of things, but atm we can't properly install when the folder name changes per version. If you do make the change, you can comment directly here, or just wait and eventually someone will re-check to see if the mod is compatible.
  19. Scatterer-0.151 is already indexed in CKAN, but it's marked for 1.0.2 exclusively. I skimmed the thread to see if it's 1.0.4-compatible but didn't find a clear answer/consensus. So from here: If blackrack releases a version for 1.0.4 on KerbalStuff it'll be automatically indexed, or if one of the CKAN team/contributors see a clear consensus that it's 1.0.4 compatible then Scatterer-0.151 can be adjusted to allow installs to 1.0.4.
  20. PTNLemay: You can lie to CKAN about your KSP version. This isn't ideal, but it works, and it's relatively easy. Simply edit the readme.txt file in your KSP directory, and change it to say Version 1.0.2. Then open the CKAN and install all your favourite mods. After that I'd suggest closing the CKAN, changing the file back to Version 1.0.4, opening the CKAN, and applying any updates you see. That means you'll get the 1.0.4 versions where they exist, and the 1.0.2 builds otherwise. copypaste from https://www.reddit.com/r/KerbalSpaceProgram/comments/3beh00/why_are_there_so_few_ckan_mods_for_104/ If you don't want to go that route, I'll be submitting a PR to CKAN in the next few hours updating chatterer to 1.0.4
  21. Fantastic quality of life updates. Thanks DMagic.
  22. Thank you for spelling it out. While the hotel seems a fine challenge it's way more work than I'm looking for at the moment. =)
  23. I'm not able to test them all, but at a glance they all look good. If someone told you to set a version for KashCorpSA.netkan then I'll defer to them, but I would opt to not hardcode a version field, and instead let the KAP kerbalstuff page determine the version. Ninja edit: line 26 doesn't need a comma.
  24. The licenses can be found in https://github.com/KSP-CKAN/CKAN/blob/master/CKAN.schema As for breaking the mod into parts, you need to make the common components into 1 package and the independent parts into packages that depend on the common one. If you want to list the author's mods (with links) I can add them within the next 24 hours.
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