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Debugging


Eean Holt

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11 hours ago, Eean Holt said:

How do you debug any mod?

Step 1  go to the main KSP folder and open the KSP.Log.

Step 2 search for the problem parts or for plugin related errors

Step 3 identify the issues

Step 4  hopefully rectify the issues

Step 5 run the game with fixes in place . If fixes don't work  return to Step 1 ( or Step 5B, having identified the troublesome item/plugin , create a clean install, bare bones, with enough to allow the troubled mod to run, this gives you a quicker starting easier to debug game, and return to Step 1)

There's obviously a lot more to it, like knowing what the log is actually telling you, and you only gain that understanding from experience . 
The normal KSP.Log supplies enough info to track down , identify and fix most problems.  Cfg errors, texture errors, localisation errors etc are all in the main easy fixes. 

If the errors discovered involve a plugin that's a whole new level of understanding, and  unless you're making replica stock parts, that use no other code/modules than squads, you will need to get a basic grasp of how the plugins work, what they do, the kind of errors they produce, such as  wrong version errors, missing dependency errors ( these last two are pretty common in the logs I view daily) life can be very difficult if you have no clue and have many dependencies

Edited by SpannerMonkey(smce)
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