Xavier513

Stock built-in MOD manager

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We all know what Mods mean to KSP, how about an official built-in Mod manager?

The official Mod manager should provide features such as:

  • Mod "Shelf" - Mod category, Mod homepage, "My favorites", etc.
  • Download
  • Enable/disable a Mod
  • Update a Mod
  • Mod versioning, including info about which version is compatible with what version of KSP.

The Mod manager can be a sturdy infrastructure tool which will benefit both the community and the game in the long-term.

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Posted (edited)

This is a fairly frequent suggestion. Here's one recent discussion:

 

Edited by HebaruSan

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6 minutes ago, HebaruSan said:

This is a fairly frequent suggestion. Here's one recent discussion

Yes, it's really a life-changing improvement.

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2 minutes ago, Xavier513 said:

Yes, it's really a life-changing improvement.

Is it really too much work to use the already pretty simple system present of just dropping folders in a different folder?

Also, all the features you want already kind of exist within CKAN. I know you can't modify it on the fly from the menu in the game, but you never have been able to - the entire game AFAIK is loaded up once, no hotswapping of mods and what not.

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Posted (edited)
2 hours ago, qzgy said:

Is it really too much work to use the already pretty simple system present of just dropping folders in a different folder?

Also, all the features you want already kind of exist within CKAN. I know you can't modify it on the fly from the menu in the game, but you never have been able to - the entire game AFAIK is loaded up once, no hotswapping of mods and what not.

Hi qzgy,

I admit dropping folders manually is quite simple, but a well designed Mod manager doesn't only solve this.

CKAN is great and useful, I use it a lot and really appreciate. However, an official in-game manager will definitely be much more powerful, have much better UI, and new KSPers can experience the power of Mods as soon as they start the game for the first time!

Besides, I'm a software engineer, not a Unity developer though, but I believe there must be some way to perform a "partially assets reloading" without restarting the whole game, I think that worths a try. For example, when the game starts, all 10 Mods are loaded, then you disable 2 of them on the menu screen before you load a save, so when you load a save, only the rest 8 Mods are applied to current game.

Edited by Xavier513

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19 minutes ago, Xavier513 said:

an official in-game manager will definitely be much more powerful, have much better UI

Probably not, frankly.

  • Like 5

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5 hours ago, HebaruSan said:

Probably not, frankly.

This^

A bunch of wasted resources/development time on a feature that likely wouldn't even live up to CKAN, let alone surpass it.

Modding support is best handled by....the modders themselves, what a surprise? Lol.

  • Like 2

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