Jump to content

How do modders feel about an official MM?


Recommended Posts

It would be real nice to have an official ModuleManager; you wouldn't need to install another mod and you could just write a quick patch into a text file, put it into GameData, and KSP2 will load it like everything else.

If we could also not use the Module Manager syntax, maybe use JS/TS/JSON or something that's not MM syntax, that would help with accessibility a little bit.

Link to comment
Share on other sites

On 2/26/2023 at 6:57 PM, bigyihsuan said:

It would be real nice to have an official ModuleManager; you wouldn't need to install another mod and you could just write a quick patch into a text file, put it into GameData, and KSP2 will load it like everything else.

I think one needs to distinguish between a mod manager (that loads code and assets) and KSP 1's ModuleManager (which doesn't really manage mods but patches configs in memory). Only the former is probably going to be implemented officially, the latter might have to be a mod again.

The ability to quickly clone a part and change its values and (part-) modules is a pretty useful feature. I hope we'll see something like that emerge, although KSP 2's part structure is probably more complex.

Edited by HansAcker
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...