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The Comprehensive Kerbal Archive Network (CKAN) Package Manager; v1.18.0 [19 June 2016]


pjf

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Is there any linux version for this?

I renamed my ckan.exe to just ckan, chmodded it a+x (would be really nice if the download came with exec perms), and put it in my local bin path so I could just use it as a proper shell command. Works a charm. :)

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I renamed my ckan.exe to just ckan, chmodded it a+x (would be really nice if the download came with exec perms), and put it in my local bin path so I could just use it as a proper shell command. Works a charm. :)

It's both an ELF file, and a windows executable? Now that's cool. :)

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This is purely a hunch, but can you try installing it via the command-line? ckan.exe install FerramAerospaceResearch ? I'm going to guess that: (1) FAR is having a conflict because CKAN is trying to overwrite previously installed craft in the ships folder, and (2) the GUI client isn't telling you of the error even though it should.

Thanks pjf!

It was the craft files issue. Whenever I removed them, FAR installs nicely.

However even the CLI CKAN says only

Installing mod "FerramAerospaceResearch v0.14.4"

FerramAerospaceResearch autodetected dll already installed, skipped

Some more explicit error message would be nice to have...

But finally, Realism Overhaul comes back alive :)

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Epic mod manager k_cheesy.gif

It reminds me Skyrim Mod Organizer.

Also it would to see download ETA and size of download in megabytes not megabits.

Also can't install FAR trough CKAN >.>

Edit: removed FAR ships (that came with earlier install) and now I can install FAR trough CKAN

Whats about these mods:

MehanicKASCompability V5: http://forum.kerbalspaceprogram.com/threads/71683-A-Mechanic-Is-Jeb-or-KAS-For-Almost-Everything

LoadonDemand V3.2: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required

ResearchThemAll V1.1: http://forum.kerbalspaceprogram.com/threads/78067-0-23-5-Research-Them-All-1-0-%28April-27%29

000_Toolbar V1.7.4: http://forum.kerbalspaceprogram.com/threads/60066-0-23-5-Toolbar-Plugin-1-7-1-Common-API-for-draggable-resizable-buttons-toolbar

AIES_Aerospace V1.5.1: http://forum.kerbalspaceprogram.com/threads/35383-0-21-1-AIES-Aerospace-v1-4-2

blizzy (Achievements) V1.6.0: http://forum.kerbalspaceprogram.com/threads/52535-0-23-5-Achievements-1-6-0-Earn-136-achievements-while-playing

BobCatind (HOME) V3: http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products

BoulderCo (EVE/Better Atmospheres) V5M: http://forum.kerbalspaceprogram.com/threads/77523-Better-Atmospheres-V4-April-23rd-2014

CoolRockets V0.5: http://forum.kerbalspaceprogram.com/threads/68196-CoolRockets!-Cryo-and-Launch-Particle-FX

EnvironmentalVisualEnhancements V7.3: http://forum.kerbalspaceprogram.com/threads/55905-0-23-5-7-3-EnvironmentalVisualEnhancements-NEW!-VolumetricClouds!

EvaLoading (EVA Parachutes)

EvaMechJeb V2-20: http://forum.kerbalspaceprogram.com/threads/70328-EVAMechJeb-%282014-02-20%29

ForScience V0.24-1: http://forum.kerbalspaceprogram.com/threads/76437-WIP-Plugin-For-Science!-Automated-experiments-data-collection-%28May-2-2014%29

FShangarExtender V1.1: http://forum.kerbalspaceprogram.com/threads/65747-0-23-Hangar-Extender

HullCameraVDS V0.3: http://forum.kerbalspaceprogram.com/threads/46365-0-23-5-Hullcam-VDS-Converted-DEA-to-MU-Updated-29-Apr

ImprovedChaseCamera V1.3.1: http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-2

JSI (RPM) V0.16: http://forum.kerbalspaceprogram.com/threads/57603

KittopiaSpace (Terraforming Tools) V0.141: http://forum.kerbalspaceprogram.com/threads/68619-Plugin-WIP-KittopiaTech-Ingame-Terraforming-Tools-V0-131

KSPScienceLibrary V1.2: http://forum.kerbalspaceprogram.com/threads/78305-0-23-5-Science-Library-v1-1

MagicSmokeIndustries (Infernal Robotics) V0.16.5a: http://forum.kerbalspaceprogram.com/threads/37707-0-23-5-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-14-stable%29

ModsByTal (Cargo Tansportion) V0.3.4: http://forum.kerbalspaceprogram.com/threads/77505-Cargo-Transportation-Solutions-%28WIP%29

Protractor V2.4.7: http://forum.kerbalspaceprogram.com/threads/83173-23-5-Protractor-Continued-Rendezvous-Plugin-v2-4-7-%28June-14th-2014%29

RftS (Early space race) V2: http://forum.kerbalspaceprogram.com/threads/57833

ROMFARER (Lazor) V33: http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-%28April-17%29

SmokeScreen V2.0.1.0: http://forum.kerbalspaceprogram.com/threads/71630-0-23-SmokeScreen-Extended-FX-plugin

SovietPack: http://forum.kerbalspaceprogram.com/threads/81754-Release-BobCat-Ind-Space-Planet-products

Timmers (KeepFit): V1.0.44: http://forum.kerbalspaceprogram.com/threads/67739-0-23-WIP-PLUGIN-KeepFit-Kerbal-fitness-degradation-mod-v1-0-43

TriggerTech (Alt. Resource Display) V2.4.0.0: http://forum.kerbalspaceprogram.com/threads/60227-0-23-5-KSP-Alternate-Resource-Panel-v2-2-0-0-%28April-19%29

VNG V1.2: http://forum.kerbalspaceprogram.com/threads/25305-0-23-Vanguard-Technologies-EVA-parachutes-23!-Sry-4-not-fixing-earlier-%28Dec-30%29

WarpPlugin (Interstellar) V0.11: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11

WorldCup2014 V2: http://forum.kerbalspaceprogram.com/threads/82936-SQUAD-S-Kerbin-Cup-Add-On-Discussion-Thread

Edited by raxo2222
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Hey, is KSPRC not meant to be downloaded for any particular reason? It isn't in the mod list.

There are a ton not yet in the list. :D That mod also has a lot of potential over-writes, which CKAN doesn't yet allow. Best do it by hand for now.

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For everyone wondering how they can get their favourite mods on the CKAN, there's a guide for that.

I am 'guessing' that the mod's creator must do this.... Only way I can see that working...

Is there anyway to 'add' mods that we use that are not on the list, such as WIP mods or 'older', etc...????

Great mod, really needed. This will help lots...

Cheers.

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I am 'guessing' that the mod's creator must do this.... Only way I can see that working...

One of the core designs of the CKAN is that it works without mod author involvement; they don't need to change their files, or embed metadata in their own mods. Lots of mod authors have added their own mods to the CKAN, but still more have been added by fans of those mods, often working with the mod author to ensure their assumptions are correct.

Is there anyway to 'add' mods that we use that are not on the list, such as WIP mods or 'older', etc...????

The very same guide. Provided there's a way to explain to the CKAN client how to install a mod and how it relates to other mods and KSP itself (all of which is done using our metadata format), then the mod can be added to the CKAN. :)

~ Paul

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One of the core designs of the CKAN is that it works without mod author involvement; they don't need to change their files, or embed metadata in their own mods. Lots of mod authors have added their own mods to the CKAN, but still more have been added by fans of those mods, often working with the mod author to ensure their assumptions are correct.

The very same guide. Provided there's a way to explain to the CKAN client how to install a mod and how it relates to other mods and KSP itself (all of which is done using our metadata format), then the mod can be added to the CKAN. :)

~ Paul

Most excellent... Will get started and see what I can get done... Again, really like the general layout, design and methodology of this mod....

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Ok, it looks like the QuantumStrutsContinued 'link' is bringing down the source code / all needed to build the mod...

Must be a different name/ file for the 'finished binary'...

I will post this in that mod's forum page as well...

Cheers.

Edited by drtedastro
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Fantastic Tool ;)

But i got a serious problem with it after i moved my KSP installation to my SSD drive. Starting ckan.exe results in unhandled exception. The problem seems to be that he still tries to open files in the old KSP directory.

Going to command line and trying to use commands to fix that results in a lot crashes too. (at least the commands "repair", "ksp forget ID", "ksp list" and so on)

So i copied the game files back to the old directory too. CKAN starts then again, but i can't remove the old directory. Commandline still crashes, and there is no remove button in the GUI. Strangely too, CKAN lists all the previous mods as being installed, but it's a clean new installation of KSP with no mods.

So, how do i get it running again, or where are the settings stored so i can manually delete them ? (Win7 64bit, KSP 32bit used)

edit: Got it working again, somehow the commandline delete did work then while the gamefiles are still present in the old directory.

Edited by thyriel
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how does one get this to work on osx 10.10.1? I have the .exe in a folder on my desktop and I have the mono runtime environment installed 3.10.0. where do i go from there? as in what am i supposed to be typing into terminal? i tired doing "mono ckan.exe" and just "ckan.exe" but nothing happens.

I read through the thread and can't figure it out still.

Edited by kanelives
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I understand that this may have been mentioned before but CKAN is a .EXE. What I am trying to get at is that the people using OSX would have to install Wine or Wine bottler (http://winebottler.kronenberg.org/) to run it. Even then, as I embarrassingly must say, have failed to convert the .EXE to .APP (kind of like the equivalent to .EXE's for mac for running programs). May you please release an OSX compatible version of CKAN.

Cheers mate!

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I understand that this may have been mentioned before but CKAN is a .EXE. What I am trying to get at is that the people using OSX would have to install Wine or Wine bottler (http://winebottler.kronenberg.org/) to run it. Even then, as I embarrassingly must say, have failed to convert the .EXE to .APP (kind of like the equivalent to .EXE's for mac for running programs). May you please release an OSX compatible version of CKAN.

Cheers mate!

It's already compatible :)

CKAN is built on Mono, so you can take that exe and run it on OSX too :)

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I cant connect to repository. In Windows it works fine but in Linux it wont work.

Hi :) Could you please give us more details? What repository are you trying to connect to, and what isn't working exactly? If you happen to have a github account, we'd really love if you opened a support ticket so we can follow up with you easily.

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Unfortunately ippo that isn't entirely correct. OSX will not handle executables directly in any fashion. They simply do not recognize it as capable of running internally. As a result it does require some sort of conversion framework to run it on a mac. which is rather inconvenient for mac users.

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@FinnishGameBox/TheGatesofLogic: What Ippo means is that these aren't normal windows EXE's, they are .NET framework ones. If you're on mac, you'll want to download mono from http://www.mono-project.com/download (The MRE), if you're on linux, you'll want to install it from your package manager (apt-get install mono-complete on debian and ubuntu).

Then you open the exe with mono :)

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This is an awesome tool! I've been looking for something like this for ages now. I'm used to yum, apt-get, npm and gem (and yes, even cpan) et al, so this fits like a glove.

A couple of things I'd like (I'd like to implement some of the things myself, but all three kids are sick at the moment):

ckan update, please add a flag or whatnot so I can see what mods are new. A fingerprint/last update thingie would be nice as well, so ckan only updates when there's a newer mod repo file.

I'd like ckan upgrade without a specified mod to upgrade all upgradeable mods. Please.

I'd like a -y flag to ckan install so I won't have to enter Y and press enter. I'd also like Y to be the default answer when asked about whether I'd like to go ahead with the install, so if I just press enter the install goes through.

Maybe I should just go ahead and add these to the issue tracker on github? :)

As I mentioned, thanks for a great tool!

Edited by ola
Added wishes.
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