Jump to content

[DISCUSSION] What will happen with your karbonite/kethane games once stock mining is implemented?


SmashBrown

Recommended Posts

I was having a think last night and this crossed my mind, i mean the answer could be pretty obvious, in that they will simply become redundant, OR, squads implementation could not be to everyone's taste and folks will continue to use their own preferred mods. Curious to see what the authors of those mods are thinking as well? Will it be worth maintaining their mods? SO, discuss!

Also, big thanks to RoverDude for karbonite, i haven't used kethane, but i really like karbonite.

Link to comment
Share on other sites

I think the stock system will be pliable... As in it can be adapted to Karbonite or Kethane or any resource mod...

As MaxMaps noted in the SquadCast, resources will be very moddable. Noted in another thread and will repeat here - I have a pretty vested interest in making sure resources are moddable, lest I break my own current and future mods :P

Link to comment
Share on other sites

I can answer for Karbonite. It will be moved over to the stock resource system.

Will Karbonite parts be directly updated to work in 1.0 (And use the new (old?) models?)? Like, will saves using Karbonite be compatible with stock, and have their parts changed to be the new stock parts? Does that even make sense?

Link to comment
Share on other sites

As MaxMaps noted in the SquadCast, resources will be very moddable. Noted in another thread and will repeat here - I have a pretty vested interest in making sure resources are moddable, lest I break my own current and future mods :P
So, sane function calls and no crazy work-arounds? That would be a breath of fresh air...
Link to comment
Share on other sites

It wouldn't surprise me that resource mods actually become more prevalent. Who knows what will happen with Kethane (or any other resource/mining mod) when this new stock resource function comes into play. The decision to convert to the new resource system or stick with an existing system will depend on the individual mod author, but I'm sure the number of mods providing parts or plugins for mining will explode.

Link to comment
Share on other sites

There is high chance 1.0 will break existing saves anyway - due to the changes in aerodynamics, parts rebalance etc. So i probably will do a clean install and start fresh anyway. It remaining to be seen if i will install resource mod or stick to the stock option.

Link to comment
Share on other sites

This is the folder path on my desktop. I have a saved game with 42 mods... I'm not gonna leave her behind just because of a new, shiny, stable "stock" update.

Desktop

KSP Saves

KSP 0.90

.

Modded Default

. Modded Migrant Battle Fleet \\This is my main save. It has 42 mods. It crashes every 2 hours, but restarts quickly because of Active Texture Management.

.

Modlist

.

Vanilla fresh install

KSP 25.0

.

25.0 Basic Mods and Hangar

.

25.0 Mods

.

25.0 Vanilla

KSP 24.0

etc...

KSP 22.0

.

KSP22-Downloads

.

KSP22-ModMechJeb

.

KSP22-Pre23

.

KSP22-Vanilla

Link to comment
Share on other sites

Simply copy your 0.90 KSP folder to somewhere else if you want to continue using your current save. I highly doubt it will be compatible with 1.0, actually I would guarantee it won't be.

That's what I'll be doing. I'm in too deep to start again just yet.

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...