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SirCmpwn

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Everything posted by SirCmpwn

  1. Kerbal Stuff has passed 5,000 users (currently 5,108 registered users) and is now sitting at 333 mods. We only need 36 more mods to overtake Curse! In other news, I added CKAN integration to the site. Now all mods uploaded to Kerbal Stuff are automatically added to CKAN. I'll go back and link existing mods to CKAN a little later.
  2. Sorry about that! We were deploying a new feature - and congrats on being the first mod to be automatically added to CKAN by Kerbal Stuff!
  3. Sorry - this feature is not working right now. It'll be resolved soon.
  4. Whoops, the ferram bug was an oversight that's been corrected. This is (supposed to be) a working pack. I prefer "mod pack" to "mod list". I'm open to adding specific versions later on, but for now it's just the latest.
  5. Nope, the discovery being missing is intentional. You'll have to share links to your mod packs on the forum or Reddit or whatever.
  6. Update: you can now make mod packs on Kerbal Stuff. This should allow people to make mod packs, but prevents problems with outdated mods and makes sure the authors get credit (as well as being convenient). Here's an example: https://kerbalstuff.com/pack/1/Interstellar%20Quest I'm more likely to fix #1 than #2.
  7. All mods now have their own little RSS feed of updates. Example You can find this feed for other mods by clicking on the RSS icon in the changelog tab. Enjoy!
  8. 1. No 2. No Crafts are not allowed on Kerbal Stuff. Other news: just added a small feature:
  9. I've pulled this "mod" from Kerbal Stuff.
  10. No. Creating the first version of your mod counts as "updating" it.
  11. After being asked for it almost two dozen times, I added the ability to browse mods by "recently updated". https://kerbalstuff.com/browse/updated
  12. A "most updated" page the most requested feature right now. I will happily merge a pull request for it, otherwise it'll wait until I can get time for it.
  13. Following a mod is opt-in. If you don't want it, then don't follow the mods. That's the entire purpose of followiong mods.
  14. This is a problem with Imgur (and I can't reproduce it). Report it to them.
  15. I'll try a reinstall and double check the perms later today and get back to you. Thanks for the tip! The logs are indeed full of null references.
  16. Hi there! I'm on a fully up-to-date install of 64-bit Arch Linux, and I just updated to 0.25 via Steam. I have tried launching KSP both directly and via Steam with the same effect. I have also looked through the Linux thread as well as the Arch-specific problems and can't find my issue anywhere. I was modded, but I removed all of the mods to see if it helped - it does not. The symptoms: I am able to use the VAB and other areas of KSC without any problems. However, when trying to launch a craft (either via the VAB or by choosing one directly from the pad in the KSC overview screen), I am greeted with this lovely interface: https://mediacru.sh/ArA0ln02D8Cb I can switch back and forth from the map view, though coming back into the game view is sometimes different - I can find the camera where it was before, or rising over Kerbin as if in orbit. Additionally, entering the map view has me centered around Kerbol rather than Kerbin. I cannot exit to the space center - clicking the button does nothing. I ran KSP up until the point where the bug occurs and collected some information: ~/KSP.log, stdout sircmpwn@homura ~> archey3 + OS: Arch Linux x86_64 # Hostname: homura ### Kernel Release: 3.16.4-1-ARCH ##### Uptime: 2:38 ###### WM: i3 ; #####; DE: None +##.##### Packages: 1291 +########## RAM: 2116 MB / 15741 MB #############; Processor Type: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz ###############+ $EDITOR: vim ####### ####### Root: 26G / 113G (23%) (ext4) .######; ;###;`". .#######; ;#####. #########. .########` ######' '###### ;#### ####; ##' '## #' `# I'm using the Nvidia GTX 680, proprietary drivers (343.22-2), with a quad-head setup (running KSP on one display, though)
  17. Not likely. You'd lose download stats and hosting for previous versions and such.
  18. I think the software side of things is pretty much done. The site is more or less complete, it provides all the functionality it needs to, and it's stable and featureful. The choice between Kerbal Stuff and Curse is quite clear, and I'm happy with it. I am moving into a maintainer role, rather than doing active development on the site. I'll handle bug fixes, but new features will come from the community. Feel free to submit pull requests and step up to support the features you desire. I'll be moving on to other projects now that this one is more or less done.
  19. Nah, you can leave it up. I saw it come across the new mods feed and got excited about it, and then the excitement just left me when I realized it only supported Curse.
  20. Ouch, hosting it on Kerbal Stuff without Kerbal Stuff support. That stings, man
  21. No, but setting your user agent to something meaningful is required so I can get in touch with you if need be. The API is documented here: https://github.com/KerbalStuff/KerbalStuff/blob/master/api.md
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