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Everything posted by goldenpsp
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First, why not ask in the mod thread? That's where you will likely get more traction. Second, probably yes. A screenshot of your gamedata folder would be a good start.
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Helps if you point out the relevant rule. These licenses must be made available in both the download file as a readme or license text, and in the location the user downloads from (such as a forum post or a Curse listing). The relevant issue is that the original mod thread does not have any license information posted.
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You could also throw it out as a feature request in the paw thread.
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Umm, no you completely misunderstood what I was sayin.g. It is perfectly fine to post a mod request. People do it all the time. The point however is that it is very rare that there is a modder out there bored and wanting to just pick up someone else's idea. It has happened, but not much. Most people become modders because they have some idea or feature they wish was in the game and it motivates them enough to learn modding and create it.
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So do you think that all modders started with knowledge on coding. There are plenty of very successful modders who just decided "don't" and "can't" are 4 letter words and learned. Here you have an advantage that there is a mod that does some of what you want. so there's existing code you can study and learn to modify. The bottom line, it's generally not going to be the case that there are modders sitting around wishing they could make a mod in their free time if only someone would give them an idea.
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It sounds like you are both inspired and motivated. That is what helps turn people into new modders. I look forward to see what you can do.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
goldenpsp replied to Angelo Kerman's topic in KSP1 Mod Releases
Not sure if I'd surmise that from the notes. - Add stock inventory support to several parts. Doesn't sound like the mod is 100% stock inventory now.- 3,523 replies
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Ok. I scrolled back a few pages and must have missed it
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Well maybe you could start by actually letting everyone know what mods you are using? Someone in the community might be able to pick out a known compatibility issue.
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pretty much my 10 are yours and a handful of QOL mods.
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With that many the chances of running into an incompatibility is not trivial. Personally I don't get it, My most heavily modded game I think was maybe 10?
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FYI with mods, especially parts, they require the exact path under gamedata. So never change file or folder names or try to move things around.
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Because you have installed it wrong. There should be a gamedata folder inside the constellation folder. The contents of that gamedata go in your gamedata. It should look more like this
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A screenshot of your gamedata folder might help.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
And as I said above it really isn't a comparison. Stock can be compared to KIS. KAS at this point is a collection of handy parts. They do not require KIS to function. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
And they really don't have to. The inventory/attachment capabilities are not part of KAS. All you need is to be able to put KAS items in stock inventory and use stock assembly to attach them. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Of course it is a matter of opinion. And I believe he was referring to the likelyhood that @RoverDude had a hand in coding the stock inventory system. Opinions aside, it doesn't really matter as MKS is @RoverDude's mod and if he wants it to support stock it's up to him. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I am certainly not an expert, but judging from what I've read on other threads the "issue" with stock vs KIS inventories isn't something that can be fixed with a simple MM patch. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
The entire mod is being worked on to be 100% stock inventory compatible. -
Ok. Doesn't change the answer. This mod just has resource definitions. So if 2 modders wanted to use Mona-zite and be compatible they can use this. HOW these resources are used, combined etc would be a question for the relevant mods they are used in.
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These are all just resource definitions there. How they get used will be a part of whatever mod is making use of them.
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Winning move. To help you then I'll let you know it's likely you doing something wrong, as I've never seen that issue, nor have I seen it come up in this thread.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Given it's a single player game, you can just choose to be "cheaty" or not. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Given @RoverDude's feelings on tweakscale, I'd say don't count on it.