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HebaruSan

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  1. You'll probably have more luck if you specify what kind of mod you want to make and what kind of help you need. Bonus points for showing that you've made an effort to find and understand the existing modding resources that are stickied in the forum.
  2. Yes. When an installed mod's metadata changes, the Update box becomes available, and checking it adds a re-install action to the changeset to apply the new metadata.
  3. Yes, that sounds do-able. Just submit an issue with details and @JonnyOThanor I will take a look. https://github.com/KSP-CKAN/NetKAN/issues/new/choose Yes.
  4. This is a pretty close guess. CryoTanks was missing a dependency on B9PartSwitch, so we had to add that. And both it and NearFutureSolar had a "Core" module split off with just the plugin, but this was done in a way that could break other mods, so we added a dependency to prevent that as well. Adding dependencies triggers a reinstall. https://github.com/KSP-CKAN/NetKAN/pull/9964 https://github.com/KSP-CKAN/NetKAN/pull/9965
  5. Might be worth noting that in the first part of this, "report" means "post on the forum," while in the second part, "report" means "click the ellipsis → Report button without posting on the forum."
  6. I see, good to know. It'll be interesting to see whether they do any follow-up to check whether the claim is valid. If they go by the license, they may decide to refuse the request. If that happens, let us know and we can use @techman83's API key to delete them. I guess this also puts fans of GU on notice to grab those archived versions while they still can!
  7. I think the hard lesson of experience here is that if you're looking forward to KSS2, then once it is out, it would be wise to make your own backup copies of it before it also becomes unavailable. As one of the people who would normally field such requests, I have heard nothing about this. Did you contact someone about it already? If so, could you please tell me whom, so I can make sure it's someone who can actually follow through? Side note, the license for GU is: ... and the archived files are attributed to you, non-commercial, and unmodified from the originals. May I ask what you feel is objectionable about them?
  8. As the author explained here, it was taken down and replaced by Galaxies Unbound: As the author then explained here, Galaxies Unbound itself was taken down and is planned to be replaced by Kerbal Star Systems 2: Kerbal Star Systems 2 has a thread here, but as yet there is no download: So going by official channels, nothing is currently available to download, but there is an archived copy of Galaxies Unbound here that I think some people have been using: https://archive.org/details/kspckanmods?tab=collection&query=galaxies+unbound&sort=-publicdate
  9. The account still seems to exist: https://forum.kerbalspaceprogram.com/profile/232681-ksre-dev/ So I suppose they somehow got the mods to delete all their posts in this thread instead.
  10. Here's the stickied post that explains how to start writing plugins, including how to set up the references. Good luck!
  11. Take a look at Kerbal Konstructs, which already does that. You might be able to create assets for that mod instead of making your own plugin.
  12. That was fixed in CKAN v1.31.0 (July 2022). Try updating your CKAN. https://github.com/KSP-CKAN/CKAN/releases/latest
  13. Hi, I assume you mean KSRe. Good news, it was added 2 days ago. https://github.com/KSP-CKAN/KSP2-NetKAN/pull/170
  14. Sorry if you already know this (it's hard to tell), but CKAN itself does now support KSP2. I just didn't come back and post an announcement on this thread.
  15. Is either of these things true? I have had several years of experience with KSP1 modders, and it's pretty rare that they would simply outright "refuse" anything, let alone an eminently reasonable suggestion to improve logging.
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