Portmod Package repository for KSP2 in KSP2 Mod Discussions Posted March 13, 2023 · Edited March 13, 2023 by bmw clarify wording On 3/11/2023 at 11:32 PM, linuxgurugamer said: If you are adding a mod to Spacedock and you select that checkbox, that is the mod author giving permission to have it indexed by CKAN That is obvious by association, but it doesn't seem obvious to me from the context provided on that page that the grant of permission is needed (and it's not really explained anywhere I could find in the CKAN docs). For me, being more familiar with the open source software world where asking the authors permission before packaging software for a Linux distribution is unheard of, having to grant permission, particularly for a mod which already has a permissive license explicitly allowing people to do what they want with the mod (under the conditions of the license) is not something I would expect. On 3/11/2023 at 11:32 PM, linuxgurugamer said: There are very few mods that CKAN can't deal with, Principia is one, Sound Track Editor is another. There are also some mods which CKAN doesn't really handle that well (and maybe I'm just a purist; from a practical perspective, CKAN generally works fine. I'm just pointing out that an advantage of Portmod is that it can relatively clearly and concisely combine various options into a single package rather than having to duplicate lots of data and split things across multiple packages. CKAN's method is certainly a good way of keeping the spec concise). E.g. AdvancedFlyByWire has separate packages for Windows/OSX/Linux, while Portmod could package that as a single combined package. The same is true for CKAN packaging variants of texture mods for each size separately, or different configuration files meant as compatibility for different mods, packaged separately from the main mod and with a package for each different alternative. Maybe one possibility for Portmod and CKAN coexisting is that CKAN could be used for the vast majority of mods that work well with it, and Portmod could be used alongside it for installing mods which are more complicated. I don't know if that's the best option, I'm just hypothesising. On 3/11/2023 at 11:32 PM, linuxgurugamer said: Ummm, I have no idea how you can compile a mod like that. KSP uses C# code, and it takes a little bit to set up an environment to be able to compile KSP code. So far, it looks like KSP 2 will eventually support that, and possibly other languages as well. Since the developers have not yet released any information on modding KSP2, nor provided any guidance, any work done right now is subject to extreme changes Portmod can install software as well as mods, and as long as it's possible to compile the mod from a script of some form, it should be possible to automate installing the compilers and libraries and compiling it with Portmod. Some patching may be required if mods expect libraries to be in unusual places. On Linux binary packages can be borrowed from a Linux distribution. Alpine Linux seems particularly well suited since it builds software against musl and has a lot of statically linked packages which would reduce the number of dependencies. On macOS it might be possible to leverage homebrew packages, or homebrew itself. On Windows it would probably be more difficult since Portmod's sandbox restricts writes to the registry, so unless the tools have portable versions, it may not be possible to install them using Portmod in its current incarnation. However I've looked at using Docker in the past (I didn't test on Windows but it worked fine on Linux), which should work in this situation, though it's somewhat more complicated to install than Sandboxie, the current sandboxing tool. On 3/11/2023 at 11:32 PM, linuxgurugamer said: Also, CKAN is both a GUI-based mod manager (which most people use) as well as a CLI manager. From what I just read (correct me if I'm wrong), Portmod is only CLI I'm not sure what point you're trying to make here. I'm not trying to suggest that Portmod is universally superior to CKAN, or that it should replace CKAN entirely. It's a different piece of software with different advantages and disadvantages, and yes, it's CLI-only (personally, I prefer CLI package managers to GUI ones; I don't consider it a fatal flaw if that's what you're implying, though I admit that may mean some people may not be comfortable using it). On 3/12/2023 at 7:59 AM, Grimmas said: Is it just some obscure weekend FLOSS project or has it seen actual use somewhere? I started working on it four years ago for OpenMW mods. Some small amounts of work have been done for a few other games, but never really advertised much or maintained. It's not particularly well-known, largely because I spend most of my time tinkering with software rather than advertising it online, though lately I've been trying a little more to do so. Adoption in the OpenMW community has been relatively slow but steady, however it is hindered by few contributors and a lack of consistency in mods, which makes packaging take more time and require a lot of manual checks (nexusmods being the most common distribution site for mods doesn't help).