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dudleypippin

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Everything posted by dudleypippin

  1. Ah, here's another attempt at what you're suggesting: http://forum.kerbalspaceprogram.com/threads/64058-PROPOSAL-Package-Manager-style-for-KSP-Mods To be honest, the pushback from the mod authors in that thread is clear: and: There's also disbelief that trolling through zipfiles and figuring out the important bits and what goes where is something to be improved upon. Good luck! I think I'm going to go give up and spend an hour getting all the mods set up so I can finally go play .24 a bit. Looking forward to doing it all again when .25 comes out! ($DIETY forbid I actually try to determine what's been updated since I've installed them...)
  2. Having recently taken an hour or two whipping up a bash-based mod manager for OSX/Linux, I've determined that it's useless until the mod packagers standardize on file structure. Just downloading and looking through the zipfiles of ten different mods on curse was enough to make me give up in disgust. (My sample mod seemed ok, but then I grabbed one that included toolbar (which conflicted with the next that included a different version), and the next included a GameData folder instead of being a folder to include _in_ GameData, and then conflicting files named "ReadMe.htm", etc., etc.) I assume the mod coders have discussed this; was there a consensus that they're working towards?
  3. It looks like it only shows items that you've gotten any Science from. (Haven't looked at the code, but since we don't know for sure what all the possible bits of Science are, there would have to be some assumptions that might not be correct if OP tried to list them all.)
  4. Try doing any Science to prime the pump? (I'm guessing that there are data structures that aren't initialized in the save file until used.)
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