That's right! I'm back! On a more serious note, I'm working on something that appears to be completely new... MMC - The Complete Mod Management Centre! Current functionality: Programmers only The current state of this project is recommended for developer viewing only. What is it? MMC is a revolutionary (I think. I haven't seen this method of mod management used in any other project, but I could be wrong.) new way to handle the management of plugin and part selective loading. Why is it so "revolutionary"? Instead of just looking at parts and plugins separately, MMC loads each assembly individually and catalogs the classes inside it so that it knows exactly which DLLs are required for each part to function, what classes certain DLLs modify, and therefore which plugins AND parts are necessary for a save to be able to load. What kind of progress has been made? Where's your proof? This is what is working so far. * Loads all existing classes defined in assemblies inside "GameData" * Scans all "part.cfg" files for their part names * Scans for current version information from (Primary) "KSP.log" or (Backup) "readme.txt" Licence This program and its source code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. SAUCE CODE (or source code if you're boring) This is a Visual Studio 2012 Express project written in Visual Basic. In order to make the current source code even semi-functional, you must copy several files to the build output folder: "KSP.exe", "KSP.log", "readme.txt" and the "GameData" directory (If you have no KSP.log file or you don't know which one it is (displays as text document) then just the readme is fine) Alternatively you can set the build output to your KSP folder, but then it's going to be playing with live files in an unverified manner. You also need to update the references to "Assembly-CSharp.dll" and "Assembly-UnityScript.dll" https://dl.dropboxusercontent.com/u/59317800/MMC/MMC%20(SOURCE%20ONLY).zip