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Will 1.1 break part mods?


Joco223

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Really it comes down to the part mod in question. Most parts should be just fine like tanks, engines, pods, ect. The only one Ive heard that will get a drastic change are wheels, so expect them to break. Also any part mods that require DLL's to function, like Firespitter, Rasterprop, or Infernal Robotics, will break until the mod is updated.

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2 hours ago, Joco223 said:

I'm currently in heavy development of mod which will add a bunch of parts. Should i be worried about 1.1? And will it break the mod? 

To be honest 1.1 development involves the use of late nights, coffee and dark magic. Not mention added sweat, blood and tears. Only a summon @sal_vager spell can help possibly help here if the gods show favour.

Edited by nobodyhasthis2
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Hehe, well I can't be sure, but parts rarely break, KSP 1.0.5 can still load .dae mods from years ago if you edit their cfg file (had to add the PART definition), but plugins do usually break.

Unity commands can be slightly different from one version to the next, they may take different parameters, may be fixed so old workarounds are no longer needed, may be added to.

And Unity4 to Unity5 is a big change, probably the biggest is the Unity GUI stuff, you can find all this out in the Unity manual, all the new stuff is there.

Any plugin that has any sort of UI is likely to need some work, but we won't know for sure until 1.1 is released.

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With the new save updating system Squad mentioned in one of the Dev Notes, the wheels should not be a problem.

It would hopefully just rewrite the wheel module on your wheel part so all you just have to do is  copy-past that new  part .cfg to your mod pack.

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