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Multiple copies of ksp


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Just now, AwesomeDude3664 said:

Hello everyone, this is my first post in the forums. I was wondering if I could get a modded and unmodded install of ksp on my Mac.

Have a great day!

Yes, you can download multiple copies of KSP if you purchased it. I have multiple installs on my computer.

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30 minutes ago, Dman979 said:

Yes, you can download multiple copies of KSP if you purchased it. I have multiple installs on my computer.

Yes, and you can keep different versions. I have 1.0, 1.1, 1.2, and now, 1.3! I just wish I would have thought to keep .22, .24, .and .90  Ah, those were the days!

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I have the GoG version on Linux, so don't really know if it's applicable to a Mac.  But I simply made a copy of the GameData folder.  Renamed it GameData.stock.  I put all my mods into the original GameData folder.

If I want to play stock, I simply change the modded GameData folder to GameData.modded, and change GameData.stock to GameData.  Now I'm playing stock.  And vice versa.  This lets you access your saves under both "versions" as well, since they're not kept in GameData.

Screenshotat20170802.png

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Actually, it's highly recommended to keep a pure stock copy around if you are going to be adding mods. As said above, you should be able to simply make an additional complete copy of the directory before you mod it.

 

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1 hour ago, Geonovast said:

I have the GoG version on Linux, so don't really know if it's applicable to a Mac.  But I simply made a copy of the GameData folder.  Renamed it GameData.stock.  I put all my mods into the original GameData folder.

If I want to play stock, I simply change the modded GameData folder to GameData.modded, and change GameData.stock to GameData.  Now I'm playing stock.  And vice versa.  This lets you access your saves under both "versions" as well, since they're not kept in GameData.

Screenshotat20170802.png

That seems simple enough! Thank you for all your replies!

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1 hour ago, bewing said:

Actually, it's highly recommended to keep a pure stock copy around if you are going to be adding mods. As said above, you should be able to simply make an additional complete copy of the directory before you mod it.

 

And yet another copy of [Gamedata] with your actual mods if you decide to add a new batch. 

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@AwesomeDude3664 @Geonovast I'd like to suggest an alternative - just make "Gamedata.disabled" alongside "Gamedata" and then just move everything unneeded out there - and back.

To make game "stock", move everything out except "Squad". Of course one can make a (bash/sh) script for that, since things are stored in subdirectories. :)

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@Kerbal101I think renaming two folders is much less work than selecting certain files and transferring possibly hundreds of MB back and forth.

Although, writing a bash script to rename the folders isn't a bad idea...

Of course, from what I'm seeing, mod management is much better handled with CKAN, which I tried, but it wasn't playing nice, and I hate fighting to get programs to work with mono/Wine, so I gave up.  If someone ever created a native Linux mod manager like CKAN, I'd be all over it.

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@Geonovast moving, not transferring :)  Moving directories is similar to renaming them, since only inode information is changed - unless they are on different partitions :)

CKAN is available for Linux, in case you need it. :)

You can also easily create shortcut to start it, if you need it and then drop it into ~/.local/share/applications  :)

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2 minutes ago, Kerbal101 said:

@Geonovast moving, not transferring :)  Moving directories is similar to renaming them, since only inode information is changed - unless they are on different partitions :)

Of course, brain fart.  I still think it's more hassle than renaming the folders, but not by much.  Same result, just different road to get there.  It clicked when I was poking around to create the bash script that I remembered that moving files and renaming directories use the same function.

3 minutes ago, Kerbal101 said:

CKAN is available for Linux, in case you need it. :)

I tried that, and it would give me 3 or 4 errors, then wouldn't see the KSP installation.  I've only got 4-5 mods installed ATM, so it's not worth the hassle yet.  It still uses mono, which is temperamental. 

Now what would be neat would be the ability to shut off an enable mods in game, but I realize that's not feasible.

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@Geonovast Well, if you make two copies of 1Gb "Squad" subfolder - and you are going to need that if you need two runnable Gamedata, the impact depends if you are using COW filesystem or not; so if you are not using BTRFS or ZFS then its 1Gb more compared to moving subfolders in/out on occasion. But yes, same function - I just shared my approach.

Frankly speaking, I have not tried CKAN yet and running 48 mods right now :) KSP is technically written in Mono, just the standalone built-in version.. :wink:

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