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CENTRALISED KSP 2 MODDING


bumv

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Hello fellow Kerbonauts,

With a new game, we have a new opportunity for how we can go about modding.

With most games, modding communities are decentralized, and people who work on mods do so independently, meaning that many mod-devs keep writing the same code to do the same things, a big waste of time.If we were to have a centralised discord or other kind of easy to access mod discussion hub, I reckon KSP 2 mods will soar well beyond KSP 1 mods.
 

If every modder goes on board with this then it will mean that modding will be so much easier and allow for more complex mods and much less headaches. 

So, anyone got any ideas on how we could get this set up?

 

Thank you for reading, 

bumv.

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For KSP1 we had established central services for modding discussion, package distribution and hosting. A bit of freedom for every contributor to break out of this mold should be possible.
I e.g. like it that youre not forced to deliver your work to one spot so its visible by users you can choose github, forums, SpaceDock or even curse. It however established that its a good idea to publish mods on the forums, SpaceDock and ckan.

Theres no reason not to continue the great way of doing things from KSP1.

I am however always open for evolution and help making them happen.
@bumvIf you want to help out making ckan or SpaceDock better youre welcome :)

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1 hour ago, Matteo_fey said:

Hi, browsing the JSON files in that repo, it looks like you are dangerously close to trying to re-invent CKAN from scratch, when the original is already there and capable of bringing 8+ years of experience and polishing to the new game with a few relatively small adjustments. I would strongly recommend familiarizing yourself with it before you go down that route:

CKAN is open source, and new contributors are always welcome. Here's my attempt to summarize what's needed to support KSP2:

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7 minutes ago, HebaruSan said:

Hi, browsing the JSON files in that repo, it looks like you are dangerously close to trying to re-invent CKAN from scratch, when the original is already there and capable of bringing 8+ years of experience and polishing to the new game with a few relatively small adjustments. I would strongly recommend familiarizing yourself with it before you go down that route:

That is indeed what was happening first but we then switched to just a readme to list all the mods since we knew  that we were about to redo ckan and just wanted a list with all the available ksp2 mods

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 I simply dont understand why we should hide info from this forum and scatter into different walled inet services.
This has been and always will be the central and official place for the KSP community.

Edited by VITAS
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8 minutes ago, VITAS said:

@Matteo_fey
Judging from your Forum account you might want to get involved with the modding scene of KSP first to see what doesnt allready exist.

 I simply dont understand why we should hide info from this forum and scatter into different walled inet services.
This has been and always will be the central and official place for the KSP community.

I was originally going to post about my mod in the Mod Releases forum, but after reading the community guidelines, I decided against it, just to be safe. Posting virtually any mod at this point seems to break the rules about decompiling, since we don't have any other sort of official documentation where we possibly could have found classes and methods we use in the mods.

Edited by munix
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22 minutes ago, munix said:

I was originally going to post about my mod in the Mod Releases forum, but after reading the community guidelines, I decided against it, just to be safe. Posting virtually any mod at this point seems to break the rules about decompiling, since we don't have any other sort of official documentation where we possibly could have found classes and methods we use in the mods.

That’s a safe position, but the word we’ve been told is that EULA issues are still being discussed, and there is no intention to stifle mod development on the forums.    

Edited by Gargamel
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12 minutes ago, Gargamel said:

That’s a safe position, but the word we’ve been told is that EULA issues are still being discussed, and there is no intention to stifle mod development on the forums.    

Alright then, thanks for the reassurance, I'll make a forum topic :) 

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This forum and its community as i know it always tought about the protection of the mod authors work. jumping from respecting your work under all circumstances to disowning you would be very out of character and not be tollerated by the people here.
 

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17 hours ago, VITAS said:

This forum and its community as i know it always tought about the protection of the mod authors work. jumping from respecting your work under all circumstances to disowning you would be very out of character and not be tollerated by the people here.
 

we have PitchForKs and Torches :D

 

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21 hours ago, VITAS said:

This forum and its community as i know it always tought about the protection of the mod authors work. jumping from respecting your work under all circumstances to disowning you would be very out of character and not be tollerated by the people here.
 

Speaking as a forum moderator and long time community member, that’s one of the reasons I asked you to write up your posts about Spacedock.     I do not see us (the forum moderation team) taking any steps towards neglecting the modding the community at all.   
I cannot speak directly for the CM’s or devs, but every indication I have seen, including their officially posted statements on the matter, is that they have no intention of abandoning the forums modding community.   In fact since at least a few former modders have joined the dev team, I would suspect there’s a chance the modding community will be stronger than ever.    

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10 hours ago, Gargamel said:

 the modding community will be stronger than ever.    

Would it be possible to create sub forums for the different mod categories? Like graphics, parts, navigation, tools, etc.

Looking at KSP1 mod releases, it's somewhat annoying to have to browse through 166 pages of mods.

Making tags mandatory would also help.

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Here is an idea, the game hasn't even been out a week. The dev's have clearly stated they plan to support mods and others have confirmed the frame work is at least in part already in. Have some patience and see what they come up with. It might even be linked to the Steam workshop system and you won't have to worry about all these plugins to get mods working. Just select the mod from the Steam workshop. Just wait and see.

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