kicek_kic Posted May 1 Share Posted May 1 (edited) A continuation of my previous post on Reddit, which I had to abandon due to Reddit being Reddit. Im hoping this post gets approved fast so I can share the link on my old post. Im guessing some of you had this post "What KSP 1 mods to install", "What cool weapon mods to annihilate my pc", etc. and then you go deep inside your brain to think of every single mod for KSP. I guess not anymore now because I made this list to make you next time just send a link and you can move on. This list is basically a database of mods that are actually known and used by players, so you don't have to worry about installing a random obscure mod from CKAN. Feel free to comment what to add/change/remove. As always, use CKAN! Im going to use a table since I found out Its smaller than a bullet list, clearer and you can have more content in a smaller space. * - Mods with this symbol means that they are incompatible with eachother (this applies to only mods in the same column).ㅤㅤ** - MJ is quite controversional, you should only use it as your assist tool, dont main it or part of community will be angry at you. BDArmory requires PRE which is kind of broken, set the simulated area in in-game config (on toolbar) to 50km, only increase If you have to. Planets Systems General Graphics QoL (No Parts) Utilities (Parts/Overhauls) Part Packs RSS* Outer Planets Parallax KSP Community Fixes HeatControl Planetary Base Systems Grannus Kerbal Star Systems TUFX Docking Port Alig. Indicator Kerbalism KIS Galileo Kcalbeloh Waterfall Trajectories KSP Interstellar Extended KAS KSRSS* Galaxies Unbound Waterfall Restock Config Kerbal Alarm Clock MechJeb** Near Future mod series Quackpack Distant Skies AVP* AtmosphereAutopilot Procedural Parts Far Future Technologies Silan More Real Exoplanets Spectra* Kerbal Cons. Time Realism Overhaul Restock+ Snazzy's OPM Restock Time Control SCANsat Hangar Extender Extended Asclepius* Chatterer/+ TweakScale System Heat KW Rocketry JNSQ* PlanetShine Waypoint Manager Universal Storage Extraplanetary Launch Pads Linbol System Rebirth* Sunflares of Maar RCS Build Aid Principa Mk2/3 Stockalike Expansion Neidon Plus* Kopernicus Expansion Continued-er Parking Brake kOS Kerbal Foundries Minor Planets Expansion Distant Object Enhancement Community Tech Tree Kerbal Konstructs Bon Voyage! Alternis Kerbol Rekerjigged* BlackRack's Volumetric Clouds* Speed Unit Annex Kerbin Side Remastered BDArmory Plus** Jool's Surface Rareden's 8k skybox* The Janitor's Closet Better SRBs Poodmund's skyboxes* Toolbar Bluedog Design Bureau Reentry Particle Effect Renewed Easy Vessel Switch Soviet Parts and Rockets Textures Unlimited ScienceAlert ReAlerted Lithobrake Exploration Technologies Scatterer* BetterTimeWarp Continued DeepFreeze EVE: Redux* BetterBurn Time CryoTanks Textures Unlimited B9 Aerospace Procedural Wings Textures Unlimited Recolour Depot OPT Spaceplane Continued Rocket Sound Enhancement Modular Kolonization System/WOLF Toolbar Controller Near Future Spacecraft AntennaHelper Tantares Contracts Window+ Missing History KRASH Progressive Colonization System HyperEdit Starship Expansion Project Dynamic Battery Storage Tracking Station Evolved CommunityDeltavMaps Unkerballed Start Transfer Window Planner Free IVA Soundtrack Editor Ztheme Naztheme Precise Maneuver Gravity Turn Continued Kerbal Joint Reinforcement Click Through Blocker Edited Sunday at 11:46 AM by kicek_kic Added Starship Expansion Project Quote Link to comment Share on other sites More sharing options...
AHopefulIdiot Posted May 2 Share Posted May 2 Hey, I wanna recommend the mod Ztheme for people wanting a more modern UI and Naztheme for a retro look Quote Link to comment Share on other sites More sharing options...
Great Liao Posted May 2 Share Posted May 2 Some Planet Packs: Quackpack, Silan, Snazzy's OPM, Asclepius, Linbol System Rebirth, KSRSS, Neidon Plus, Minor Planets Expansion, Alternis Kerbol Rekerjiggered, Distant Skies, More Real Exoplanets, Jool's Surface Quote Link to comment Share on other sites More sharing options...
kicek_kic Posted May 3 Author Share Posted May 3 All added Quote Link to comment Share on other sites More sharing options...
rmaine Posted May 3 Share Posted May 3 Puzzled as to what you are saying about MJ. I've no interest in arguing about it or about why I would care who might be angry at me for using it. I'm just trying to figure out what you mean when you say not to "main" it, but only to use it as an assist tool. An assist tool is what it is, so yes, that's what it tends to be used for. But I have no idea what you mean by "maining" it. (After the first thousand or so launches, I know perfectly well how to do things like boost up to a particular orbit; it has just become tedious instead of fun). Speaking of by passing tedium, Gravity Turn Continued is another mod I use (I find its automated launch handier than MJ's). And Default Action Groups takes care of a trivial bit that I otherwise need to do on almost every vehicle build. And Precise Maneuver for many reasons (again MJ has something similar, but I personally prefer Precise Maneuver). Missing History is a parts mod that really ought to have been part of the Making History DLC as it fills such clear holes. I don't get the impression that Progressive Colonization System is widely used, but I personally use it a lot. Gives some objectives for the late game. Extraplanetary Launchpads definitely. And Lithobrake Exploration Technologies, mostly just for decent length ladders in my case. Kerbal Joint Reinforcement (either variant - I use the "next" one) because without it planetary bases are annoyingly prone to self destruct on scene changes. Strategia. Module manager is required for a bunch of the other mods, but as long as you use CKAN, it will be pulled in for you; and it doesn't do anything useful that I know of just on its own, so might make sense that you don't bother to cite it. Likewise for Click Through Blocker. I don't think Toolbar Controller is technically required for Toolbar, so CKAN might not pull that one in automatically, but it's useful. Quote Link to comment Share on other sites More sharing options...
chefsbrian Posted May 3 Share Posted May 3 I highly recommend the WOLF colonization system from the USI mods, it provides a lot of the general promise of the KSP2 colony system - resources over time, ease of access and use, etc. It does so by teleporting the colony elements into the void, and using depots to pull resources out of it. Very performance friendly, takes some investment and setup, and interfaces well with most other major mods like EL to build ships off the homeworld. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 3 Share Posted May 3 @kicek_kic Howdy. I have an issue with the column name "Utility/No Parts mods." I would expect that the mods here are all QoL (quality of life) mods which specifically don't add parts. There a lot of players who love utilities and hate parts and would have the same problem I'm pointing out. Please split this column into utilities (parts) and QoL (no-parts). The parts mods so far: Heat Control (Radiator pack) Kerbalism (Gameplay overhaul) KSP Interstellar Extended (Gameplay overhaul and mega parts pack) MechJeb (The MJ core is a part) Procedural Parts (of course) Realism Overhaul (Gameplay overhaul and mega parts pack) SCANsat (scanner parts pack) System Heat (Adds a few parts but they can be ignored entirely) Universal Storage (Cargo parts pack) Quote Link to comment Share on other sites More sharing options...
panarchist Posted May 4 Share Posted May 4 "Kerbal Constructs" is actually Kerbal Konstructs. KK and Kerbinside Remastered aren't actually parts mods, as they add no parts. They do have an impact on system resources, but they're closer to a utility than a parts mod. Quote Link to comment Share on other sites More sharing options...
kicek_kic Posted May 4 Author Share Posted May 4 On 5/3/2024 at 6:11 PM, rmaine said: Puzzled as to what you are saying about MJ. I've no interest in arguing about it or about why I would care who might be angry at me for using it. I'm just trying to figure out what you mean when you say not to "main" it, but only to use it as an assist tool. An assist tool is what it is, so yes, that's what it tends to be used for. But I have no idea what you mean by "maining" it. (After the first thousand or so launches, I know perfectly well how to do things like boost up to a particular orbit; it has just become tedious instead of fun). Some users, apparently, with absolutely no knowledge or any skill install MJ and then become addicted to it because they can't do anything right without MJ. That's what I heard at least. On 5/3/2024 at 8:38 PM, chefsbrian said: I highly recommend the WOLF colonization system from the USI mods, it provides a lot of the general promise of the KSP2 colony system - resources over time, ease of access and use, etc. It does so by teleporting the colony elements into the void, and using depots to pull resources out of it. Very performance friendly, takes some investment and setup, and interfaces well with most other major mods like EL to build ships off the homeworld. I added Modular Kolonization System (MKS) - If that's not what you meant then please give me link to the mod you mean. 23 hours ago, JadeOfMaar said: @kicek_kic Howdy. I have an issue with the column name "Utility/No Parts mods." I would expect that the mods here are all QoL (quality of life) mods which specifically don't add parts. There a lot of players who love utilities and hate parts and would have the same problem I'm pointing out. Please split this column into utilities (parts) and QoL (no-parts). The parts mods so far: Heat Control (Radiator pack) Kerbalism (Gameplay overhaul) KSP Interstellar Extended (Gameplay overhaul and mega parts pack) MechJeb (The MJ core is a part) Procedural Parts (of course) Realism Overhaul (Gameplay overhaul and mega parts pack) SCANsat (scanner parts pack) System Heat (Adds a few parts but they can be ignored entirely) Universal Storage (Cargo parts pack) Updated! I was also thinking of separating certain mods into their own category from Utility/No Parts but since no one was talking about it, I thought it was fine. Well, thank you for giving me a green light. Quote Link to comment Share on other sites More sharing options...
YourPleb Posted May 13 Share Posted May 13 (edited) Hi, sorry to bother. I'm currently going through and installed a lot of the mods but some of them aren't showing up on CKAN? (This is my first time installing mods for KSP) Two of the mods that I have noticed which don't show up so far would be Principa and SCANsat. Do you know why that might be and where I should install them instead? EDIT: I have finished with all the mods that I wanted to install (everything except for additional planets and systems) and here is the list of mods that I found which are either just not listed in CKAN or are stated to be incompatible with the most recent version of KSP. Principa SCANsat far future technologies Hanger Mk2/3 Stockalike Expansion bluedog design bureau soviet parts and rockets cryotanks opt spaceplane continued modular kolonization system (doesn't appear) near future spacecraft tantares (which one?) missing history progressive colonization system Edited May 13 by YourPleb Addition Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted May 14 Share Posted May 14 On 5/5/2024 at 3:35 AM, kicek_kic said: I added Modular Kolonization System (MKS) - If that's not what you meant then please give me link to the mod you mean. I believe he is talking about the WOLF system bundled inside MKS. It doesn't actually depend on MKS for anything. To clarify: inside GameData/USI, there is a WOLF folder, which can be used standalone. WOLF provides abstracted logistics: you take wolf parts to a biome, connect them to said biome, and you now have a WOLF 'base' there. This produces virtual wolf resources, which you can bring into the main ksp world with wolf hoppers. Quote Link to comment Share on other sites More sharing options...
kicek_kic Posted May 14 Author Share Posted May 14 On 5/13/2024 at 6:07 AM, YourPleb said: or are stated to be incompatible with the most recent version of KSP. I thought everyone knows this... but go to Settings -> Compatible Game Versions, and check all versions all the way down to 1.8. That should fix the incompatible game version issue (all the mods designed for 1.8 should work with 1.12.5). - For Hanger mod, just use Hangar Extender then instead. - Note the "/" between 2 and 3 in Mk2/3. The "/" here represents different mods. There is "Mk2 Stockalike Expansion" and "Mk3 Stockalike Expansion". Did the same thing to Chatterer. - Ahhh Its actually "Soviet Probes and Rockets", my bad. Also in CKAN just search "Soviet Rockets". - Just separate the cryo from tanks and it should give you the mod, Im copying the mod names from their homepage, so Its always worth experimenting a bit since CKAN names are not always the same. - Its "Tantares - Soviet Spacecraft". A note in future is to look at the names, you are obviously looking for the main mod, so "Addition to Tantares" is already out of the question, next, also look If the mod name itself actually contains the main mod name, so mod "BDB Now in Colors!" is also out of the question. Finally, when you eliminate all the mods that you are sure are not them, click them and in description click the link to Its home page and check If Its what you're looking for. - The same thing as with cryotanks, but now you actually have to connect both words. As I said, always experiment. Any other mods is just not having the compatible versions checked. About Principa... apparently Its one of those mods that you can't install in CKAN, here is the official guide made by CKAN to install it though: https://github.com/mockingbirdnest/Principia/wiki/Installing,-reporting-bugs,-and-frequently-asked-questions 13 hours ago, KspNoobUsernameTaken said: I believe he is talking about the WOLF system bundled inside MKS. It doesn't actually depend on MKS for anything. To clarify: inside GameData/USI, there is a WOLF folder, which can be used standalone. WOLF provides abstracted logistics: you take wolf parts to a biome, connect them to said biome, and you now have a WOLF 'base' there. This produces virtual wolf resources, which you can bring into the main ksp world with wolf hoppers. Interesing, well, I never used that mod. Though I feel like this information won't fit well in the table, so Im just going to make it MKS/WOLF. If someone gets confused, he'll find his answer here and Im sure most of the players check comment section when they have a problem with a mod. Quote Link to comment Share on other sites More sharing options...
YourPleb Posted May 15 Share Posted May 15 16 hours ago, kicek_kic said: I thought everyone knows this... but go to Settings -> Compatible Game Versions, and check all versions all the way down to 1.8. That should fix the incompatible game version issue (all the mods designed for 1.8 should work with 1.12.5). - For Hanger mod, just use Hangar Extender then instead. - Note the "/" between 2 and 3 in Mk2/3. The "/" here represents different mods. There is "Mk2 Stockalike Expansion" and "Mk3 Stockalike Expansion". Did the same thing to Chatterer. - Ahhh Its actually "Soviet Probes and Rockets", my bad. Also in CKAN just search "Soviet Rockets". - Just separate the cryo from tanks and it should give you the mod, Im copying the mod names from their homepage, so Its always worth experimenting a bit since CKAN names are not always the same. - Its "Tantares - Soviet Spacecraft". A note in future is to look at the names, you are obviously looking for the main mod, so "Addition to Tantares" is already out of the question, next, also look If the mod name itself actually contains the main mod name, so mod "BDB Now in Colors!" is also out of the question. Finally, when you eliminate all the mods that you are sure are not them, click them and in description click the link to Its home page and check If Its what you're looking for. - The same thing as with cryotanks, but now you actually have to connect both words. As I said, always experiment. Any other mods is just not having the compatible versions checked. About Principa... apparently Its one of those mods that you can't install in CKAN, here is the official guide made by CKAN to install it though: https://github.com/mockingbirdnest/Principia/wiki/Installing,-reporting-bugs,-and-frequently-asked-questions Interesing, well, I never used that mod. Though I feel like this information won't fit well in the table, so Im just going to make it MKS/WOLF. If someone gets confused, he'll find his answer here and Im sure most of the players check comment section when they have a problem with a mod. It's my first time ever modding, sorry but thank you! Quote Link to comment Share on other sites More sharing options...
kicek_kic Posted May 15 Author Share Posted May 15 8 hours ago, YourPleb said: It's my first time ever modding, sorry but thank you! nah np Quote Link to comment Share on other sites More sharing options...
kspbutitscursed Posted May 16 Share Posted May 16 Starship expansion project Quote Link to comment Share on other sites More sharing options...
kicek_kic Posted Sunday at 11:47 AM Author Share Posted Sunday at 11:47 AM On 5/16/2024 at 6:49 AM, kspbutitscursed said: Starship expansion project Added! I was looking everyday here and for some reason I didn't see your message. Added it a bit late. Quote Link to comment Share on other sites More sharing options...
Spikemaster Posted Sunday at 12:16 PM Share Posted Sunday at 12:16 PM You have mentioned that DOE and spectra are incompatible with any other mods in the graphics category. However I use those 2 along with restock and chatterer and it works fine Quote Link to comment Share on other sites More sharing options...
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