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Mods, Plugins, and Part Add-ons: A Definition Infographic


Flixxbeatz

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I've been thinking of doing this thing a few weeks ago, and I've just had time today to make it. Hope it helps! :D

Anything I've need to say more is already included in. As per the definitions, I only came up with them myself based on how they work, and may differ from your own definition(s) of it.

ONElNBd.jpg

Edited by Flixxbeatz
clarification
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Looks great; simple, and understandable... its a shame like all the other stickys and info threads; it will probably only be read by everyone BUT its target audience :P

This is also for everyone, particularly those who are confused which is which. I don't know either if this is the place where I must put this thing :D

Thanks anyway

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Shouldn't this be plugged into the plugin directory... If so YOU PUT IT IN THE WRONG PLACE...

How ironic lol :sticktongue:

I'm actually contemplating about that, since it's specifically pertaining to mods, but is generally related to the game itself. I've put it here to have everyone see it easily :D

I'll leave the decision to any moderator that would pass by here, though...

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In the strictest sense of the word, a true "mod" would be something that actually modifies a particular behavior/physics of the game that has already been hard-wired into it. Thus, most of the mods in any game that I've encountered are mostly "addons" that add new content or aids in the game, without really modifying the core. Granted, the actually *gameplay experience* for the individual user would probably be "modified" somewhat, but the core is not.

So how "user-made content" (or at least how it appears in my mind) flows into KSP is a little different for me...

flow1o.jpg

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I see, might as well help. Thanks for the supplementary notes :D

Yep, meant as supplementary only, I do like your diagram, it actually helps people who want to get started in doing mods/plugins have a "bird's eye view" of how things should be set up.

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Yep, meant as supplementary only, I do like your diagram, it actually helps people who want to get started in doing mods/plugins have a "bird's eye view" of how things should be set up.

Not to mention that I've tried defining each of them as best as I can do in a way that everyone can easily understand it. Thanks!

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I like you diagram indeed, should be the setup of the add-on forum section. Anyone knows what happened to the plugin powered add-on section? Plugins and parts together in one section makes it way to messy, I need to go through a few pages know before finding what I was looking for. Is it coming back? because this is horrible in my opinion.

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I like you diagram indeed, should be the setup of the add-on forum section. Anyone knows what happened to the plugin powered add-on section? Plugins and parts together in one section makes it way to messy, I need to go through a few pages know before finding what I was looking for. Is it coming back? because this is horrible in my opinion.

I'm fine with the new settings there, since there are classifications that will serve as your guide. Also, you can utilize the search bar if you're finding something there.

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I've been thinking of doing this thing a few weeks ago, and I've just had time today to make it. Hope it helps! :D

Anything I've need to say more is already included in. As per the definitions, I only came up with them myself based on how they work, and may differ from your own definition(s) of it.

Isn't this off post .20? Everything goes in /gamedata now, other than legacy stuff.

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Isn't this off post .20? Everything goes in /gamedata now, other than legacy stuff.

In part, but the GameData folder still handles subfolders such as Plugins and Parts. True, it's not needed, but the categorizing that Cap'n Kalawang provided in the OP still helps people understand what is what.

And Ferram doesn't change Unity itself, but rather the systems that the devs have created to operate the game through Unity. I get what you're saying, though, and I agree with your categorizing as well as Kalawang's. :)

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