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How do I keep my mods.


Adampeay

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If you're talking about a possible 0.21.2 update, then your craft files (your ships) will most likely not be erased. If you're talking about an update like 0.22 or 0.23, then it depends upon what the developers say. The only reason 0.21 destroyed ships and forced a new game was because Squad introduced a new feature that could only be implemented if it broke saves.

For mods, you will always keep them, no matter what update you go through. The only problem is, they may not work after a new update, because of some new coding that they won't comply with. In that situation, you just have to wait for the mod developer to release an updated version and replace the old mod with that.

Edited by TheHockeyPlayer
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When an update comes out, keep an eye on this forum: http://forum.kerbalspaceprogram.com/forumdisplay.php/19-General-Add-on-Affairs

Someone will usually start a list of addons that have been udpated, still worked or break the new update. If one of your mods isn't updated, then you're out of luck. Either you drop it or continue playing at the old version until you reach a point where you can update.

Protip: for mod like MechJeb, which attaches to outside of parts, put it on radial decoupler. That way, you can at least "throw" the mod off and go forward. Doesn't work for all mods, but something to keep in mind.

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