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An observation on 0.22 mod compatibility


jordanjay29

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I'm quite impressed at just how many mods are updating themselves for 0.22 immediately, many of them including tech tree integration. It's almost as if they had some prior warning on how it worked. I was surprised to see that some big mods like NovaPunch and Kethane were updated within about 12 hours after release.

Anyways, bravo to all those modders, and those who will be releasing their 0.22 updates shortly.

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It takes 2 lines in the part configs to add them into tech nodes. This update didnt really seem to effect plugins like alot of em do either.

I use alot of mod..all of them in technodes, though only 2 of em done by the devs...rest by me in like 40min (in that 40min I sorted Sovietpack, KAS, kethane, HOME, Kosmos, KWrocketry, MJ2, protractor, hydrotech, EPLPmod, and a handful of part ive made for myself).

This was a really really simple patch to update for in most cases.

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ive been rather lazy with my mod since i released the .20 version, iv'e modeled some stuff and tweaked some other stuff, but its not like its on a fast dev cycle. add to the fact that this isnt the only game i mod, and modding is just one of many hobbies i have, and you get slow as hell update cycles.

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