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Ingame online mod manager suggestion


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Hello to all, i have read a few posts here which make a important shift in my opinion about modding and proposals for the base game. Many request are made for mods being transefered into the base game. My suggestion is simply but powerfull ingame User Interface for managing mods from online source. This could hopefully stop those request to occure (may be not :-)

The basics of the interface should include:

+List of modes from an online source which you can filter by some categories or author and then by check button you subsribe to this mod

+Basic version compliance - this is what i would realy appreciate as i like some mods but game update usualy results in old mod making the game unstable. the mods published on the list should have a base game version compatibility info. this could be as good that only after all your subscibed mods are compatible to lates available game version you can hit a button which will update the game

+automated download and integration of the mods (game restart posible)

+UI and rule set for publishing

As I have read the developers plan a backend for the future multiplayer - this could be the online platform for the list itself and UI for the mods developers to publish their works according to the publishing rules. Also as side effect you could think about the multiplayer with mods posibility im I right?

posible features:

+raiting and statitics for the developers.

+anonymous usage stats for mods (mandatory or optional??)

+integration with karbal spaceport

+mods intercomatibility

+online game update based on mods availability and compatibility

+some advantages for devs publishing mods in official way (may be participation in closed beta tests before official update release??)

+difficulity raiting for mods adding game complexity (remote tech, deadly reentry, BTSM)

this proposal does not intend to replace the manual moding proces (this should stay) but to help with mods in general for beginers.

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A mod repository that works like Linux repositories. Dependencies all handled so if you download a .craft that needs a mod, it finds the mod (then finds any mods that the mod depends on) and grabs them too. Could perhaps even integrate it into a general updating mechanism for the core game plus mods, again, just like Linux repos.

This has been suggested more than once, and I've been in favour of the idea every time. Wonder if they could borrow dpkg and include a copy with KSP? So long as it's a separate product that the main KSP game uses, and so long as they stick the source code in with it, I don't see how this would violate the GPL that dpkg is released under.

In fact, somebody has already done the hard work of making a multi-platform dpkg, right here.

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this could also provide some solution to discusions about difficulty level of the game.

may be some predefined dificulty levels could be bind to specific mods colection - this can be usefull in multiplayer to establish several difrent experiences acording to player skills.

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