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Setting Up My Game...


Robzilla45

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Ok... I've been goofing around with my game a bit. I've gotten several of the mods to work correctly and I've realized that some mods are dependent upon others. And the 'toolbar 000' thing... and the parts.. and the models... and ... well. Let's just say that I find it all just a little bit confusing. I've gotten all of this stuff to work at one time or another, but as I was toying around with the latest addition to my game, I noticed that the mechjeb had stopped working. It was still there, but the tab had disappeared from my flight display. In my attempt to fix this, I think I broke my game.

Now, I have re-installed a vanilla version of my game, and I want to set it up with particular mods (namely: Mechjeb2, Kethane, InternalRobotics, Firespitter, DMagic Orbital Science, BioDomes, and B9... and I believe I need to have Toolbar 1.71??)

I was wondering, since there seems to be some requirements for some of the mods.. and some conflicts... Is there a recommended process for setting up your game.. ie, Once you install your game, first you add mechjeb2, then add the firespitter mod, next the B9, next add ... etc, etc...

Could I get a little advice, please?

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Generally speaking, before you add a new mod to your game, make sure you first read and install the dependencies required by said mod before you install the mod itself.

Since that sentence is a bit of a tongue-twister, here's a more concrete example:

- Let's pretend you wanted to try out my FusTek Station Parts

- Before you do anything else, you would first read my official announcements thread

- The threads says that you need the following:

- Connected Living Spaces (CLS) plugin (codepoet), for determining which compartments are habitable/traversable

- Firespitter plugin V6.4 prerelease (Snjo), for various tweakable part animations

- Modular Fuel Tanks v5.0.3 plugin (taniwha), for reconfigurable propellant tank in the Resupply module

- ModuleManager plugin (sarbian), for applying patches for functionality/features provided by dependencies and third-party add-ons

- Ship Manifest plugin (Papa_Joe), for transferring crew between non-airlock compartments without EVA

- You would thus install those dependencies first before you would install FusTek itself (in theory, you can also install them in any order you want, but in practice that would cause unforeseen problems with compatibility).

It can be understandably frustrating to find that when installing one add-on, you're asked to install a whole bunch of other ones - this is because some add-ons make use of other add-ons that perform a particular feature really well, which makes more sense than for FusTek to say, code its own version of CLS/Firespitter/ModularFuelTanks/MM/Ship Manifest from scratch and effectively reinvent the wheel.

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