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[0.90] CrewFiles: persistence files for individual kerbals (16 dec 2014)


Ippo

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  • 2 weeks later...

Talk of Kerbal experience made it quiet clear that my idea of a final KSP is somewhat different then the majority of the communities. Your implementation of DangIt! has me hoping I can do something with CrewFiles to create upgradable pilots and scientists to complement your mechanics and engineers. I haven't coded in a number of years, but this game has consumed my life, and it may be time to get involved with the modding community.

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Talk of Kerbal experience made it quiet clear that my idea of a final KSP is somewhat different then the majority of the communities. Your implementation of DangIt! has me hoping I can do something with CrewFiles to create upgradable pilots and scientists to complement your mechanics and engineers. I haven't coded in a number of years, but this game has consumed my life, and it may be time to get involved with the modding community.

Well, you are gonna like my next project then :)

I'm a little busy IRL, but I hope to start working on it soon. It's also going to replace CrewFiles entirely (since they would share so much duplicate code that it just seems better to me to just add things to CrewFiles and then change its name).

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Hey there, how are ya? Thanks for the mods.

I commented on the Final Frontier thread (one that gives records and track history for kerbals) that it should try to use your API, primarily for embedding record files within the main save file.

But just now I realized, does this addon keep separate files?

I really don't know, as I haven't tested the newer version of Dangit. But if it does, it could result in some issues when loading backups, quickloads and sort of stuff, specially with Kerbal Construction Time which uses a lot of backup for simulations.

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Hey there, how are ya? Thanks for the mods.

I commented on the Final Frontier thread (one that gives records and track history for kerbals) that it should try to use your API, primarily for embedding record files within the main save file.

But just now I realized, does this addon keep separate files?

I really don't know, as I haven't tested the newer version of Dangit. But if it does, it could result in some issues when loading backups, quickloads and sort of stuff, specially with Kerbal Construction Time which uses a lot of backup for simulations.

Hi, all the data is stored inside the save file, therefore it is always in sync with the game. If you load a previous save, you also load the corresponding database: so unless KCT uses some weird method to revert the simulations, it shouldn't pose any problem :)

P.S: Let me also add that this mod is getting deprecated in the near future. The upcoming Open Perk System will also include everything that CrewFiles does right now... if I ever find any time to work on that, that is :(

Edited by Ippo
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Hi, all the data is stored inside the save file, therefore it is always in sync with the game. If you load a previous save, you also load the corresponding database: so unless KCT uses some weird method to revert the simulations, it shouldn't pose any problem :)

P.S: Let me also add that this mod is getting deprecated in the near future. The upcoming Open Perk System will also include everything that CrewFiles does right now... if I ever find any time to work on that, that is :(

That great to hear, there shouldn't be any issue and my recommendation was ok.

A open system to store data for individual kerbal is a great idea, why the change on the project name though?

Don't forget that people can help if you ask.

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That great to hear, there shouldn't be any issue and my recommendation was ok.

A open system to store data for individual kerbal is a great idea, why the change on the project name though?

Don't forget that people can help if you ask.

Well, mainly because the scope changed :)

I want a system to provide an API to use perks, like DangIt is doing right now. Now, technically it could be built on top of CrewFiles, but it would cause me to duplicate a lot of boilerplate code and it doesn't really sound like a good idea to me. :)

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Hi everyone, as anticipated, Dang It! is about to stop using Crew Files as a dependency.

Considering that (as far as I know) that was the only mod using this tool, this means that I'm not going to update this mod anymore unless explicitly asked to (and even then, we'll see if I have the time).

Good riddance, Crew Files!

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