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Modding Mondays: Fine Print


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<p><img src="https://31.media.tumblr.com/f877983c4f5dc185bb3b4a0e8611b711/tumblr_inline_na677lc2Ob1rr2wit.jpg"/></p>

<p><a href="http://bit.ly/1rkLizo"><img src="https://31.media.tumblr.com/896e16e8c7b29ea82dd73a433f16184b/tumblr_inline_na67enK4Ga1rr2wit.png"/></a></p>

<p>Contracts, contracts, contracts! Does your game need a contract injection? Maybe you need to read the <a href="http://bit.ly/1rkLizo"><strong>FINE PRINT</strong></a>. <strong>Arsonide</strong>'s Fine Print, that is.</p>

<p>This mod adds six new contract types to <em>KSP</em>, including <strong>Asteroid Retrieval Mission</strong>, <strong>Build Orbital Station</strong>, <strong>Rover Search</strong> and more. make sure you use and abuse waypoints, too. They play a big role in some of the new contracts and will play a much more major role for all of them in the future.</p>

<p>For more info on <strong>Fine Print</strong>, go <a href="http://bit.ly/1rkLizo"><strong>HERE</strong></a>.</p>

<p></p>

Edited by Rowsdower
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Modding Mondays are my favorite Daily Kerbal feature.

Why? Because it shows Squad's commitment to the modding community. Instead of viewing mods as something it must tolerate, Squad provides the tools and info to aid creation of mods. As such, KSP has an active and vibrant modding community.

I've been using FinePrint (and Mission Controller Extended: another contracts mod) for quite awhile now. FP and MCE really enhance and extend the user experience.

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I've been using FinePrint (and Mission Controller Extended: another contracts mod) for quite awhile now. FP and MCE really enhance and extend the user experience.

So there are no conflicts between the two mods? As in you can accept contracts from both simultaneously?

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So there are no conflicts between the two mods? As in you can accept contracts from both simultaneously?

This is correct. Any mod that adds contracts adds to a "pool" of contracts that the system can choose from, effectively meaning that multiple contract mods can be used together with little to no problems.

Actually had to uninstall it because it was getting in the way.

Configuration capabilities are coming soon. Right now there can be no more than two contracts on the board of any particular new type at any given time. This is to prevent the system from choosing too many of the new contracts, and to maintain board variety. This number will be in the configuration files on a per contract basis, so you can configure it to not show any rover missions, to show 10 station missions, or whatever you want.

Edited by Arsonide
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So there are no conflicts between the two mods? As in you can accept contracts from both simultaneously?

I've had no problems; I get contracts from both. As Arsonide mentioned above, the contracts API permits multiple contracts mods to work and play well together.

Also, if you've not done so, read Arsonide's signature in his posts. it indicates what he is working on in FP.

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Fine Print is a really awesome mod. :)

But, it would be more appropriate to link to the forum thread, because there is more information there.

http://forum.kerbalspaceprogram.com/threads/88445-0-24-2-Fine-Print-v0-5a-Formerly-Extra-Contracts-(July-27)

A CurseForge link as opposed to a Curse one would be better as well (the forum thread for Fine Print does link to Curse, though)

http://kerbal.curseforge.com/ksp-mods/223168-fine-print

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I've had no problems; I get contracts from both. As Arsonide mentioned above, the contracts API permits multiple contracts mods to work and play well together.

Also, if you've not done so, read Arsonide's signature in his posts. it indicates what he is working on in FP.

Ok thanks, I have been wondering about that. I like different aspects of each and was hoping they would play nice together.

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This is correct. Any mod that adds contracts adds to a "pool" of contracts that the system can choose from, effectively meaning that multiple contract mods can be used together with little to no problems.

Configuration capabilities are coming soon. Right now there can be no more than two contracts on the board of any particular new type at any given time. This is to prevent the system from choosing too many of the new contracts, and to maintain board variety. This number will be in the configuration files on a per contract basis, so you can configure it to not show any rover missions, to show 10 station missions, or whatever you want.

That's great to know, thanks

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Excellent mod, very well done Arsonide and congrats on the feature!. Between this, MCE and DMagic's Orbital Science parts / contracts there's so much neat stuff to do now I have trouble choosing where to start and what to build :D.

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