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Mod pack?


Skylid

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I'm sure anyone who has run multiple mods at once has seen that the mods usually don't like to work with each other. Game crashes, broken features, and overall bugyness and raging ensue. So i was wondering, Like Minecraft has mod packs,( i.e feed the beast, technic etc.) why can't KSP have mod packs? We could have a realistic mod pack where dangerous re-entry, FAR/NEAR, Tac Life support, and KAS all work together. again, without the bugyness. I (from a non-coder standpoint) think that it would work. Anyone else think that this is a good idea?

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If you've actually used KSP mods, rather than being used to other games, you will find that KSP mods *don't* have trouble working with one another. We don't collide resource indicators, we don't need to recompile the game's own dlls, etc.

The only issue that regularly makes using many mods difficult is the RAM limit, and mod packs don't make a difference at all there.

That said, modhat ON, this thread about addon affairs is going to General Addon Affairs!

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As a moderator, let me just point out that civil discussion is very possible, and by no means unproductive.

Further, while modpacks tend to raise the ire of many modders, package managers offer the same ease of use to the end user without the down sides of modpacks. Here is a recent thread about a package manager, and there is a second one under development in the Addon Tools and Applications forum.

Further, there is nismobg's excellent Community Mods and Plugins Library for a catalog of mods, as well as the one TheAlmightyOS is starting in this subforum.

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