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Improve Modded Gameplay


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As a modder and a year old ksp player, I wish to suggest better support for modded gameplay.

Current Problem from my point of view:

- A few parts pack mod will make tech tree confusing,

- Part catalog easily gets cluttered by part packs

- lack of above ground structures on kerbin

I know they could be solved individually, but I have proposal that could solve all of them as well as have endless gameplays that depends on modders.

So here is the core idea:

Each mod can have it’s own R&D building, mission control or both!

It begins at the kerbal space center menu, there you will have another option to go to ‘Kerbal Mod Town’ (like the old kerbTown mod) where you can see each mod’s own facility, and they are all accessible.

If you click on a mod’s R&D facility, it will have it’s own tech tree as well as the ability to turn a mod part on or off in the VAB or SPH. If you click on a mod’s mission control, it will have the mod’s own mission listed as well as rewards. This enable modders and setup their own balanced tech tree without interfere with stock tech tree.

And like KSC, the town made up of modder’s own facilities and it will have it’s own site somewhere near KSC. Players can fly to it to turn in samples to unlock more parts or tech from that mod. If you have lot’s of mod it could be quite a site to visit.

Ofcourse, the modder can choose not to have a building at all, or a building simply for good looking.

Heres a few example facility of mods I’d like to see:

FAR: Mission control with flight missions

B9: R&D for it’s own tech tree to unlock b9’s parts using science.

In conclusion the biggest benefits will be:

Stock tech tree and missions remains untouched;

Players can have more option to progress with mods;

Player can choose to let the specific mod part show in VAB/SPH;

Easy to access modder’s missions;

You can show off your little or big town that’s made up of mod’s facilities;

Disadvantage:

Could cause lag?

Modders have to spend extra time to model their own buildings;

Lots of coding;

Lastly this is just my view of where ksp could go with mods, as mods are very essential to my own kerbal space program :)

edit: i didn't put this on add-on development discussion because i wish squad could do this, kind of like how squad made modding easier simply by putting mod folders in gamedata

Edited by K.Yeon
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