![]() The built in loader parses a new JSON mod info format, which Netkan might be able to scrape for metadata (if we can figure out how to peer inside Unity addressable asset bundles).Supposedly mods using the built in loader will have to be packaged in Unity addressable asset bundles, so ZIP files may or may not still be viable for distribution (the third party ones look like they allow loose files put into specific folders). ![]() To work around that, there are two third party mod loaders competing for early internet fame and glory.The game supposedly has an incomplete built-in mod loader that doesn't actually run the mods yet.Split CKAN-meta somehow so you only download the metadata you need.Split NetKAN metadata into NetKAN/KSP1 and KetKAN/KSP2 subdirs?.Shouldn't have to download 20+ MB of metadata for KSP1 that you'll never use (see Proposal: Introduce CKAN-meta-Legacy #1975).Will KSP1 ever release a 2.0 version within its numbering scheme?.How can we determine the installed version? Is buildID.txt still there?.Will mods still work the same way? Unzip files into a folder like GameData?.Please reply with further thoughts, considerations, etc. This is a WIP issue to track discussion and hash out a concrete plan. (If we decide we want nothing to do with KSP2, or if we can't due to some hypothetical exclusive deal with Twitch, then that's obviously far simpler.) I'll assume for now that we want to index mods for it and will be able to do so. This raises the question of how CKAN should handle the sequel. ![]()
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