The reason that I did, then, you see, because some WERE and it was the further subset and the too long didn't read part of it, just, wasn't, and I thought you deserved. See even it knows and we had literally just finished making that point, that what the fuck just the hand of God from out of nowhere giuseppe star-wrangler wished upon a star stop please all new kick ass. Now THAT'S a Real STAR WARS - We Are Altering the Deal Pray We Don't Alter it Any Further You Know Our Cycle Massive Talent Talentless Hacks Clemency Continuation of Politics. PERHAPS YOU THINK YOU'RE BEING TREATED UNFAIRLY? Excellent survivability. I admit that I'm on the outside of the bell curve here, but mod-heavy players will absolutely expand their average modlist, and CKAN's usefulness can only expand.STAR WARS plans. Longer if I'm waiting through a possible timeout, or if a recently-updated mod needed to perform some first-time-only prep work of some type.įor players with offline lives (I graduate from law school in exactly two weeks - wow! - followed by the bar exam) any significant or sustained loss of the utility of CKAN is literally game-breaking. Sometimes it's necessary to actually attempt to load KSP once (or more!) just to see if a mod times out due to version mismatches with a prereq mod, and with a KSC idle screen ram footprint tapping the underside of 8GB (on a 16GB system running an i7 with a GTX980) before entering the VAB or TrackingStation, individual loading attempts with no errors took more than fifteen minutes. ![]() Modsets like that are absolutely insane to manage manually - it can literally take more than an hour just to go through and install them all, and that is a time estimate of what it'll take to update them assuming that a list of those needing updating is already at the ready. Counting CKAN checkboxes is misleading, since some trigger dependencies, whereas some checkboxes install multiple mod families such as KerbinSide Complete.) My best guess is that I was running somewhere between 235 and 250 mods. I'm talking installs running so many mods that it's physically impossible to actually count them all (counting GameData folders is misleading, since some modders consolidate multiple mods into the same parent folder underneath GameData, whereas some individual mods install multiple GameData folders. In v1.0.x, I was running MASSIVE installs in Linu圆4, which I still have backed up. With v1.1's release of legitimate and stable Win64 support, I predict that the average modset will grow or possibly explode in size. Having large categories of each is just asking for trouble, especially when trying to convert a mod from manual to CKAN. The opposite is true, if you have a mostly-CKAN modset with a very small number of manual mods. Having a mostly-manual modset with CKAN running a small handful of mods is no real issue. ![]() ![]() No reply on the CKAN-thread, but is there something you can do on your end with the mod-version updates to cause it to repopulate on the CKAN index? I ask because you happen to be pushing fixes and updates rather frequently nowabouts, maybe there's something you can do that's specific to that circumstance that can help in addressing the other problem. I assure you, there is a problem with this despite the fact that you can "see" it within your CKAN. (Due to this, I suggest you backup your GameData to preserve the install prior to testing this to verify my statement.) If, however, you were to remove the mod from your system, it'll disappear due to being somehow "de-listed," and you'd be unable to reinstall it. If the mod is installed on your system, CKAN will recognize it and list it. Be advised that others, including reports the same issue I'm reporting, but with your symptom instead of mine.
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