CKAN for NS (CNSAN?)

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CKAN for NS (CNSAN?)

If you haven't heard of CKAN, this will work as a small profile for what it is:
CKAN, or the Comprehensive Kerbal Archiving Network (an application for KSP that helps modding), is an archiving network that stores mods (the locations for the mods anyhow), and allows the player to download and install additional files (mods) for KSP (a space game). CKAN itself is a middleman, and just helps you download and install a mod (or multiple) along with it's required, and recommended, files (this also includes recommended mods made by the same, or other users).

So now that you know that, here's what I want to talk about:
Could it be possible to create such a program for Neo Scavenger? The users of KSP had been wishing for a program like CKAN since modding started, and many didn't believe it could be done. The program would have to do the following, which would be hard, but would be VERY MUCH worth the time, as it would reduce the time spent mod merging.
1. Find file source (where to download from)
2. Download (download the file/s into a special folder meant for CNSAN dowloads)
3. Unzip the file/s
4. Scan the getmods and getimages documents, then merge correctly (although, I believe that this could be done by giving the base game a patch where it could read from multiple getmods documents, when a mentioned item would be referenced from the first getmods document if mentioned in more than one)
5. Be able to apply updates, and see if a mod is out of date, or wont work on the current NS version (a simple version number attached to a mod that can be read)

So what do you think? Could this be done for NS as it is, or in the future? (or even in NS 2 if not the current?)

Rar! Rar rar rar! Thanks for reading :)

It probably would be hard to do. I mean, yeah, someone could technically write a mod manager for the game, but there would be multiple problems with it.

First of all, the game is in Flash and Flash is made specifically to prevent any outside tinkering. So said mod manager could not work with the game itself. Secondly, such mod repositories are usually a big operations (Mod Nexus being the biggest one I know) - it would be much harder (due to time and money) to do the same for a small game like NS. Also, as it stands now, each modder uploads their mods wherever they feel like it, and I am pretty sure that most hosting sites would consider a program trying to automatically download from their server as a bot and would block it.

Plus there is the issue with the mods themselves - merging mods for NEO is more of an arcane art than anything else (look at those several poor bastards who lost their sanity and souls trying to make a functional merge, so far) and a program trying to do so would still require a ton of personal input - aka. would be somewhat counter-productive.

Hopefully, NEO 2 being on a new platform and hopefully bigger project, a proper management of mods will be much more functional with it :D


<--Mighty (mini)Mod of Doom-->
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Yeah :D I figured that making a program like this would be extremely hard, if even possible, and would have a bunch of problems concerning Flash (it being the wanky-janky-shootmeinthehanky [fun fact, auto correct saw that as photosynthesize] humbug that it is). Although, I don't think that Dan will be using Flash with NEO 2, since he's started working with unity.

Thanks for the feedback though, I hope that we can one day automate the arcane art of mod merging.

Rar! Rar rar rar! Thanks for reading :)

Well, my hope is that Dan will take modding into consideration from the start up with NEO 2 and that new space game. Cause in the original game, the modding was really tacked-on, at the last minute and most of the game's structures are not really as mod-friendly as they could be. Thats the real cause of most of the merging problems.

Take the treasure tables as an example. A mods has to replace the entire table, just to add a single item to it. And when another mod adds another item to the same table, it has to overwrite it again - either way one of the mod disables the other. In order to make both items appear, one has to make a merge, which is essentially a third mod, which includes both previous ones.

It is all really unhandy and not really viable with any larger material, like mine mod or Chiko's one. Especially not for a program... If however, the system was written from grounds up with an option of adding new data to an existing table and the game itself evening the odds and all that, the same system would be way, way simpler.


<--Mighty (mini)Mod of Doom-->
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I was just mucking around with Project Zomboid and noticed something rather great about it:
PZ allows in-game reloading for mods, wouldn't it be possible to do the same with NS? Just have the game reload itself when you go into a dedicated mod area and toggle a mod? The mod name in this area could just be the name of the mod file in a general mods folder, where a getmods document could build itself based on the mods toggled. (I doubt it would work, as I know little about coding, but I'm rather intrigued.)

Rar! Rar rar rar! Thanks for reading :)

Right now, the game loads not only mods, but all of its data, at the launch of the program itself. So it would not be possible. The Dev would have to re-do how the game handles data, which at this point is unlikely, to say the least.


<--Mighty (mini)Mod of Doom-->
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