![]() Many mod authors maintain their own CKAN metadata to ensure that their CKAN-using users get updates in a timely fashion, and some prefer that users install via CKAN as it usually reduces installation errors. The mod author would decide if they wanted to distribute using that method and they could keep it up to date and ensure it works. This is all my opinion of course, but if you want to use it, just know you are on your own entirely.īoth Steam Workshop or the Curse Client would not have this problem. Seriously people, you are better off manually installing mods than using CKAN. If it's out of date (which it often is), nothing you can do about it. If something goes wrong, there is nothing to do about it. Yes, their mods are on it, but in many cases, they didn't put it there and they don't support it. CKAN is a piece of garbage not worth the bandwidth it is downloaded with for one simple fact. If they had the client ready back when the move was made I think adoption would have been higher as CKAN was less developed then, now it's too late as many mods have moved to other hosts and CKAN handles the auto-install/auto-update thing pretty well.ĭon't get me wrong, it would still be great for the Curse client to support KSP, I just think it won't make much difference at this point, certainly not as much as it would have back then.Įxcept when it doesn't. ![]() ![]() CKAN is relatively refined and handles mods from many different hosts, the Curse client would likely only handle mods hosted on Curse itself. IMO the Curse people waited too long on that. ![]()
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