Yemo is creating Mods for Kerbal Space Program
1
patron
$1
per month
The mods KSP forum thread (currently in disarray and need of repair, since the new forum does not allow tables, while they were encouraged in the old forum...):
http://forum.kerbalspaceprogram.com/threads/106130

Modding itself is a lot of work, from coming up with an idea to the actual implementation and the testing/balancing/support.

Especially so when your goal is to implement some form of gameplay balance mod in an environment where the parts are not only coming from many creators (squad, part modders, gameplay modders etc.), but where the basis (squad parts) is not balanced itself and constantly changing/disimproving from a modding/modders perspective (eg KSP 0.25 to 0.90 to 1.0 to 1.0.2 to 1.04 and so on).

To be able to continue work on the SETI mod pack for KSP I'm thus asking the community interested in the SETI mod pack to share the burden.


Your contribution will enable me to not only maintain functionality but also continue development.
Development plan 01.07.2016:

A short, consolidated status and dev update for SETI and UbM:
First of all, Squad announced that KSP 1.1.x will not get fully fixed (landing legs, crashes). So we will have to wait for KSP 1.2.x to fix things. Unfortunately 1.2.x is supposed to bring new features as well, which might bring new bugs or require tuning in smaller patches.

With those circumstances, mod dev has to adjust:
1. Except for SETIctt, all mods are installable via ckan regardless of KSP and mod version.
2. Version files changed, so that KSP-AVC reports a mod as outdated if it does not match the KSP version, but only in one consolidated window.

3. SETIcontracts is recompiled for 1.1.3
4. UbM is updated for 1.1.3, with significant early game balancing changes (getting science is much more challenging). It also got some craft files added, for the first time since the old SETI-BalanceMod for KSP 0.90.

5. SETI-RemoteTechConfig and SETI-ProbeControlEnabler wait for RemoteTech update
6. SETIgreenhouse waits for TAC LifeSupport update
7. SETIrebalance works, but will get a small update in the coming days, which makes use of the new CustomBarnKit functionality (adding more upgrade levels to R&D and Launch Pad).
8. SETIctt redevelopment (planned months ago) is on hold, due to the KSP version dance. But planned features are tried out in recent UbM versions (more challenging early game science gathering).

SETIrebalance and UbM (trying out some features planned for new SETIctt) are the current focus of dev.

Thank you all for your contributions, they really help me going.
Especially with KSP version dances, ckan civil war and so on.

Best regards,
Yemo/Y3mo




FAQ:
Q:
Can I contribute from outside the US and in other currencies?
A: Yes, you can contribute from anywhere, the patreon contribution is just processed in dollars. For example, I am in Germany (Euro).

Q:
How do I donate once, instead of monthly?
A:
Currently the best way to do so is to pledge a monthly amount and then retract the pledge after it is transferred (which happens between the 1st and 4th of the month by default).
I will write a monthly update on patreon around the mid of each month, which thus may also serve as a reminder to cancel pledges that are supposed to be one-time donations.
edit: I will include a paypal donate button later.

Q:
How much of my contribution will come through?
A:
Patreon takes 5%, <2% is taken by the transfer from Patreon to me, and if you transfer money from you credit card to patreon (instead of paypal), the credit card company takes 4%. So roughly 90% goes through, which is incredibly good. If you were to donate via a paypal donate button, paypal would take 33%. If you pay for a game on steam, steam takes at least 30%.

Q: The license of the major modules of SETI is ARR, why is that the case and what happens when you lose interest in KSP?
A: The reason for the AAR license is some bad experiences while modding for another game. That other game started independent and community friendly, so people started modding it. Unfortunately the dev/publisher turned greedy and started actively scamming customers. Some modders did not want to support a scamming dev/publisher and "pulled" their mods. As usual, some fanboys without morals sprung up and took over the mods not licensed ARR, rendering the protest largely useless. The tale ends with only one winner, (the dev/publisher who turned greedy) and many losers (customers, modders, fanboys who later complained about a toxic community and dwindling forum activity...).

Q: So what happens when you lose interest in KSP?
A: As I felt a moral obligation to protest against a dev/publisher starting to scam customers, I feel a moral obligation to all contributors (those contributing code, textures, dollars, ideas, etc.) to not let a mod die for egoistic reasons as long as that does not support greed by proxy. Thus if I leave for good, I will hand the project over to someone else and/or remove the ARR license.
Goals
$1 of $8 per month
Basic mod maintenance (accounting for community crisis as well, eg the recent kerbalstuff one).
1 of 3
The mods KSP forum thread (currently in disarray and need of repair, since the new forum does not allow tables, while they were encouraged in the old forum...):
http://forum.kerbalspaceprogram.com/threads/106130

Modding itself is a lot of work, from coming up with an idea to the actual implementation and the testing/balancing/support.

Especially so when your goal is to implement some form of gameplay balance mod in an environment where the parts are not only coming from many creators (squad, part modders, gameplay modders etc.), but where the basis (squad parts) is not balanced itself and constantly changing/disimproving from a modding/modders perspective (eg KSP 0.25 to 0.90 to 1.0 to 1.0.2 to 1.04 and so on).

To be able to continue work on the SETI mod pack for KSP I'm thus asking the community interested in the SETI mod pack to share the burden.


Your contribution will enable me to not only maintain functionality but also continue development.
Development plan 01.07.2016:

A short, consolidated status and dev update for SETI and UbM:
First of all, Squad announced that KSP 1.1.x will not get fully fixed (landing legs, crashes). So we will have to wait for KSP 1.2.x to fix things. Unfortunately 1.2.x is supposed to bring new features as well, which might bring new bugs or require tuning in smaller patches.

With those circumstances, mod dev has to adjust:
1. Except for SETIctt, all mods are installable via ckan regardless of KSP and mod version.
2. Version files changed, so that KSP-AVC reports a mod as outdated if it does not match the KSP version, but only in one consolidated window.

3. SETIcontracts is recompiled for 1.1.3
4. UbM is updated for 1.1.3, with significant early game balancing changes (getting science is much more challenging). It also got some craft files added, for the first time since the old SETI-BalanceMod for KSP 0.90.

5. SETI-RemoteTechConfig and SETI-ProbeControlEnabler wait for RemoteTech update
6. SETIgreenhouse waits for TAC LifeSupport update
7. SETIrebalance works, but will get a small update in the coming days, which makes use of the new CustomBarnKit functionality (adding more upgrade levels to R&D and Launch Pad).
8. SETIctt redevelopment (planned months ago) is on hold, due to the KSP version dance. But planned features are tried out in recent UbM versions (more challenging early game science gathering).

SETIrebalance and UbM (trying out some features planned for new SETIctt) are the current focus of dev.

Thank you all for your contributions, they really help me going.
Especially with KSP version dances, ckan civil war and so on.

Best regards,
Yemo/Y3mo




FAQ:
Q:
Can I contribute from outside the US and in other currencies?
A: Yes, you can contribute from anywhere, the patreon contribution is just processed in dollars. For example, I am in Germany (Euro).

Q:
How do I donate once, instead of monthly?
A:
Currently the best way to do so is to pledge a monthly amount and then retract the pledge after it is transferred (which happens between the 1st and 4th of the month by default).
I will write a monthly update on patreon around the mid of each month, which thus may also serve as a reminder to cancel pledges that are supposed to be one-time donations.
edit: I will include a paypal donate button later.

Q:
How much of my contribution will come through?
A:
Patreon takes 5%, <2% is taken by the transfer from Patreon to me, and if you transfer money from you credit card to patreon (instead of paypal), the credit card company takes 4%. So roughly 90% goes through, which is incredibly good. If you were to donate via a paypal donate button, paypal would take 33%. If you pay for a game on steam, steam takes at least 30%.

Q: The license of the major modules of SETI is ARR, why is that the case and what happens when you lose interest in KSP?
A: The reason for the AAR license is some bad experiences while modding for another game. That other game started independent and community friendly, so people started modding it. Unfortunately the dev/publisher turned greedy and started actively scamming customers. Some modders did not want to support a scamming dev/publisher and "pulled" their mods. As usual, some fanboys without morals sprung up and took over the mods not licensed ARR, rendering the protest largely useless. The tale ends with only one winner, (the dev/publisher who turned greedy) and many losers (customers, modders, fanboys who later complained about a toxic community and dwindling forum activity...).

Q: So what happens when you lose interest in KSP?
A: As I felt a moral obligation to protest against a dev/publisher starting to scam customers, I feel a moral obligation to all contributors (those contributing code, textures, dollars, ideas, etc.) to not let a mod die for egoistic reasons as long as that does not support greed by proxy. Thus if I leave for good, I will hand the project over to someone else and/or remove the ARR license.

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