Subassembly Manager v0.1.3

Allows you to save and load components of craft, making it easier to share structures among different craft.


Compatible with KSP 0.20.*

This mod allows you to save and load components of craft, making it easier to share structures among different craft.

This is a successor to the Subassembly Loader mod. Although that mod is not directly required, this will currently save and load craft to the same folders. (So you can still access anything saved with the other mod, whether or not you still have it installed.)

Note: This initial release is somewhat crude, but it should be stable and usable. Future releases will improve it.

Forum thread:

Version History

Added the ability to save over an existing subassembly without having to re-type the name.
Added a warning message if the user tries to save a subassembly that probably won’t be attachable (no available attachment nodes on root part).
No longer allows trying to save a subassembly without a name.
The save/load button appears in an inactive mode when it’s not clickable, instead of being completely invisible.

Revised category/file browser logic to not require double-clicking (thus fixing a major Linux issue).
Moved Load/Save Sub button to just under the normal load/save craft buttons so that it’s out of the staging area.

Released on the Space Port.


Extract the GameData and PluginData folders into the main folder where your game is installed. For example: C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program

How to use

In the VAB or SPH, after creating or loading a craft, there will be a button available in the upper right corner of the screen, just under the normal buttons. If you have no parts selected, then the button will read "Load Sub" and will allow you to load a previously saved subassembly. If you are currently dragging parts with the mouse, then the button will read "Save Sub" and clicking it will allow you to save those parts as a subassembly. When you detact a part from a craft and save it, that subassembly will only be attachable via the same part. When drag and entire craft and save it, that subassembly will only be attachable if the root part. If that root part doesn't have any open attachment nodes, then you probably won't be able to attach it at all. To add new categories, you have to manually go to "Kerbal Space Program\PluginData\subassemblyLoader\subassemblies" on your computer and create folders for them. (This is due to KSP limiting what a mod can do with folders.)


20 Comments for “Subassembly Manager v0.1.3”

  1. You rock man!!!

    scottholio June 30, 2013
  2. for some reason it does not let me attach sub-assemblies to my already built ship(Probe->Launcher & Vice-Versa)

    IREMSHOT June 30, 2013
  3. Thanks man!

    Euan White July 1, 2013
  4. Thanks great Mod doesn’t seem to work when
    [0.20+] Part Groups & Filter v0.2 is installed but I am sure this will be resolved in a future update

    Mr McDonald July 1, 2013
  5. hay can you invent a way to delete them? this would be greatly be useful, and would give you a big fat hug!

    MadApples July 1, 2013
  6. I don’t get the button :P and I installed it correctly ;(

    Imnot saying July 1, 2013
  7. @Euan While
    In what way is it not working? Problems with the button? With saving? With loading? Since I don’t currently have that mod, I can’t tell myself.

    The button will only appear in the VAB or SPH once you have at least one command part in the scene (which is the same kind of restriction that KSP uses to lock down some other stuff). If you’re still not seeing the button in any situation, then could you please check you KSP_Data\output_log.txt and see if the mod is failing to load or having errors? There should at least be a line like “Load(Assembly): SubassemblyManager/SubassemblyManager” showing that the game loaded it.

    TheUndeadFish July 2, 2013
  8. Actually doesnt work with .20. the folders it puts files in dont exist anymore and when installed makes none of my parts show up. =(

    Arran Williams July 3, 2013
  9. Oops, looks like I made a mistake in who I was replying to before. But what I said asked is still valid. Anyway…

    Arran, I included the necessary folder structure in the zip. You should just be able to extract it all and get what’s needed. Unfortunately KSP won’t currently allow the mod to create folders itself.

    TheUndeadFish July 3, 2013
  10. Ill give it a shot when i get home. i had installed it with minimal mods and it would have none of my parts show up. and with the stock install of KSP there is no game data or source folders. not sure but ill try it again.

    Arran Williams July 5, 2013
  11. I had the same issue as Arran, I will also re-download and try again when I get home

    Scott Iver July 5, 2013
  12. I can’t stick a rover I made in the spaceplane hangar on top of a rocket in the vehicle assembly building. I’m playing in KSP 0.20.2, does anybody know why I can’t do that?

    Javier Pedreira July 10, 2013
  13. Scott- I’ve had the same problem. That is to say when I loaded the sub assembly there was no attachment nodes. This was not the case with my lifters though (which are primarily just clusters of rockets, no pods).

    I experimented and this is what I’ve concluded. It is very important how you save the sub assembly; What part you drag over the the save button to be precise.
    1- If you select the first part you started construction with (the pod of the lander I assume) then it will load with NO attachment nodes. I start with sputnik and move him around until finished and just click the lander from under him.
    2- The part you select to break your sub assembly from the whole construction will have the attachment node. Sputnik would get attached to the dock on some builds so I could connect it to the lift properly.

    Hope this helps.
    Very grateful for this plugin by the way! It was the answer to all my Kerbal engineer’s dreams

    Derek Ellingwood July 10, 2013
  14. Hey i have a mac, when i downloaded your mod i put everything in correctly but when i click the load sub button there are no categories. Can you please help me.

    Roland Gilt July 14, 2013
  15. would it be at all possible to write it so that its possible to connect from any end points

    Garry Beaudoin July 26, 2013
  16. Does it work in .21?

    Euan White July 28, 2013
  17. Hi, this is an excellent mod, but i have a suggestion. Is there any way that you could add a “delete subassembly” button to the GUI to delete any unwanted subassemblys without having to go into your game files

    Trey August 14, 2013
  18. will it work in .20

    hutton cearley August 29, 2013
  19. Thank you so much, I could never find the subassembly loader but this is really great, Many thanks.

    Landen Parmelee August 31, 2013
  20. “Would it be at all possible to write it so that its possible to connect from any end points”

    ^^^ This!

    It can be pretty difficult working out what the “root part” is (on my latest one turns out be a Xenon Tank) and the bloody thing is usually buried deep in the structure somewhere with no free attachment points.
    I have assemblies with loads of free attachment points and I can’t use ANY of them to attach.

    I’m gonna have to rebuild from scratch a space plane I’ve been optimising for days. . . :(

    M B September 5, 2013

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