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Everything posted by severedsolo
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Hey thanks, that does look like what I'm looking for, the behaviour he's describing is exactly what I see when I turn scrolling on! The short version is they don't interact at all, and you will get the science KCT adds without Bureaucracy interfering. Mods using the experiment system fall into Bureaucracy's remit, mods using AddScience (as KCT does) do not, because the only thing we can safely say about that situation is the mod, for whatever reason, is choosing to bypass the experiment system. The log should be able to tell you that. With Bureaucracy you'll see lines that say things like: [Bureaucracy]: <ScienceSubject> completed. Adding <experiment worth> science" I'd be surprised if KCT doesn't log it too.
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I'm not a part modder (I write plugins) - but as you quoted me, I'll say what little I know. Isn't it just a case of making the part as you did with the engine/fuel tank and add ModuleCommand to it in the cfg file?
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Depends very much on what sort of mod you are trying to make, but based on your comments about blender - I'll assume parts: Beale's tutorial is pretty much the gold standard: Alternatively, if you are looking to write a plugin: The only thing I'll say for the plugin one - is that it will tell you to use .Net 3.5 - that's outdated information, use 4.x instead.
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sigh thank you - I've tested my end and can confirm it's working so must be a mod conflict (I can see it's not working from your log but it's working here). Can you test in a new save, and make sure that it's not just your save that was messed up from the original bug. If it's still not working in a new save (and you still want help with it), you'll need to do the 50/50 method - ie keep half your mods (and their dependencies) until you track down the minimum mods I need to install to reproduce (keep ResearchBodies and Bureaucracy in each time).
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Could you try this build and see if it fixes your issue before I release. Bleeding edge build, back up your saves etc (should be fine, but it's late, and I've been known to balls up worse than this before XD) Things I need testing: 1) Does it clear the "Can't find the facility" issue (my testing says yes, but I tested on a minimal install, so throw your mods at it and see what happens) 2) Does it remember your upgrade between scene switches 3) Does the upgrade actually complete. I'm fully expecting the answer to all those questions to be yes, because the actual internal structure of how the upgrades happen hasn't changed at all. For those of you interested in the technical details, see spoiler:
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If in doubt always provide the full log No worries though, if it was a problem just in Bureaucracy what you gave me would absolutely have been enough to diagnose it. I know the exact point my code is falling down, but my code isn't the problem (and to be clear - ResearchBodies (or whatever) isn't bugging out either from the information I have). From the sounds of it, it's just a case of Bureaucracy doing it's setup before ResearchBodies (or whatever) has finished doing it's.
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I don't mean to be awkward about this, but I really do need the full log. Upload it to dropbox or another file sharing site and send me the link. What you've given me gives me a start, it tells me that at the point Bureaucracy sets up the Facilities the observatory isn't in the list. What it doesn't tell me, is what mod is causing the issue (ResearchBodies I suspect), when the Observatory is added (in relation to Bureaucracy loading) or what I can do about it. With a log, I can dig through the load order and find the salient code in the offending mod and try to workaround it.
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I forgot to include the patch - I need to do another fix anyway, so will include it with the next release
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KCT you just need to choose whether to let Bureaucracy for KCT handle your facility upgrades, and turn it off for the one that you don't want to use. Additional launch locations should be fine - Bureaucracy doesn't touch launch code at all, and I'm currently using it in JNSQ with Kerbal Konstructs with no issues.
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Hotfix Incoming! Exploration 2.0.1 Released Don't offer contracts to land on the Homeworld. Return from Orbit contracts should actually check you've orbited, and not landed on the body.
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