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  1. Hadn't had time to even download 1.2 yet. Don't know when I'll have time to re-compile. Go ahead and re-build if you need it now.
  2. I still want to add it, as well as harvesting information and more, but I don't know when I'll have the time.
  3. That might fit Targetron better http://forum.kerbalspaceprogram.com/index.php?/topic/105730 .
  4. New version available for 1.1.2! (Not updated in ckan yet, but you can manually download from github).
  5. Basic functionality back for 1.1.x; No new behavior, but using the stock plugin now.
  6. Hi all, I'm glad there's still some good getting out of this micro-mod! The current status is like this: I'm waiting for 1.1. Since 1.1 includes a large UI change, and this mod is mostly UI, I expect I'll need to re-write much of it. I'm also not playing KSP until 1.1, because the technical limitations that will finally be solved are a big pain for me. Once 1.1 is out, and since I can't really play without this mod, I'll update it, and that will (eventually) include harvestable/offline resources. so.. soon, I hope?
  7. Let me see if I can get something quickly. - - - Updated - - - Playing with no mods other than the toolbar and this, I don't see anything in the logs that might be interesting. I also don't see why CKAN warns you about version compatibility - the file specifies minimal KSP version, no maximum (https://github.com/KSP-CKAN/CKAN-meta/blob/master/SwitchVessel/SwitchVessel-0.4.ckan).
  8. I haven't had time to test this since .90... I expect it will work, or at least not do anything really bad.
  9. I've briefly looked at using the stock toolbar, figured that blizzy's one is much better. But I think I have a better idea - has anyone made a plugin for "add whatever you want to whichever toolbar, no coding required" plugin yet?
  10. Hi marce, can you please try this version: https://github.com/avivey/ksp-switch/releases/tag/v0.4.1 ? It should fix most of the highlighting.
  11. It's a browser based tool to assist in editing CKAN meta files. The longer-term goal of the tool is to allow non-technical users to edit these sorts of things directly, without needing to understand git, or even how to write a JSON. This is probably not a huge problem for the modding community, but I have hopes to use the same tool as a base for similar cases[1]. It is (Or, at least, should be) a little more convenient then using a text editor to edit the content directly. It's very early in it's lifecycle, but it is kinda usable already: You can edit files, save/save as, have multiple "projects" (branches), and issue a pull-request. The editor is a schema-aware JSON editor: It follows the schema defined for CKAN, and will validate the content before saving. (For the sake of consistency, the resulting json file has it's keys sorted; This means that consecutive edits of the same file will show up nicely in the diff page. It also means that the first edit will not show up nicely in a diff page). I would appreciate feedback on usability, and active help on the whole "make it pretty" side - I'm pretty bad at that. It's live at https://avivey.github.io/metaedit/, and as source at https://github.com/avivey/metaedit [1] This is actually a pattern I've seen in the real world many times.
  12. I'll try to look into it. It looks like the physics-less parts don't get de-highlighted?
  13. Of course they could; All the information is easy to access and filter out of the compiled binaries, any self-respecting IDE is displaying it, and many tools allow for easy exporting of API documentation. Hack, I could do it, if it weren't for the pesky EULA.
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