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[1.2.2] Soylent - Life Support through Algae. [v0.06.1 2016.12.31 - big hellfire]


DBowman

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I recently added this mod, but some of the parts are not showing up in the tech tree. The only ones that are available are the dark parts.  When I check the log, I can see this for the 1x6 panel (same for all the missing parts):

Quote

[LOG 23:47:01.066] PartLoader: Compiling Part 'Squad/Parts/Electrical/1x6ShroudSolarPanels/1x6ShroudSolarPanels/UDA_SOYLENT_RED_1x6'
[ERR 23:47:01.068] PartCompiler: Cannot clone model 'Squad/Parts/Electrical/1x6ShroudSolarPanels/model' as model does not exist

[ERR 23:47:01.068] PartCompiler: Model was not compiled correctly

[ERR 23:47:01.068] PartCompiler: Cannot compile model

[ERR 23:47:01.068] PartCompiler: Cannot compile part

after playing around a bit and going through the log I can see that the Restock Mod removes the squad parts in order to substitute their own, so I think that's the conflict. I fixed the issue for myself by following your example with the Dark parts and copying the models from the Squad directories in to the Soylent directory and then repointed the cfg files to those models. Seems to be working fine now.

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Hey! I'd like to ask a few things:

• Can I just delete the soylent red parts?

• Is changing resource consumption for this just editing the .cfgs?

• Is this compatible with ModuleKopernicusSolarPanel?

• Is there a way to keep the arrays from showing in the VAB electrical section?

Thanks for answering my stupid questions!

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17 hours ago, Clamp-o-Tron said:

Hey! I'd like to ask a few things:

• Can I just delete the soylent red parts?

• Is changing resource consumption for this just editing the .cfgs?

• Is this compatible with ModuleKopernicusSolarPanel?

• Is there a way to keep the arrays from showing in the VAB electrical section?

Thanks for answering my stupid questions!

1 - deleting the unwanted shouldn't do any harm, just renaming the .cfg s to .cfgx or something should work.

2 - that's right. There are resource definition and some "constants" in the Soylent root directory for reference. The actual values are in the parts .cfg

3 - sorry don't know

4 - oh, I didn't notice it was, I'll try to remember to look at that next time I'm touching the mod. Maybe the  @category ?

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  • 3 weeks later...
[ERR 00:36:35.226] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at FlightAutoSave+<PersistentSave>d__6.MoveNext () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 

I get this for every UberDyne Astronautics contract every time I change scenes.  I manually edited my save and UDAAgency.cfg to add 'agency' to the former and 'title' to the latter to clear the error up.

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16 hours ago, GDorn said:

[ERR 00:36:35.226] Input is null for field 'agent' in config node 'CONTRACT_FINISHED'
  at System.Environment.get_StackTrace () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 
  at ConfigNode.AddValue (System.String name, System.String value) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.Contract.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Contracts.ContractSystem.OnSave (ConfigNode gameNode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioModule.Save (ConfigNode node) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ProtoScenarioModule..ctor (ScenarioModule module) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.UpdateModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at ScenarioRunner.GetUpdatedProtoModules () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at Game.Updated (GameScenes startSceneOverride) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode, GameScenes startScene) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at GamePersistence.SaveGame (System.String saveFileName, System.String saveFolder, SaveMode saveMode) [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at FlightAutoSave+<PersistentSave>d__6.MoveNext () [0x00000] in <55ba45dc3a43403382024deac8dcd0be>:0 
  at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <5aeafee3fea24f37abd1315553f2cfa6>:0 

I get this for every UberDyne Astronautics contract every time I change scenes.  I manually edited my save and UDAAgency.cfg to add 'agency' to the former and 'title' to the latter to clear the error up.

oh thanks! hmm UDA contracts? is this thrown for any contract or even if you have no contracts? maybe part of the games contract processing checks UDA agency? can you give me some specific recreate steps?

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  • 11 months later...
  • 2 months later...

Has anyone cooked up a patch to integrate Snacks! functionality into Soylent parts they'd be willing to share?  Soylent strikes me as exactly the sort of simplification/abstraction of closed-loop life support that Snacks! was meant to handle - input Stale Air and Dirt, output Fresh Air and Snacks.  I'll take a stab at patching it myself, though I only just recently learned that Module Manager is a thing, let alone how to write a patch for it, so my MM-fu is presently non-existent.

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  • 6 months later...

hello
Thank you so much for the mod
(from google translate)

Since I only recently started working with your mods, I found it very interesting
It's a pity that the current game version is 1.12.3, and your mod is still at 1.9.0. There are many bugs in the 1.12.3 game.
But after some of my fixes it works now, maybe. And I've changed it a little bit to support the language I'm using.
Because currently only I use my modified version, I don't know the compatibility of other versions, or if there are other bugs

Could you please allow me to publish my modified version?
Or merge my modified code?
But I don't see that you have posted its code on github. Don't know if you have the right to authorize others to make changes

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4 hours ago, ckx said:

hello
Thank you so much for the mod
(from google translate)

Since I only recently started working with your mods, I found it very interesting
It's a pity that the current game version is 1.12.3, and your mod is still at 1.9.0. There are many bugs in the 1.12.3 game.
But after some of my fixes it works now, maybe. And I've changed it a little bit to support the language I'm using.
Because currently only I use my modified version, I don't know the compatibility of other versions, or if there are other bugs

Could you please allow me to publish my modified version?
Or merge my modified code?
But I don't see that you have posted its code on github. Don't know if you have the right to authorize others to make changes

It has no lisence does it?

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7 hours ago, TheLoneOne said:

It has no lisence does it?

No,... it HAS a license :D

But, it wont do anyone any good... its ARR :(
From the README packaged *in* the release:


To do anything with this, would require @DBowman to change it, or give explicit permission to a specific person.

EDIT: Gotmachine corrected me in a post below...

Edited by Stone Blue
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1 hour ago, Stone Blue said:

But, it wont do anyone any good... its ARR :(

It's not. It's a (slightly stripped down) BSD license, as mentioned on the spacedock page and in full in the readme.
Under the BSD license terms, anyone can redistribute a modified version, as long as the original license is kept.

Edited by Gotmachine
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3 hours ago, Gotmachine said:

It's not. It's a (slightly stripped down) BSD license, as mentioned on the spacedock page and in full in the readme.
Under the BSD license terms, anyone can redistribute a modified version, as long as the original license is kept.

ahhh.. you are correct!.... Oops.. I didnt read beyond the first line... Doh!

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After numerous attempts
ksp 1.12.3 tacls v0.18
The problem of photons under high warpage remains unsolved.

Resource calculations with high warpage appear to be related to inventory capacity.
Unless you set a very high capacity for photons. e.g. 1,000,000
So that Soylent Red/Green Gigantor's photon generation and production consumption will be normal under high warpage
But having a photon inventory of such a large capacity is outrageous. And if the solar panels are put away, production continues to consume "stock" photons. This is also abnormal

 

oh no;.;

important:Can't handle photon generation while the ship is in the background

 

Can only continue to use solar panels to generate electricity, and use electricity production
Anyone have any good ideas?

(from google translate)

Edited by ckx
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