lipatden Posted July 25, 2021 Share Posted July 25, 2021 (edited) When I first installed this mod, ALT-Right-click did nothing. then something changed, and I at least got to see the file after adding a few parts so I could do manual stuff because... ALT-Right-Click no longer brings up the menu. Any hints on how to troubleshoot this, or do I need to go the whole submit a log route...? Appreciate the work in this mod. Edited July 26, 2021 by lipatden typo & clarification Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 28, 2021 Share Posted July 28, 2021 I see some problems on the feature to group toolbar buttons (I learned recently that this features exists). Some mod buttons that I try to move to some folder (new or existing), remains in the toolbar. It only get duplicated in the folder and in the toolbar... Other buttons works fine! Latter I can list what buttons work, and what not... And attach the log files. Thanks. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 28, 2021 Author Share Posted July 28, 2021 On 7/25/2021 at 7:20 PM, lipatden said: When I first installed this mod, ALT-Right-click did nothing. then something changed, and I at least got to see the file after adding a few parts so I could do manual stuff because... ALT-Right-Click no longer brings up the menu. Any hints on how to troubleshoot this, or do I need to go the whole submit a log route...? Appreciate the work in this mod. Logs, please Quote Link to comment Share on other sites More sharing options...
General Apocalypse Posted August 19, 2021 Share Posted August 19, 2021 Theoretically, is it compatibile with 1.12.2 ? Quote Link to comment Share on other sites More sharing options...
Tacombel Posted August 19, 2021 Share Posted August 19, 2021 2 hours ago, General Apocalypse said: Theoretically, is it compatibile with 1.12.2 ? I have it running without problems, although I can't say that I have used it extensively. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 19, 2021 Author Share Posted August 19, 2021 2 hours ago, General Apocalypse said: Theoretically, is it compatibile with 1.12.2 ? Yes Quote Link to comment Share on other sites More sharing options...
General Apocalypse Posted August 21, 2021 Share Posted August 21, 2021 On 8/19/2021 at 9:43 PM, linuxgurugamer said: Yes Thank you for all your effort. You are invaluable to this community. Quote Link to comment Share on other sites More sharing options...
OldMold Posted August 22, 2021 Share Posted August 22, 2021 Working great in 1.12.x so far! I'm primarily using the mod to perma-prune parts from a new install so that I can be selective about part mods and remove a lot of duplicate or aesthetically displeasing items I would never use anyway. Perma-pruning renames the .cfg and .mu, but I wonder if KSP still loads all the textures that are in GameData even if there is no .cfg or .mu for a part that references the texture? If it does, that would eat up a lot of memory unnecessarily, correct? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 16, 2021 Author Share Posted September 16, 2021 New release, 0.3.7.8 Added AssemblyFileVersion Updated version file for 1.12 Quote Link to comment Share on other sites More sharing options...
OldMold Posted September 22, 2021 Share Posted September 22, 2021 On 8/22/2021 at 3:49 PM, OldMold said: Perma-pruning renames the .cfg and .mu, but I wonder if KSP still loads all the textures that are in GameData even if there is no .cfg or .mu for a part that references the texture? If it does, that would eat up a lot of memory unnecessarily, correct? Hmm, diving into the logs, it appears that it does. I'm assuming this is waaay out of scope for janitor's closet, but wonder if there is a way to find "orphaned" textures that are not referenced in any currently loaded meshes so that those can be pruned as well. Quote Link to comment Share on other sites More sharing options...
Jakub Posted November 17, 2021 Share Posted November 17, 2021 Mod question here. Is there anyway to set up a default mod group in janitors closet that is active as soon as you open the VAB? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 18, 2021 Author Share Posted November 18, 2021 On 9/22/2021 at 12:33 AM, OldMold said: Hmm, diving into the logs, it appears that it does. I'm assuming this is waaay out of scope for janitor's closet, but wonder if there is a way to find "orphaned" textures that are not referenced in any currently loaded meshes so that those can be pruned as well. Ummm, how can you tell if a texture is "orphaned" or not? Sometimes texture names are built and accessed on the fly, so may not be anywhere in code 17 hours ago, Jakub said: Mod question here. Is there anyway to set up a default mod group in janitors closet that is active as soon as you open the VAB? No Quote Link to comment Share on other sites More sharing options...
OldMold Posted November 18, 2021 Share Posted November 18, 2021 1 hour ago, linuxgurugamer said: Ummm, how can you tell if a texture is "orphaned" or not? Sometimes texture names are built and accessed on the fly, so may not be anywhere in code Yeah, totally wild and uninformed assumption so I may just be talking out of my butt - but if its possible to see that a "texture.dds" is (or has been) loaded in memory, but is not referenced by any of the "model.mu" that were loaded in memory, even spitting out a list like that could help manually go through and delete/rename the unused textures. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 18, 2021 Author Share Posted November 18, 2021 25 minutes ago, OldMold said: Yeah, totally wild and uninformed assumption so I may just be talking out of my butt - but if its possible to see that a "texture.dds" is (or has been) loaded in memory, but is not referenced by any of the "model.mu" that were loaded in memory, even spitting out a list like that could help manually go through and delete/rename the unused textures. But there are other references to dds/image files than the models. Sorry to say, it doesn't sound feasable. Besides, while I'm sure there are some wasted textures, I don't think they are that many or too much space in the grand scheme of things Quote Link to comment Share on other sites More sharing options...
OldMold Posted November 18, 2021 Share Posted November 18, 2021 My liberal use of janitors closet is up to 220 pruned parts I'm estimating roughly 200-400mb of textures that I'm probably loading for nothing. No biggie - overall definitely appreciate this mod and your support, it really opens up a lot of flexibility and customization of the game. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 18, 2021 Author Share Posted November 18, 2021 1 hour ago, OldMold said: My liberal use of janitors closet is up to 220 pruned parts I'm estimating roughly 200-400mb of textures that I'm probably loading for nothing. No biggie - overall definitely appreciate this mod and your support, it really opens up a lot of flexibility and customization of the game. I understand, but as I said, it's rather difficult to figure out. Ideally, what should happen is that should be done when the part is pruned, but I don't know how to get the texture file names from the models, etc Quote Link to comment Share on other sites More sharing options...
SpaceWolf2021 Posted November 24, 2021 Share Posted November 24, 2021 Can this be used for stock parts? If so will it affect contracts? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted November 25, 2021 Share Posted November 25, 2021 (edited) 5 hours ago, SpaceWolf2021 said: Can this be used for stock parts? If so will it affect contracts? Yes, you can hide and prune stock parts. It depends whether you hide/filter or prune a part. Hiding shouldn't affect contracts because the part still exists, you just can't see it. Pruning renames the part so that it doesn't load on KSP start. Thus, the part wouldn't be available in the game. If you have vessel with that part outside of the VAB, I suspect the game will balk and advise you that the part is missing and not load the vessel if you persist. If you have accepted a contract requiring a part, and then pruned it, I think you won't be able to complete the contract. All that said, you can undo a prune if you think you've gone too far. You can test this yourself by creating another game instance (copy a fresh install), add JC and try it out. Edited November 25, 2021 by Brigadier Added unprune disclaimer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 25, 2021 Author Share Posted November 25, 2021 1 hour ago, Brigadier said: . If you have vessel with that part outside of the VAB, I suspect the game will balk and advise you that the part is missing and not load the vessel if you persist. If you have accepted a contract requiring a part, and then pruned it, I think you won't be able to complete the contract. Correct! Quote Link to comment Share on other sites More sharing options...
R-T-B Posted January 26, 2022 Share Posted January 26, 2022 Hello. I've seen a few bug reports in Kopernicus-land associated with this plugin, not sure what's going on or if an interaction is causing it or what, but the typical report starts with a log that contains the following: [EXC 22:20:47.263] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <9577ac7a62ef43179789031239ba8798>:0) Kopernicus.ConfigParser.Parser+<>c.<GetModTypes>b__16_1 (System.Reflection.Assembly a) (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) Kopernicus.ConfigParser.Parser.GetModTypes () (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) Kopernicus.ConfigParser.Parser.get_ModTypes () (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) Kopernicus.RuntimeUtility.LogAggregatorWorker.Awake () (at <e5b09128dd994a1897e67c1867db8281>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() [LOG 22:20:47.268] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: JanitorsCloset 0.3.7.8 GameData/JanitorsCloset/Plugins/JanitorsCloset.dll and it spirals into an exception-mess from there. Any idea what's going on? I'm at a complete loss, and have changed nothing with reflection on my end. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 26, 2022 Author Share Posted January 26, 2022 4 hours ago, R-T-B said: Hello. I've seen a few bug reports in Kopernicus-land associated with this plugin, not sure what's going on or if an interaction is causing it or what, but the typical report starts with a log that contains the following: [EXC 22:20:47.263] ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. System.Reflection.Assembly.GetTypes () (at <9577ac7a62ef43179789031239ba8798>:0) Kopernicus.ConfigParser.Parser+<>c.<GetModTypes>b__16_1 (System.Reflection.Assembly a) (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) System.Linq.Enumerable+SelectManySingleSelectorIterator`2[TSource,TResult].MoveNext () (at <351e49e2a5bf4fd6beabb458ce2255f3>:0) Kopernicus.ConfigParser.Parser.GetModTypes () (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) Kopernicus.ConfigParser.Parser.get_ModTypes () (at <395892e8bc6a43f7a7ef20a5d37d4d79>:0) Kopernicus.RuntimeUtility.LogAggregatorWorker.Awake () (at <e5b09128dd994a1897e67c1867db8281>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) <LoadObjects>d__90:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) <CreateDatabase>d__71:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() <LoadSystems>d__11:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start() [LOG 22:20:47.268] [ModuleManager] Intercepted a ReflectionTypeLoadException. List of broken DLLs: JanitorsCloset 0.3.7.8 GameData/JanitorsCloset/Plugins/JanitorsCloset.dll and it spirals into an exception-mess from there. Any idea what's going on? I'm at a complete loss, and have changed nothing with reflection on my end. Probably missing dependencies. ClickThroughBlocker ToolbarController SpaceTuxLibrary Quote Link to comment Share on other sites More sharing options...
R-T-B Posted January 26, 2022 Share Posted January 26, 2022 16 hours ago, linuxgurugamer said: Probably missing dependencies. ClickThroughBlocker ToolbarController SpaceTuxLibrary I will check their logs for those dependencies, thanks for the support. Quote Link to comment Share on other sites More sharing options...
personaleyrie Posted March 7, 2022 Share Posted March 7, 2022 It's anecdotal, but I was getting the Kopernicus exceptions when using Janitor's Closet and had both ClickthroughBlocker and ToolbarController installed. Installing SpaceTuxLibrary seems to have fixed it, so thank you. I would like to note that I saw none of those dependencies listed on SpaceDock, the Github, or in the ReadMe though. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted March 8, 2022 Author Share Posted March 8, 2022 (edited) 5 hours ago, personaleyrie said: It's anecdotal, but I was getting the Kopernicus exceptions when using Janitor's Closet and had both ClickthroughBlocker and ToolbarController installed. Installing SpaceTuxLibrary seems to have fixed it, so thank you. I would like to note that I saw none of those dependencies listed on SpaceDock, the Github, or in the ReadMe though. edit: OP did mention the Spacetux library as a new dependency, if you didn't have that installed, you missed it. I'll get Spacedock updated Edited March 8, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Pepethecat Posted March 21, 2022 Share Posted March 21, 2022 Help I threw the window off screen and I can't get it back even after restarting Quote Link to comment Share on other sites More sharing options...
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