aceman67 Posted April 29, 2019 Share Posted April 29, 2019 Log file = https://www.dropbox.com/s/topuqy8l2vre2so/janitorscloset.7z?dl=0 I went through the mod filter list, disabled them all 1 by 1, reenabled them all 1 by 1, clicked hide all and show all. Quote Link to comment Share on other sites More sharing options...
traisjames Posted April 29, 2019 Share Posted April 29, 2019 Here is my log file with version 2 of the debug: https://www.dropbox.com/s/3pmwqt5l7fx3gcv/KSP.log.7z?dl=0 Quote Link to comment Share on other sites More sharing options...
funkcanna Posted April 29, 2019 Share Posted April 29, 2019 On 4/28/2019 at 5:41 AM, linuxgurugamer said: I'm beginning to think this may be something related to the speed of the computer. Could the two of you please post your computer specs: Specifically: CPU model & speed Memory Graphics card Also, if either or both of you could zip up your entire GameData directory (without the Squad folders) and PM me with a download link, that would give me a chance to test your actual setup on my system. Thanks i7 7700K Titan X Pascal 32GB RAM I cant zip my folder at the moment as im at work, but I do have access to my mods list. Link is HERE Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 29, 2019 Author Share Posted April 29, 2019 3 hours ago, funkcanna said: i7 7700K Titan X Pascal 32GB RAM I cant zip my folder at the moment as im at work, but I do have access to my mods list. Link is HERE Thank you. Please try the latest test version I posted above when you can. Quote Link to comment Share on other sites More sharing options...
Craze Posted April 29, 2019 Share Posted April 29, 2019 The most amazing thing is, the previous version works fine on KSP 1.7.0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 29, 2019 Author Share Posted April 29, 2019 (edited) 3 hours ago, Craze said: The most amazing thing is, the previous version works fine on KSP 1.7.0 Not really. The latest version had a new feature added, that's what's causing the problem. I'll be home this evening, I hope to finish up fixing this and get a new version out. But I'd still like the feedback from people trying the latest beta (see above) What I found amazing is that it's a very special set of circumstances which causes the problem and none of my test environments was showing it until last night Edited April 29, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 30, 2019 Author Share Posted April 30, 2019 Thank you all for the replies. I have fixed the problem, as well as another subtle bug, and also added in a "None" to the modules and resources filters (otherwise if a part didn't have anything, it was being filtered out) Hope to get out a new release this evening Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 30, 2019 Author Share Posted April 30, 2019 (edited) New release, 0.3.5.1 Fixed Missing Key error when resources were listed in the filterconfig file and not available Added "None" to modules (for those parts which didn't have any modules) Adjusted the sort so that "None" is always first Edited April 30, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
aceman67 Posted May 1, 2019 Share Posted May 1, 2019 To satisfy my own morbid curiosity, what was the issue? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 1, 2019 Author Share Posted May 1, 2019 10 hours ago, aceman67 said: To satisfy my own morbid curiosity, what was the issue? As listed in the changelog: Fixed Missing Key error when resources were listed in the filterconfig file and not available In english, the mod ships with a large list of resources & modules along with a "best guess" version of each for UI stuff. The new code was looking at all of them, even if they weren't in the game, causing the missing key error. Didn't show up in my environment because the list was generated in my environment, ergo nothing was missing Quote Link to comment Share on other sites More sharing options...
traisjames Posted May 3, 2019 Share Posted May 3, 2019 Where does the config file for Janitor live so I dont move icons every time there is an updated? Quote Link to comment Share on other sites More sharing options...
mr_max128 Posted May 8, 2019 Share Posted May 8, 2019 I have a problem with janitors closet in that it won't show up in the vab/sph. It loads into the game (shows on bottom loading bar when launching) but it will not appear in the vab. I'm using ksp 1.7 with janitors closet 0.3.5.1, station parts expansion redux, near future solar, and the addons that come with them, which are: B9part switch, near future props, and the module manager. files. Is there any way that I could get this mod to work so I can organize my mods? Quote Link to comment Share on other sites More sharing options...
Brigadier Posted May 8, 2019 Share Posted May 8, 2019 4 hours ago, mr_max128 said: I have a problem with janitors closet in that it won't show up in the vab/sph. It loads into the game (shows on bottom loading bar when launching) but it will not appear in the vab. I'm using ksp 1.7 with janitors closet 0.3.5.1, station parts expansion redux, near future solar, and the addons that come with them, which are: B9part switch, near future props, and the module manager. files. Is there any way that I could get this mod to work so I can organize my mods? Welcome to the forums. How did you install your mods, manually or with CKAN? Have you installed JC's dependencies? Have read of this post on how to better report problems. Quote Link to comment Share on other sites More sharing options...
mr_max128 Posted May 9, 2019 Share Posted May 9, 2019 18 hours ago, Brigadier said: Welcome to the forums. How did you install your mods, manually or with CKAN? Have you installed JC's dependencies? Have read of this post on how to better report problems. I installed my JC manually, I am not sure of the dependency requirements but I think bp9partswitch, nearfutureprops , and module manager are all the requirements. Is there a list for the dependencies as I cannot find one? I have also read the mod support link you gave me , but that didn't help. From what I've figured out, I think I don't have all the dependencies. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted May 9, 2019 Share Posted May 9, 2019 3 hours ago, mr_max128 said: I installed my JC manually, I am not sure of the dependency requirements but I think bp9partswitch, nearfutureprops , and module manager are all the requirements. These are the dependencies of the other mods you have installed but JC requires ClickThroughBlocker to run (as stated in the OP): Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted May 28, 2019 Share Posted May 28, 2019 What does "Enable Button Identification" mean? By default it's disabled. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 28, 2019 Author Share Posted May 28, 2019 57 minutes ago, Gordon Dry said: What does "Enable Button Identification" mean? By default it's disabled. If enabled, a tooltip will pop up over each button in the toolbar with the name of the mod it's for (if it knows the name). It gets the corresponding info from a file Quote Link to comment Share on other sites More sharing options...
FleshJeb Posted June 4, 2019 Share Posted June 4, 2019 Heyo LGG, Is it possible to get Making History and Breaking Ground split up into separate filters? Right now they're both covered under SquadExpansion. Not a huge deal, but it would be a nice addition. Thank you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 5, 2019 Author Share Posted June 5, 2019 10 hours ago, FleshJeb said: Heyo LGG, Is it possible to get Making History and Breaking Ground split up into separate filters? Right now they're both covered under SquadExpansion. Not a huge deal, but it would be a nice addition. Thank you. Unfortunately, no. Squad put both of them into the SquadExpansion folder, and right now, only the topmost folder is used to identify a mod Quote Link to comment Share on other sites More sharing options...
traisjames Posted June 13, 2019 Share Posted June 13, 2019 Is this working in 1.7.1? I see the icons, but clicking does nothing. Quote Link to comment Share on other sites More sharing options...
Jognt Posted June 18, 2019 Share Posted June 18, 2019 On 6/13/2019 at 8:30 AM, traisjames said: Is this working in 1.7.1? I see the icons, but clicking does nothing. Try holding ALT when you click. Or click the icon while in the VAB/SPH. Quote Link to comment Share on other sites More sharing options...
Thiagobs Posted June 24, 2019 Share Posted June 24, 2019 Hi LGG! Quick feedback By default, Janitor's Closet will, in VAB/SPH editor, show a tooltip with the name of the parent mod whenever we mouseover a part. With the new Breaking Ground inventory system, if a Kerbal has a surface experiment, that tooltip will also appear. Not much of a problem, but if I click the small "deploy" icon, the tooltip gets stuck and permanently showing through flight scene, map scene or any other scene (even during load screen when, for instance, moving from an active vessel to the space center scene) Would it be possible to suppress the tooltip in the flight scene? As of now, one can work around the issue by disabling the tooltip in the settings menu (the tooltip will still show if one presses the mod key -- alt in windows) Cheers! Quote Link to comment Share on other sites More sharing options...
DStaal Posted June 24, 2019 Share Posted June 24, 2019 I've noticed that as well. Another way to clear it is to hover the cursor over a *stored* Breaking Ground part - but that does mean you need to have one more part than you deploy. (It's also not 100% reliable that it will stay. I've been trying to figure out the exact trigger.) Quote Link to comment Share on other sites More sharing options...
CoriW Posted June 30, 2019 Share Posted June 30, 2019 @linuxgurugamer Hey so today while playing KSP I noticed that Janitor's Closet was spamming my log with this while in the VAB. Janitor's Closet: Exception caught (4), message: Argument cannot be null. Parameter name: key (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) Here's the log file, I do currently have over 150 other mods installed so I'm not certain if it isn't a conflict. If you'd like me to do some further investigation please let me know, thanks. https://www.dropbox.com/s/b4wxpk262uh7yks/output_log_06-30-2019_Janitor.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
madindehead Posted July 5, 2019 Share Posted July 5, 2019 On 6/24/2019 at 4:17 PM, Thiagobs said: Hi LGG! Quick feedback By default, Janitor's Closet will, in VAB/SPH editor, show a tooltip with the name of the parent mod whenever we mouseover a part. With the new Breaking Ground inventory system, if a Kerbal has a surface experiment, that tooltip will also appear. Not much of a problem, but if I click the small "deploy" icon, the tooltip gets stuck and permanently showing through flight scene, map scene or any other scene (even during load screen when, for instance, moving from an active vessel to the space center scene) Would it be possible to suppress the tooltip in the flight scene? As of now, one can work around the issue by disabling the tooltip in the settings menu (the tooltip will still show if one presses the mod key -- alt in windows) Cheers! Which settings menu do you disable the tooltip in? KSP or the mod settings? Quote Link to comment Share on other sites More sharing options...
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