linuxgurugamer 17,478 Posted January 4, 2017 Share Posted January 4, 2017 (edited) This is a continuation of the Part Wizard mod, originally written by @ozraven, original thread is here: http://forum.kerbalspaceprogram.com/index.php?/topic/72468-113-part-wizard-125-22-jun-2016/ The new version for KSP 1.4.1 has new dependencies Dependencies Click Through Blocker ToolbarController CKAN has been updated to install the dependencies, if needed. Introduction Part Wizard is a vehicle design utility plugin that adds a few conveniences when building your next strut/booster carrier. Provides a list of parts with part highlighting for easier identification. Allows deleting of parts from the list on eligible parts. Allows complete control of symmetry on eligible parts. Allows selecting parts for Action Group assignment. Shows either all parts or only those that are hidden from the editor's Parts List. (Helpful in finding obsolete parts when mod authors make updates.) Shows unavailable parts in career modes with options to buy one or all necessary parts for launch. Uses the new part highlighting capability introduced in KSP 0.90. Action Group support. Career mode part purchasing support. New icons with stock toolbar support. Special colors for fuel lines and struts Pics for Clicks (Updated for 1.2.x) Javascript is disabled. View full album Download Spacedock: http://spacedock.info/mod/1148/Part Wizard Continued Source: https://github.com/linuxgurugamer/PartWizard License: Modified BSD License https://www.patreon.com/linuxgurugamer Edited November 1, 2019 by linuxgurugamer Quote Link to post Share on other sites
fatcargo 61 Posted January 4, 2017 Share Posted January 4, 2017 (edited) TYTYTYTYTY ! I missed symmetry removal, IIRC part wizard is the only mod having this feature. Not to mention a list of all parts. You can always forget that extra strut somewhere between engine and cockpit My SSTOs will thank you sir ! Edited January 4, 2017 by fatcargo Quote Link to post Share on other sites
Drew Kerman 2,130 Posted January 4, 2017 Share Posted January 4, 2017 sweet. Always annoyed when I go to launch and have unlocked parts, this is a serious time-saver when you have a lot of parts and now don't need to go hunting to unlock any that you don't have Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted January 4, 2017 Author Share Posted January 4, 2017 18 minutes ago, fatcargo said: TYTYTYTYTY ! I missed symmetry removal, IIRC part wizard is the only mod having this feature. Not to mention a list of all parts. You can always forget that extra strut somewhere between engine and cockpit My SSTOs will thank you sir ! Doesn't Editor Extensions have that? Quote Link to post Share on other sites
fatcargo 61 Posted January 4, 2017 Share Posted January 4, 2017 (edited) 4 minutes ago, linuxgurugamer said: Doesn't Editor Extensions have that? Nope. Part Wizard AFAIK. And i don't blame you - so many mods have been rebooted to KSP 1.2.2 because of you, it is hard to catch what goes where. I hope others with more time decide to help out. This is a worthy cause. Edited January 4, 2017 by fatcargo Quote Link to post Share on other sites
Drew Kerman 2,130 Posted January 4, 2017 Share Posted January 4, 2017 2 hours ago, linuxgurugamer said: Doesn't Editor Extensions have that? It does but Part Wizard (I believe - remember seeing it I think but never used it) lets you remove symmetry from its window where it lists parts rather than having to hunt down the part and click it with a key combination Quote Link to post Share on other sites
MD3XTER 0 Posted January 4, 2017 Share Posted January 4, 2017 Can I install it from ckan? Quote Link to post Share on other sites
SmashBrown 113 Posted January 4, 2017 Share Posted January 4, 2017 Do you ever sleep? Maniac Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted January 5, 2017 Author Share Posted January 5, 2017 3 hours ago, MD3XTER said: Can I install it from ckan? Soon (tm) Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted January 6, 2017 Author Share Posted January 6, 2017 New release: 1.3.1: Fixed issue where parts with category = "none" was causing a nullref And it is available in CKAN Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted February 14, 2017 Author Share Posted February 14, 2017 New release, 1.3.2 Fixed problem where individual categories couldn't be selected or deselected Quote Link to post Share on other sites
smokytehbear 33 Posted February 17, 2017 Share Posted February 17, 2017 I already have way too many mods... But it seems like everything you make I just gotta have. You're the man. Quote Link to post Share on other sites
JacktoseIntolerant 17 Posted February 19, 2017 Share Posted February 19, 2017 Big ups for keeping this going. We need more like you, codenaut! Quote Link to post Share on other sites
Gordon Dry 546 Posted May 4, 2017 Share Posted May 4, 2017 (edited) I got an IndexOutOfRangeException, I guess it could be because I added Still in game, the last lines of output_log.txt (I found it in AppData/LocalLow ...): [PartWizard] PartWizardWindow.OnRender() unexpected exception caught. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] Array index is out of range. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] PartWizard.GUIWindow.InternalRender Window rendering error, details follow: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) IndexOutOfRangeException: Array index is out of range. at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) PartWizard.GUIWindow:InternalRender(Int32) UnityEngine.LayoutedWindow:DoWindow(Int32) UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (Filename: Line: -1) IndexOutOfRangeException: Array index is out of range. at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 422) QuickStart(QPersistent)[2.13]: autoSaveShip: save (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) The full log until now:https://www.dropbox.com/s/qyofr0qzul67x0s/2017-05-04-1 KSP.log.7z?dl=1 Edited May 4, 2017 by Gordon Dry Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted May 4, 2017 Author Share Posted May 4, 2017 Interesting. Did you hide or PermaPrune any parts? Quote Link to post Share on other sites
Gordon Dry 546 Posted May 6, 2017 Share Posted May 6, 2017 No, I didn't hide anything yet. And after my last post I removed Janitor's Closet but that wasn't the culprit. So it's something else... I got three issues of the mod "crashing down" but KSP still okay to be used, but I had no nerves to pin down the case here until now. What came to my attention: Why should the folder "PluginData" be directly inside the main folder "PartWizard" and not under the usual folder "PartWizard\Plugins" like in other mods? Could that be a reason for problems or is it another spot to look for? My intuition says that mods that quirk the KSP UI like double buttons in part context menu windows that say "Show UI" twice incl. two lists of possible fuel configs below two appearences of "Next texture" and "Previous texture" etc. could crash PartWizard... ?! I just removed everything that has a "Procedural" in it's name (for sake, I like those parts, but they bummer me) but the issue crashing Part Wizard is still there. Here are the logs from my last game session without Procedural anything and without Janitor's Closet:https://www.dropbox.com/s/0e6xron5avp01zt/2017-05-06-1 KSP.log.7z?dl=1 In short: [LOG 15:23:04.752] [PartWizard] PartWizardWindow.OnRender() unexpected exception caught. [LOG 15:23:04.753] [PartWizard] Array index is out of range. [LOG 15:23:04.754] [PartWizard] at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 [LOG 15:23:04.757] [PartWizard] PartWizard.GUIWindow.InternalRender Window rendering error, details follow: [EXC 15:23:04.759] IndexOutOfRangeException: Array index is out of range. PartWizard.PartWizardWindow.OnRender () UnityEngine.Debug:LogException(Exception) PartWizard.GUIWindow:InternalRender(Int32) UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) [EXC 15:23:04.762] IndexOutOfRangeException: Array index is out of range. PartWizard.PartWizardWindow.OnRender () [ERR 15:23:04.762] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) I launched KSP_x64.exe with administrative rights with these arguments: -force-opengl -no-singlethreaded COULD it be that "-no-singlethreaded" is bad, bad, bad and a relict from summer 2016 that Unity (barf!) does not like? Quote Link to post Share on other sites
Gordon Dry 546 Posted May 7, 2017 Share Posted May 7, 2017 So, also without -no-singlethreaded it's the same issue. I'll give it another try this night with different setup. Perhaps all is about RO that always runs behind the numbers (version numbers in this case). Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted May 7, 2017 Author Share Posted May 7, 2017 (edited) On 5/6/2017 at 10:21 AM, Gordon Dry said: Why should the folder "PluginData" be directly inside the main folder "PartWizard" and not under the usual folder "PartWizard\Plugins" like in other mods? Because that is where I put it. It's in the Plugins when using some internal XML code, and there is no way to change that. But I try to minimize the directory depths. Any chance of getting the craft that you are working with? You are aware of other errors in the log, unrelated to this: Failed to load assembly E:\Spiele\Kerbal Space Program\GameData\Principia\x64\principia.dll: System.BadImageFormatException: Format of the executable (.exe) or library (.dll) is invalid. at Mono.Cecil.PE.ImageReader.ReadOptionalHeaders (System.UInt16& subsystem, System.UInt16& dll_characteristics) [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImage () [0x00000] in <filename unknown>:0 at Mono.Cecil.PE.ImageReader.ReadImageFrom (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName, Mono.Cecil.ReaderParameters parameters) [0x00000] in <filename unknown>:0 at Mono.Cecil.ModuleDefinition.ReadModule (System.String fileName) [0x00000] in <filename unknown>:0 at AssemblyLoader.ScanForBadTypeRefs (System.String file) [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadExternalAssembly (System.String file) [0x00000] in <filename unknown>:0 Edited May 7, 2017 by linuxgurugamer Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted May 7, 2017 Author Share Posted May 7, 2017 and: Module SSTUAnimateLight threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object at SSTUTools.LightData..ctor (.ConfigNode node, .Part part) [0x00000] in <filename unknown>:0 at SSTUTools.SSTUAnimateLight.loadConfigData (.ConfigNode node) [0x00000] in <filename unknown>:0 at SSTUTools.SSTUAnimateLight.initialize () [0x00000] in <filename unknown>:0 at SSTUTools.SSTUAnimateLight.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) NullReferenceException: Object reference not set to an instance of an object at ConnectedLivingSpace.ModuleDockingHatch.OnAwake () [0x00000] in <filename unknown>:0 at PartModule.Awake () [0x00000] in <filename unknown>:0 UnityEngine.GameObject:Internal_AddComponentWithType(Type) UnityEngine.GameObject:AddComponent(Type) Part:AddModule(String, Boolean) Part:AddModule(ConfigNode, Boolean) PartLoader:ParsePart(UrlConfig, ConfigNode) <CompileParts>c__Iterator62:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted May 7, 2017 Author Share Posted May 7, 2017 You have gobs and gobs of exceptions during loading. You should figure out why you are getting so many. tweakscale is having a real fit over writeDryCost And IR.... There are so many errors, it's impossible to know if any of those caused a problem which impacted the editor. Send me the craft file, I'll see what I can do, but you really need to clean up these errors. So far, the only thing I can see is that if something is creating new part categories on the fly, that can cause a problem in PartWizard. Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted May 7, 2017 Author Share Posted May 7, 2017 Ok, I did find something, there is a new release, 1.3.3: Fixed issue where too many partcategories could cause an index error Quote Link to post Share on other sites
Gordon Dry 546 Posted May 7, 2017 Share Posted May 7, 2017 43 minutes ago, linuxgurugamer said: You are aware of other errors in the log, unrelated to this Already checked: btw thanks for the update, I will see... Quote Link to post Share on other sites
Gordon Dry 546 Posted May 8, 2017 Share Posted May 8, 2017 Hmm, still the same: [PartWizard] PartWizardWindow.OnRender() unexpected exception caught. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] Array index is out of range. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] PartWizard.GUIWindow.InternalRender Window rendering error, details follow: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) IndexOutOfRangeException: Array index is out of range. at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) PartWizard.GUIWindow:InternalRender(Int32) UnityEngine.LayoutedWindow:DoWindow(Int32) UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (Filename: Line: -1) IndexOutOfRangeException: Array index is out of range. at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) And after that the dV calcs of MJ inside VAB were borked... Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted May 8, 2017 Author Share Posted May 8, 2017 14 hours ago, Gordon Dry said: Hmm, still the same: [PartWizard] PartWizardWindow.OnRender() unexpected exception caught. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] Array index is out of range. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) [PartWizard] PartWizard.GUIWindow.InternalRender Window rendering error, details follow: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) IndexOutOfRangeException: Array index is out of range. at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) PartWizard.GUIWindow:InternalRender(Int32) UnityEngine.LayoutedWindow:DoWindow(Int32) UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (Filename: Line: -1) IndexOutOfRangeException: Array index is out of range. at PartWizard.PartWizardWindow.OnRender () [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) And after that the dV calcs of MJ inside VAB were borked... Craft file, please. And, if you installed your mods via ckan, the KSP/CKAN/installed-default.ckan file please Quote Link to post Share on other sites
linuxgurugamer 17,478 Posted May 28, 2017 Author Share Posted May 28, 2017 New release, 1.3.4: Updated for 1.3 Quote Link to post Share on other sites
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