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[1.8.*] Adjustable Mod Panel, ver 1.5.3


Morse

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11 hours ago, flart said:

So without going into, it has trouble with Tarsier Space Technology and some other in the active save. It maybe will work as replacement for a new save. Sometime, I will try it.

Ok, I looked into TST. It does weird things with its button, and that's why my mod ignores it. You may probably notice this line in your logs, if you look

Quote

[Adjustable Mod Panel] WARNING: mod TarsierSpaceTech+onAppLaunchToggle changed visibility. This is unexpected, ignoring it.

To deal with such behavior in a proper way requires complicated logic, and I probably won't do it. Ignoring the mods that do weird stuff with their buttons is the safest, at least I'll never break anything that way. What I will do though, is to remove such mods from the list and mark them "unmanageable", so that to not confuse the users into thinking that AdjModPanel does work with such mods correctly.

That being said, the multiple occurrences of the button in the mod panel has probably nothing to do with the Adjustable Mod Panel. It might be just a bug in the TST itself. I couldn't reproduce your situation, but if you try it yourself without AdjModPanel installed, you can find out for sure whether it is the case.

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1 hour ago, linuxgurugamer said:

@Morse

suggestion: Create a blacklist.cfg which lists mods to be ignored

I'd rather keep the maintenance work at minimum. I also don't want to make the "unmanageable" flag a one-way road. Mods change. Today they use the custom wrapper, and tomorrow they'll switch to ToolbarControl, and the mod will be manageable again :). That's why I don't even save the "unmanageable" in the config, every launch I hope for the best :).

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1 hour ago, Morse said:

I'd rather keep the maintenance work at minimum. I also don't want to make the "unmanageable" flag a one-way road. Mods change. Today they use the custom wrapper, and tomorrow they'll switch to ToolbarControl, and the mod will be manageable again :). That's why I don't even save the "unmanageable" in the config, every launch I hope for the best :).

If you coded it, but shipped an empty file, then people could add mods to it by hand.

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3 minutes ago, linuxgurugamer said:

If you coded it, but shipped an empty file, then people could add mods to it by hand.

I still don't understand the use-case that such file could solve. If you already know which button you do not want to change, well, just don't change it :). Why do you care is it listed or not?

I thought about adding an additional switch "forget about this button" in the gui itself, but I decided not to. First, it would be a one-way flag which I already said I don't want to introduce, and second, if the mod has trouble distinguishing one button from another, then there is no difference what are we trying to do - change the button visibility or explicitly "forget" about it. The result would be equally unreliable.

Oh, and one last part: it is not that obvious which button belongs to which mod, and even how to describe each "mod" in a unique, persistent way. So even if I would want to introduce such file, I'm not sure what exactly the user is supposed to write there.

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  • 1 month later...

@Morse

Hi, i started  using ckan just to refresh my mind about mods available and saw your mod for the very first time, but there is something making me confused, ckan lists your mod for compatible with 1.4 but the forum title does not say so?

Edit : found the version on git hub that is for 1.4, a good habit would be to update the forum title because people tend to look for it in the forum list

Edited by Jiraiyah
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  • 2 weeks later...

This is pretty essential if you run a highly modded install. Love this gem. I think a great addition to this would be the ability to customize the button locations on the side panel, at least during flight. Its not too problematic in every other location. But I find it a bit tedious having to scroll down constantly to use a mod towards the bottom. I get around this currently by using linuxgamers toolbar controller mod and having it autohide on a border, If I migrate to Toolbar Controller, id like the ability to hide the side panel completely. Thoughts?

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On 20.03.2018 at 1:20 AM, Jesusthebird said:

I think a great addition to this would be the ability to customize the button locations

I doubt I'll ever implement that, but I'll think about an additional "pin to top" switch, to be able to place some mod buttons before others.

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On 3/20/2018 at 5:31 PM, Morse said:

I doubt I'll ever implement that, but I'll think about an additional "pin to top" switch, to be able to place some mod buttons before others.

Awesome!! Yea thatd work too. Especally if it cascades down each time(button pinned to top moves the rest down a peg) thanks for listening!

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  • 1 month later...

im trying a fresh install so ill report back in a few days, but I came across an issue with A.M.P.  wheres the windows would pop up(vab/sph/inflight, didnt matter. But there wasnt any options, just blank. KER and another button was disabled and 'Blackened' So I couldnt click KER and change its panel locations or edit what they can show. Same witht he other button, I think it might have been distant object button, but Im not sure.

 

Ill report back with a log file if I can reproduce, but I wanted to come post this, in case I forgot about it. I had about 250+ mods installed so...lol I have a bit of work to do

Edit:

https://1drv.ms/f/s!AjOhSRn-M-XfjWZp1jNv86pFzYqK

screenshot is included, All mods were installed via ckan. I kept it to functionality/visual mods. most parts mods I use arent included here.

KER button works normally again for some reason

Edited by Jesusthebird
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8 hours ago, Morse said:

Hm, seems like the mod ToolbarControl by @linuxgurugamer changed it's public API 4 days ago. And that is the reason why you shouldn't change your public API :)

I'll fix things in a couple of days.

 

Unless there is a very good reason.  There was. But I don't expect any more changes

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  • 3 weeks later...

Just a quick question?

When I load a new or an old save, once in the KSC, I open the Mod Panel, and it only shows the toolbars that are available in the KSC.

RViDeoD.png

Then once for example, I go to any of the facilities i.e the VAB/SPH, the Mod Panel afterwards has the toolbars from those facilities listed.

FrLx4dD.png

Same with any new scene, if it has a new toolbar that has not been loaded(seen?), from that moment the toolbar is listed in the Mod Panel. This only happens after a reload of the game, if I quit the save and open it again (without reloading the game) it will have the toolbars from the last play of that save (but only the ones that have been again loaded(seen?)).

So the question is, is this normal behaviour or is something going on that should not?

Not really much of a "Big" issue, once you play 5 minutes of that save, most of the toolbars have been used anyways. It is just, that it would be awesome to have them all from start listed there :). Never looked at modding in KSP (from the coding part), so I have no clue how the toolbars are done and is there just a easy way of querying all of the toolbars..

 

 

Edited by SteelShot
I should probably read what I wrote before posting...
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@SteelShot, yes, this is how the mod works. There is no way to predict which mod will install which button on the mod panel, before the mod does so. So AMP can only learn about the button at the moment it is shown.

But since you more or less need to make the adjustments only once, this shouldn't be a big deal. If you see a button on the panel which you do not want to see - that's when you click AMP and disable it. At this point the button will be listed there.

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  • 2 months later...
5 hours ago, Drew Kerman said:

Most likely. No problems in my 1.4.5 install. But no one will know for sure until you post a log file

Sorry! New to using the forums and I forgot about that. I took this from LocalLow/Squad/Output.txt- hoping this is what you meant.

(I put it in a discord chat and took the link- the paste was too big for pastebin)

https://cdn.discordapp.com/attachments/118785973420163073/478994069583036439/output_log.txt

I installed the mod by copy pasting it into gamedata, since thats how I usually install mods and the description said to 'install mod'.

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I have a pile of this,

Spoiler

180814T202429.495 [EXCEPTION] [System.Reflection.MonoMethod.Invoke] TargetParameterCountException: parameters do not match signature
   at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)
   at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters)
   at AdjustableModPanel.AdjustableModPanel.IsButtonToolbarController (KSP.UI.Screens.ApplicationLauncherButton button, System.String& name, System.String& id)
   at AdjustableModPanel.ModPanelComponent.Update ()

 

 

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22 hours ago, Apaseall said:

I have a pile of this,

I can't find any of that anywhere in my output.txt or ksp.log files. So here is my the list of DLLs reported by my ksp.log file

Spoiler

Stock assembly: Assembly-CSharp v0.0.0.0
ModuleManager v3.0.7.0
ClickThroughBlocker v0.1.6.7 / v1.0.0.0
aaa_Toolbar v1.7.17.11
USITools v1.0.0.0
ToolbarControl v0.1.6.13 / v1.0.0.0
AdjustableModPanel v1.5.0.0
SolverEngines v3.3.0.0 / v3.6.2.0
AJE v2.11.4.0
AmbientLightAdjustment v2.6.3.8
AnimatedAttachment v0.4.1.0 / v0.4.0.0
AnimatedDecouplers v1.3.6.21432
BULB v1.3.4.0
ElectricLights v1.0.3.0
AutoSave v1.0.0.0
AviationLights v4.0.5.0
B9AnimationModules v1.2.3.0 / vv1.2.3
B9PartSwitch v2.3.3.0 / vv2.3.3
BAM v1.3.2.2 / v1.1.0.0
BDB v1.3.1.0
CameraTools v1.10.0.0
CCK v2.0.2.0 / v2.0.2.0 for KSP 1.3
CLSInterfaces v1.2.0.0
ConnectedLivingSpace v1.2.6.2
ContractConfigurator v1.0.0.0 / v1.25.0
RemoteTech v1.8.0.0 / v1.8.12
CC_RemoteTech v1.0.0.0 / v1.25.0
KerbalKonstructs v2.0.0.0 / v1.4.5.2
KerKonConConExt v1.0.0.0 / v1.25.0
CustomAsteroids v1.5.0.0
CustomBarnKit v1.1.17.0
DeployableEngines v2.2.0.0
AGExt v2.3.3.6 / v1.0.0.0
DistantObject v1.9.1.24206
DMagic v1.3.0.12 / vv1.3.12
DMModuleScienceAnimateGeneric v0.19.0.0
ContractParser v1.0.8.0 / vv8.0
ProgressParser v1.0.10.0 / vv10.0
ContractsWindow v1.0.9.2 / vv9.2
ContractsWindow.Unity v1.0.9.2
EditorExtensionsRedux v3.3.19.5
EngineLight v1.0.0.0
Atmosphere v1.4.2.2
CelestialShadows v1.4.2.2
CityLights v1.4.2.2
EVEManager v1.4.2.2
PartFX v1.4.2.2
PQSManager v1.4.2.2
ShaderLoader v1.4.2.2
Terrain v1.4.2.2
TextureConfig v1.4.2.2
Utils v1.4.2.2
_BuildManager v1.4.2.2
EVAStruts v1.0.5.0 / v5.0
EVATransfer v1.0.8.1 / vv8.1
ModularFlightIntegrator v1.0.0.0 / v1.2.5.0
FerramAerospaceResearch v0.15.9.1
ferramGraph v1.3.0.0
Scale_Redist v1.0.0.0
Firespitter v7.3.6652.37613
FlagRotate v1.1.6.0 / v1.0.0.0
FlexoTubes v1.0.6.0 / v6.0
FShangarExtender v3.5.3.2 / v3.5.0.0
HangarGrid v0.4.0.0
HaystackContinued v0.5.4.3 / v0.5.2.1
HotSpot v0.8.0.0 / v0.8.0
HullCamera v0.1.9.3
InterstellarFuelSwitch v3.6.4.0
Scale_Redist v1.0.0.0
JSIAdvTransparentPods v0.1.16.0
JSIPartUtilities v0.4.2.0 / v0.0.3.103
RasterPropMonitor v0.30.0.14726
Kaboom v1.1.3.0
KAX v0.0.1.4
KerbalAnimationSuite v1.2.4.0
KerbalEngineer v1.1.5.3
KerbalEngineer.Unity v1.0.0.0
Kerbalism v1.7.1.1
KerbalJointReinforcement v3.4.0.0
Graphotron v0.4.3.0
HyperEdit v1.5.8.0 / v1.5.8
KerbCam v0.19.6755.17016
KerboKatz.UI v1.0.1.0
KerboKatzUtilities v1.5.2.0
PhysicalTimeRatioViewer v1.5.4.0
Kopernicus.Components v1.0.0.0
Kopernicus.OnDemand v1.0.0.0
Kopernicus.Parser v1.0.0.0
Kopernicus v1.0.0.0
ICSharpCode.SharpZipLib v0.86.0.518 / v0.86.0
kOS v1.1.5.2
kOS.Safe v1.1.5.2
KronalUtils v0.0.9.2 / v1.0.0.0
KS3P.Shaders v1.0.0.0
KS3P v1.0.0.0
ksp-advanced-flybywire v1.8.0.5 / v1.1.0.0
XInputDotNetPure v1.0.0.0
KSPTOTConnect v1.0.0.0
LightsOut v0.2.2.0
IRSequencer_v3 v1.0.0.0 / v1.0.0
InfernalRobotics_v3 v3.0.0.0
Scale_Redist v1.0.0.0
MandatoryRCS v1.5.0.0
modularFuelTanks v5.11.0.0 / v5.11.0
MPUtils v0.1.6779.16912
NavBallAdjustor v1.9.0.0
DockingPortAlignmentIndicator v1.0.0.0
DPAI_RPM v1.0.0.0
ModuleDockingNodeNamed v1.0.0.0
FinalFrontier v1.0.0.0
NRAP v1.5.11.1 / v1.5.1.1
OneWindow v1.0.3.0 / vv3.0
OneWindow_Unity v1.0.3.0
PartAngleDisplay v0.3.3.5 / v0.3.2.4
PartCommanderContinued v1.1.5.0 / v1.0.3.0
PartWizard v1.3.7.4 / v1.3.0.0
PAWS v1.0.0.0
PhysicsRangeExtender v1.7.0.0
RCSBuildAid v0.9.7.1
RealChute v1.4.6653.22804 / v1.4.6.0
ReentryParticleEffect v1.2.0.0
PersistentTrails v1.7.0.0
RetractableLiftingSurface v0.1.5.2 / v1.0.0.0
SCANsat v1.8.7.0 / vv18.7
SCANsat.Unity v1.8.7.0
scatterer v0.0.0.0
CLSInterfaces v1.2.0.0
ShipManifest v5.2.1.0
SmokeScreen v2.8.0.0
Stock assembly: KSPSteamCtrlr v0.0.1.35
Strategia v1.0.0.0 / v1.7.2
ModuleBounce v0.3.23.7 / v1.0.0.0
TacFuelBalancer v2.19.6760.40473
TakeCommand v1.4.12.2 / v1.4.0.0
TextureReplacer v3.2.0.41440
ToadicusTools v0.22.3.1
TooManyOrbits v1.1.2.0 / v1.0.0.0
BetterTracking v1.0.4.0 / v4.0
BetterTracking.Unity v1.0.4.0
KerbalAlarmClock v3.9.1.0
KSPAlternateResourcePanel v2.9.3.0
TrimIndicator v1.4.5.0
TweakableDeployablePanels v0.1.24.2
TweakableDockingNode v0.1.24.2
TweakableEVA v0.1.24.2
TweakableFuelPumps v0.1.24.2
TweakableGimbals v0.1.24.2
TweakableIntakes v0.1.24.2
TweakableParachutes v0.1.24.2
TweakableReactionWheels v0.1.24.2
TweakableSAS v0.1.24.2
Scale v2.3.12.0
Scale_Redist v1.0.0.0
UbioWeldingLtd v2.5.3.0
DynamicTanks v1.0.0.0
Konstruction v0.0.0.0
VesselMover v1.7.3.0
VesselView v0.8.7.0 / v1.0.0.0
VesselViewPlugin v0.8.7.0 / v1.0.0.0
VesselViewRPM v0.8.7.0 / v1.0.0.0
VVDiscoDisplay v0.8.7.0 / v1.0.0.0
VVPartSelector v0.8.7.0 / v1.0.0.0
VesselSimulator v0.0.0.0
VOID v1.1.7.0
DMagic v1.3.0.12 / vv1.3.12
Interstellar v1.19.4.1
Interstellar_Redist v1.2.0.0
Scale_Redist v1.0.0.0
WasdEditorCamera v0.6.13.1
WaypointManager v1.0.0.0 / v2.7.2
BARISBridge v1.0.0.0
WildBlueTools v1.0.0.0
KerbalActuators v1.0.0.0
Buffalo v1.0.0.0
Pathfinder v1.0.0.0
WorldStabilizer v1.0.6705.1567
ZeroMiniAVC v1.0.5.27166

Do a diff check against yours and start removing anything that's not included on this list to figure out what's causing the problem

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