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ModuleManager found errors in my cfg?


NFunky

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Hey all, I'm having some trouble doing a bit of simple game tweaking.  I have an install with a collection of mods that makes KSP very realistic, without using Realism Overhaul.  As part of this setup, I've written a custom cfg file that tweaks a number of stock settings, as well as things like Real Fuels settings, etc.

My problem is, when I start KSP, i get this message during the loading screen:

ModuleManager: 6313 patches applied, found 25 errors related to GameData\Kerbalism Overhaul.cfg 

The strange thing is, everything seems to work once the game loads, so I'm not sure what errors it's talking about exactly.  My game is running a bit slow though, and does occational 'garbage disposal' pauses, so I thought maybe I could clean up my cfg and improve performance a bit.

Does anyone know how to tell specifically what errors ModuleManager is detecting?  Otherwise, could some kind soul look over my little file and tell me if they see any obvious issues?

https://www.dropbox.com/s/3kftdve3lzxbhc2/Kerbalism Overhaul.cfg?dl=0

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// Change all of these. This should be the most of your issue
@PART[*]:HAS --> @PART:HAS

// Possibly do the same with line 288
@TANK_DEFINITION[*]

// Resources don't have a title key; lines 415, 419
@RESOURCE_DEFINITION[...]
{
	@displayName =
}

// line 275
// I don't think you can use MM on kerbals. If you can, that'd be great. I was unable to...

// line 424
@PART[ISRU]:HAS[@MODULE[ModuleResourceConverter]]:HAS[#category[Utility]]:FINAL
// line 635
@PART[MiniISRU]:HAS[@MODULE[ModuleResourceConverter]]:HAS[#category[Utility]]:FINAL

// It should not be necessary to check for parts that have a certain module or key if you're already targeting the parts' exact names. The entire :HAS segments should go. I don't recall if Kerbalism moves them but I bet it does not move them.
// You also used :HAS incorrectly. Just so you see how it's written, it should be like this:

@PART[ISRU]:HAS[@MODULE[ModuleResourceConverter],#category[Utility]]:FINAL

@PART[MiniISRU]:HAS[@MODULE[ModuleResourceConverter],#category[Utility]]:FINAL

This will sum things up nicely for you, as far as I know.

If you plan to share this, try not to use :FINAL. Too many mods try to run last and that can cause issues among them.

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Thank you!  I'll check out that link today.

Strangely, even though I made all the suggested corrections, but it still says it found 25 errors.  I've updated the dropbox file with the corrected version, so if you has any more suggestions, I'd be grateful.

https://www.dropbox.com/s/3kftdve3lzxbhc2/Kerbalism Overhaul.cfg?dl=0

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One can MM Kerbals.

this framework should work,  - specific MM syntax (@ vs %) won't comment on.

// Use N2 for EVA fuel
@PART[kerbalEVA*]:FINAL
{
	@MODULE[KerbalEVA]
	{
		@propellantResourceName = Nitrogen
	}
	@RESOURCE[MonoPropellant,Hydrazine]
	{
		@name = Nitrogen
	}
}

 

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I know this works:

Quote

@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FINAL
{
    MODULE
    {
        name = MechJebCore
    }
    
    MODULE
    {
        name = FlightEngineerModule
    }
}

@PART[*]:HAS[@MODULE[KerbalSeat],!MODULE[MechJebCore]]:NEEDS[MechJeb2]:FINAL
{
    MODULE
    {
        name = MechJebCore
    }
    
    MODULE
    {
        name = FlightEngineerModule
    }
}

 

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