Jump to content

[1.8.1] SimpleLogistics (2.0.3.2) Deployable Serenity (2020-03-20)


Recommended Posts

SimpleLogistics is a Polyglot! It now speaks twelve languages.
(English, Spanish, French, Italian, German, Chinese, Japanese, Korean, Russian, Swedish, Norwegian, an Brazilian Portuguese)
Additions and corrections solicited and welcome!

Download on SpaceDock, Github or Curseforge.  Available on CKAN.

SimpleLogistics! (Restocked)*

Mod Version KSP version KSP-AVC License GPLv3 68747470733a2f2f692e706f7374696d672e6363
SpaceDock CKAN GitHub Curseforge
Code Validate AVC .version files

 

This is the new thread. Original thread here.

zer0Kerbal adopts for curation the mod known as SimpleLogistics created by @RealGecko
for KSP 1.8.x (.NET 4.8 Unity 2019)

Simple resource sharing among landed vessels
(range ~2.5km)

 

from the original thread:

Lately my Munar base turned into a mess of eight different vessels connected together with KAS winches. FPS reduced dramatically, managing became nearly impossible. I turned my gaze on to USI MKS and it's Logistics feature, but MKS adds too much stuff I don't really need. So after hacking a little I discovered that all logistics is done by USI Tools mod and MKS is not really required to do the job. Instead of reinventing the wheel I created a set of patches to bring logistics to stock parts. But I was completely unhappy with the fact that I cannot transfer Rocket Parts from my RP printing lab to nearby RP freight. So I decided to create my won logistics system with Blackjack and .... whatever...

PA05bBw.png

How it works:

  • Vessel must be landed (sounds familiar :D)
  • Each command capsule (and probe core of course) now has Logistics Module on board (switched off by default)
  • As soon as module is enabled ship becomes a part of logistics network where each vessel share same resource pool
  • Resources spread evenly across all resource capacitors over network with priority to less capacitive ones. That means that resource will be drained from bigger ones first, while preserving resources in smaller ones.
    FygUhoD.png

 

  • Resources spread in physical range from active vessel (~2400 meters)
  • Ships with no command module (debris) always become part of network
  • WARNING!!! This does not work in background, only on active vessel and nearby ones.
  • Vessel that is not the part of network may still request resources from pool
  • Compatible with Community Resource Pack, so every resource is shareable as soon it is transferable

 

Pure stock example:

Build a simple power production ship, may be automated. For this example I'll use Fuel Cells:

Spoiler

 

dNIIF32.png

You can enable resource sharing from command module right click menu, but as it becomes bigger and bigger with every other mod installed I also added possibility to enable it from Simple Logistics main UI:

Axhjmej.png

Let's do this, now our Generator Ship shares resources, but it is the only ship in network for now:

RDWjDeP.png

Now let's bring in something that will mine ore and plug it in. This Driller has no solar panels or any other power source. It'll receive power from the Generator:

OzESTzO.png

Now it's time for ore processor. It's purely automatic and does not have any power sources too. It'll user power from Generator and produce LfOx and MonoProp:

JL7rITi.png

Let's plug it in too. You can see that our Generator shared some LfOx with us already, that's how even resource distribution works:

1YnSPqu.png

It'll feed LfOx back to Generator so it will have juice to produce more power, so that Converter will be able to produce more LfOx, to feed it back to Generator, that will produce....... (Perpetuum Mobile??? :D:D:D)

Let's wait a bit until our network is full of LfOx:

3KzgyiM.png

Now let's bring some vessel that really really REALLY WANTS SOME FUEL:

Zct1C5Q.png

As you can see it's tanks are as dry as Sahara. So, how do we refuel it? The answer is obvious: you may plug it into network so other ships will share resources with it.

But what if you just want to fill up your tanks and rock? Pretty simple: every vessel that is near the network may request resources from pool without being part of network.

NMPMA3g.png

Adjust sliders to your needs and hit Request Resources:

mScUQRY.png

Yeah, now our tanks are full.

So our lander may depart for exploration:

99uJsqL.png

And our refueling base is ready to serve another ship:

lnDv1Q3.png

 

 

 

Oops :D:D:D

I WANT IT!

Spacedock as usual

Don't forget about Module Manager :wink:


Installation Directions:

  • Use CKAN

Changelog Summary

See ChangeLog for full details of mod changes


Dependencies

Recomends

Suggests

Supports

Conflicts

  • none known

red box below is a link to forum post on how to get support
How to get support

687474703a2f2f696d672e796f75747562652e63

Thank you:

  • @linuxgurugamer for the toolbar/clickthroughblocker updates (and other things)!
  • @tinygrox for the localization implementation and the ZN-CH localization!
  • @fitiales for the Spanish (es-es.cfg) localization!
  • @malanok1 for the German(de-de.cg) and Russian (ru.cfg) localization!
  • @Lisias for the Brazilian-Portuguese (br-pt.cfg) localization!
  • @translate.google.com for French, Italian, Japanese, Korean, Swedish, and Norwegian localization (corrections solicited and welcome!)

License aka Legal Mumbo Jumbo

 gplv3-or-later-sm.pngGPLv3

Current:
Source: GitHub
License: License GPLv3 68747470733a2f2f692e706f7374696d672e6363

*** All bundled mods are distributed under their own licenses***
*** All art assets (textures, models, animations) are distributed under their own licenses***

Original:
Author: @RealGecko
Thread
Download
Source: GitHub
License: License GPLv3 68747470733a2f2f692e706f7374696d672e6363

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

* (Restocked) - used to reference post/pre zer0Kerbal adoption/curation/updates/changes

 

Edited by zer0Kerbal
finalize 2.0.3.1
Link to post
Share on other sites

reserved for releases:

Mod Version
KSP version:static KSP-AVC License GPLv3 68747470733a2f2f692e706f7374696d672e6363
Code Validate AVC .version files


Version 2.0.3.2 - Deployable Serenity

  • thank you to forum users @buzz light fear, @Cavscout74 for the idea!
  • for those who have the DLC Breaking Ground installed there is a new feature for two Serenity parts
  • the DeployedRTG and the DeployedSolarPanel can now be plugged into a SimpleLogistic's network

EXPERIMENTAL: Add SimpleLogistics! to Mini-NUK-PD Radioisotope Thermoelectric Generator (DeployedRTG)

  • all the normal rules for RTG apply
  • produces .50 EC/s
  • produces heat like stock RTG
  • range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays
  • after deploying, must manually 'plug-in' to the SimpleLogistics network.
  • existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again
  • has a battery of 25 EC units

EXPERIMENTAL: Add SimpleLogistics! to OX-Stat-PD Photovoltaic Panel (DeployedSolarPanel)

  • produces .15 (max) EC/s
  • has a battery of 25 EC units
  • needs sunlight
  • all the normal rules for solar apply
  • range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays
  • after deploying, must manually 'plug-in' to the SimpleLogistics network.
  • existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again
  • there is a limitation, SimpleLogistics currently just averages out resources over the network.

EXPERIMENTAL: Add SimpleLogistics! to KAS PrtPylonPwer (so anything attached can draw power)

  • Thank you to leatherneck6017 for this idea.
  • add KAS-PortPylonPwr.cfg
  • experimental: IsActive = True
  • FUTURE: need to expand to anything that has cck-lights, including deployable-lights and tracking lights.
  • range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays
  • after deploying, must manually 'plug-in' to the SimpleLogistics network.
  • existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again
  • there is a limitation, SimpleLogistics currently just averages out resources over the network.

Code and Code Related

  • added Version.tt and AssemblyVersion.tt automation
  • moved AssemblyVersion.tt/.cs into Properties/
  • updated to v2 of InstallChecker.cs
  • moved Textures/ -> Plugins/Textures/

Deployment and Backend

  • update changelog to include new Kerbal Changelog features
  • updated _deploy and _buildRelease
  • automated Readme.md -> Readme.htm
  • Readme.htm now included in release
  • CONTRIBUTING.md now included in repository
  • updated .version to be avc compliant
  • added avc github checker and badge
  • updated .gitattributes .gitignore
  • added json's
  • updated / modernized .csproj
  • updated Readme.md
  • updated Releases.layout.md

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

2032b.png


Kerbal Space Program 1.8.1
Unity 2019.2.2f1
.NET Framework 4.8

*Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date*

  •  

Edited by zer0Kerbal
Link to post
Share on other sites

Roadmap/Wish list (PR's always welcome!)

Spoiler

 

  • continue training to speak more languages
  • being able to 'deposit' specific resources (up to network containment max) from unplugged vessels (thanks @RealGecko)
  • being able to 'lock' specific resources in specific vessels.
  • vessel priorities (from -20 to 20; higher number > the priority)
    • this would allow for nearly automated refueling/mining operations - just set the warehouse to -10; the mining/refining to -15 and since default priority would be 0, it would automatically flow uphill - autorefuel. This would add some complexity, but would greatly improve logistics.
  • reserves: ability to optionally set global reserve amount; stretch: per resource/per vessel (store in save file)
  • as commented in Kottabos video thread:
    • add game settings/difficulty setting (easy-peasy) for (options):
      • situations (all, pre-launch, splashed, landed)
      • m/s movement (beyond body) limitations (optional)
      • ranges -concerned about performance hit
      • stretch: pull in code from cleverbobcat resources for visible AoE
      • possibly add EC consumption for use/transfer (opt)
      • possibly add in transfer rates
      • possibly add in transfer efficiency (losses due to distance etc)
  • well beyond my current abilities
    • update UI to new Unity.UI
    • add 'network administration' UI - shows 40,000m birdseye overview of entire network - drill down per vessel or by resource. Think Haystack, but for LogisticsNetworks.

 

Release notes and Changelogs:

@zer0Kerbal zer0Kerbal 20 Mar 2020

Spoiler

Mod Version
KSP version:static KSP-AVC License GPLv3 68747470733a2f2f692e706f7374696d672e6363
Code Validate AVC .version files


Version 2.0.3.2 - Deployable Serenity

  • thank you to forum users @buzz light fear, @Cavscout74 for the idea!
  • for those who have the DLC Breaking Ground installed there is a new feature for two Serenity parts
  • the DeployedRTG and the DeployedSolarPanel can now be plugged into a SimpleLogistic's network

EXPERIMENTAL: Add SimpleLogistics! to Mini-NUK-PD Radioisotope Thermoelectric Generator (DeployedRTG)

  • all the normal rules for RTG apply
  • produces .50 EC/s
  • produces heat like stock RTG
  • range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays
  • after deploying, must manually 'plug-in' to the SimpleLogistics network.
  • existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again
  • has a battery of 25 EC units

EXPERIMENTAL: Add SimpleLogistics! to OX-Stat-PD Photovoltaic Panel (DeployedSolarPanel)

  • produces .15 (max) EC/s
  • has a battery of 25 EC units
  • needs sunlight
  • all the normal rules for solar apply
  • range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays
  • after deploying, must manually 'plug-in' to the SimpleLogistics network.
  • existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again
  • there is a limitation, SimpleLogistics currently just averages out resources over the network.

EXPERIMENTAL: Add SimpleLogistics! to KAS PrtPylonPwer (so anything attached can draw power)

  • Thank you to leatherneck6017 for this idea.
  • add KAS-PortPylonPwr.cfg
  • experimental: IsActive = True
  • FUTURE: need to expand to anything that has cck-lights, including deployable-lights and tracking lights.
  • range of inclusion in SimpleLogistic Network - currently ~2.4km, can always use relays
  • after deploying, must manually 'plug-in' to the SimpleLogistics network.
  • existing rtg/solarpanels might not work - might have to pick them up (using RMB/PAW) and redeploying them again
  • there is a limitation, SimpleLogistics currently just averages out resources over the network.

Code and Code Related

  • added Version.tt and AssemblyVersion.tt automation
  • moved AssemblyVersion.tt/.cs into Properties/
  • updated to v2 of InstallChecker.cs
  • moved Textures/ -> Plugins/Textures/

Deployment and Backend

  • update changelog to include new Kerbal Changelog features
  • updated _deploy and _buildRelease
  • automated Readme.md -> Readme.htm
  • Readme.htm now included in releae
  • CONTRIBUTING.md now included in repository
  • updated .version to be avc compliant
  • added avc github checker and badge
  • updated .gitattributes .gitignore
  • added json's
  • updated / modernized .csproj
  • updated Readme.md
  • updated Releases.layout.md

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

2032b.png

Kerbal Space Program 1.8.1
Unity 2019.2.2f1
.NET Framework 4.8

*Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date*

 

 


 

Version 2.0.3.1

Spoiler
 

Version 2.0.3.1 for Kerbal Space Program 1.8.1

Released on 2020-02-02

SimpleLogistics version 2.0.3.1KSP 1.8.xCKAN listedSoftware License GPLv3NonSoftware License CC 4.0 BY-NC-SA

Version 2.0.3.1 - the LGG update - 연결 되었습니까? Collegato?

  • SimpleLogistics is a polyglot! Twelve languages (Ch-De-En-Es-Fr-It-Jp-Ko-Ru-Pt-Sw-No)
  • updated toolbars and icons
  • Toolbarcontroller and Clickthroughblocker are now dependencies
  • Now supports Toolbar (Blizzy's) (optional)
  • Restored all PNG textures because the code was loading files with the png name (thank you linuxgurugamer)
  • updated palette.cs from png -> dds (thank you linuxgurugamer)
  • Restored all PNG textures because the the GUI was pink. SOMEBODY went to town a little hard....
  • updated palette.cs from dds -> png
  • Added ClickThroughBlocker code (thank you linuxgurugamer)
  • Added ToolbarController code (thank you linuxgurugamer)
  • Commented out all stock toolbar code (thank you linuxgurugamer)
  • Commented out all Blizzy toolbar code (thank you linuxgurugamer)
  • Commented out entire ToolbarWrapper.cs file (thank you linuxgurugamer)
  • 물류를 사용하려면 상륙해야합니다
  • Added localization for Korean (ko.cfg) (translate.google.com)
  • Deve essere atterrato per utilizzare la logistica
  • Added localization for Italian (it-it.cfg) (translate.google.com)
  • started adding in game settings page. Currently it does nothing. Bill is wondering why.

    Kerbal Space Program 1.8.1
    Unity 2019.2.2f1
    .NET Framework 4.8

Version 2.0.3.0.4

Spoiler

Version 2.0.3.0.4 for Kerbal Space Program 1.8.1

Released on 2020-01-30

SimpleLogistics version 2.0.3.0.4KSP 1.8.xCKAN listedSoftware License GPLv3NonSoftware License CC 4.0 BY-NC-SA

Version 2.0.3.0.4 - Подключен? - Conectado? - Ansluten? - Tilkoblet?

  • SimpleLogistics now speaks ten languages (Ch-De-En-Es-Fr-Jp-Ru-Pt-Sw-No)
  • Аппарат должен быть приземлён чтобы использовать Logistics
  • Added localization for Russian (ru.cfg) (thank you @malanok1)
  • Logística disponível apenas quando em pouso
  • Added localization for Brazilian Portuguese (pt-br.cfg) (thank you @lisias)
  • Måste landas för att använda logistik
  • Added localization for Swedish (sw-sw.cfg) (translate.google.com)
  • Må landes for å bruke logistikk
  • Added localization for Norwegian (no-no.cfg) (translate.google.com)

    Kerbal Space Program 1.8.1
    Unity 2019.2.2f1
    .NET Framework 4.8

Version 2.0.3.0.3

Spoiler
 

Version 2.0.3.0.3 for Kerbal Space Program 1.8.1

Released on 2020-01-26

SimpleLogistics version 2.0.3.0.3KSP 1.8.xCKAN listedSoftware License GPLv3NonSoftware License CC 4.0 BY-NC-SA

Version 2.0.3.0.3 - Verbunden? - Branché? - プラグインしましたか?

  • Netzwerk für Logistics
  • Added localization for German (de-de.cfg) (thank you @malanok1)
  • Réseau logistique
  • Added localization for French (fr-fr.cfg) (translate.google.com)
  • 物流ネットワーク
  • Added localization for Japanese (jp.cfg) (translate.google.com)
  • SimpleLogistics now speaks six languages (Ch-De-En-Es-Fr-Jp)

    Kerbal Space Program 1.8.1
    Unity 2019.2.2f1
    .NET Framework 4.8

Version 2.0.3.0.2 -

Spoiler

 

Version 2.0.3.0.1 - So that's where the extra nut goes!

Spoiler

@zer0Kerbal zer0Kerbal released this 18 Jan 2020

SimpleLogistics version 2.0.3.0.1 KSP 1.8.x CKAN listed Software License GPLv3 NonSoftware License CC 4.0 BY-NC-SA

Version 2.0.3.0.1 - So that's where the extra nut goes!

  • add missing textures for UI

Version 2.0.3.0 - Now with more grease

Spoiler

@zer0Kerbal zer0Kerbal released this 16 Jan 2020

SimpleLogistics version 2.0.3.0 KSP 1.8.x CKAN listed Software License GPLv3 NonSoftware License CC 4.0 BY-NC-SA

Version 2.0.3.0 - Now with more grease

  • Recompile for KSP 1.8.1/ .NET 4.8 / Unity 2019
  • Added localization for US-EN and ZH-CN ( thank you @tinygrox)
  • change = update patch to include ":NEEDS"
  • Code clean, update pass
  • moved Changelog into separate file

 

Edited by zer0Kerbal
updated
Link to post
Share on other sites
18 minutes ago, vardicd said:

oversight

unfortunately haven't found a way to save a draft forum thread; so have to work on it in the middle of the night and hope nobody clicks on the wrong links until then.

 

:D

 

@vardicdshould be fixed now. please check to see if I got all of them. thank you!

Edited by zer0Kerbal
Link to post
Share on other sites
10 minutes ago, zer0Kerbal said:

moved from original post:

@HebaruSan is it possible to connect my new releases with the existing CKAN entry? Am going to release through Spacedock, as a new entry since @RealGecko hasn't been around to pass the torch officially to me.

@linuxgurugamer what are the best practices for the icons for toolbars? (sizes etc)

Small icons (for Blizzy) are 24x24, stock toolbar icons are 38x38

I'll update the netkan to point to your release

Edit:  @zer0Kerbal your .version file is rather confusing.  If you have a Min and Max, you don't need and should remove the KSP_VERSION as it will be ignored.

Edited by linuxgurugamer
Link to post
Share on other sites
3 minutes ago, linuxgurugamer said:

Small icons (for Blizzy) are 24x24, stock toolbar icons are 38x38

thank you. naming conventions? have the 24x24 - will add the 38x38.

 

4 minutes ago, linuxgurugamer said:

I'll update the netkan to point to your release

perfect. thank you. Was hoping @RealGecko would pop on, but *sigh*

Link to post
Share on other sites
2 minutes ago, zer0Kerbal said:

thank you. naming conventions

If you are referring to the icons, no convention, but I append the size to the icon name; ie:  si-24.png, si-38.png

Oh, and congrats on the release.

CKAN just finished processing the new netkan, you should see it updated on your local CKAN in a few minutes

Edited by linuxgurugamer
Link to post
Share on other sites

a big thank you to @linuxgurugamer

version 2.0.3.1 will be released in the next day or so - just doing some final testing.

this version (and future) will require ToolbarController & ClickThroughBlocker.

by using these, the .dll was reduced to about 33% of its size, and will be much more lean and mean.

Hopefully will get some more localizations to include. :D

 

Link to post
Share on other sites
On 1/16/2020 at 11:10 AM, severedsolo said:

Jesus, you read my mind. I was just thinking yesterday that I wanted something like this but MKS was too much

*chuckle* same thing when I first came across this mod years ago.

How's it working for you?

Link to post
Share on other sites
21 minutes ago, zer0Kerbal said:

*chuckle* same thing when I first came across this mod years ago.

How's it working for you?

Haven't tried it yet, too busy with Bureaucracy/other not yet revealed projects. I have a day off tomorrow though, so I'll put it through it's paces then.

Link to post
Share on other sites
1 hour ago, Stone Blue said:

No way to make it 36x36? 36 is a power of two, which KSP complains and spams logs if textures are NOT power of two

No.  Use the ToolbarController, then KSP won't spam or care, especially if you put the icons into the PluginData folder

Link to post
Share on other sites
On 1/16/2020 at 5:24 AM, zer0Kerbal said:

unfortunately haven't found a way to save a draft forum thread; so have to work on it in the middle of the night and hope nobody clicks on the wrong links until then.

 

:D

 

@vardicdshould be fixed now. please check to see if I got all of them. thank you!

All links now seem to point to the correct places, far as i can tell.

Link to post
Share on other sites
3 hours ago, vardicd said:

landed

hmm... planes can, anything that has the module can.

was the vessel just launched? if so you have to either launch it or move it IIRC.

same thing goes as for rockets (all vessels) are concerned. Just launched won't hook into the network until after it has launched. it's KSP that decides what is 'pre-launch' and 'launched'.

I will experiment to see, since I rarely use planes. :D

Edited by zer0Kerbal
Link to post
Share on other sites
1 hour ago, zer0Kerbal said:

^^^ this appears to be the case.

after launching your plane, taxi it a couple of meters and then stop it - then you can use SL.

This could very well have been it, as I had just launched it and not moved it, however I did run into an additional issue after I posted before. I added SL to a save game I already had in progress, and that plane was the first craft I launched with SL installed in my game. I made 3 attempts to recover that plane, in flight, and KSP locked up and crashed, every time. I did finally recover it from the traking station. I was tired and on my way to bed, so I didn't bother reporting it hours ago, nor did i do much in the way of testing, but I threw a rocket out of the VAB and when i tried to recover it in flight, KSP again locked up and crashed. I removed SL from my install, rebooted and was able to recover the craft, in flight, with no problem. I don't know if it was because the mod was added to a save in progress, I'll need to test after work tonight with a fresh save and see if i have issues, and if i do, then I probably have a mod conflict issue causing it. I'll also test with the new version you posted and see if I get better results. I'll let you know how it goes and if I do still have problems on a fresh save, and with the new version, I'll toss you the logs, and my mod list, and see if we can't figure out what's going on, or which mod isn't playing nice.

Link to post
Share on other sites
2 hours ago, zer0Kerbal said:

^^^ this appears to be the case.

after launching your plane, taxi it a couple of meters and then stop it - then you can use SL.

It might be worth double checking vessels that are landed when they get reloaded (like switching to them from the Tracking Station).

IIRC this used to be a problem for OhScrap! vessels would be placed back into "Prelaunch" when switching to them. I put a workaround in years ago though, so no idea if it's still a thing (that workaround was "flip a bool to tell me it's launched when the vessels speed exceeds 8m/s" (cause a vessel at rest on Kerbin is moving at 6m/s (presumably due to rotation of Kerbin)))

Edited by severedsolo
Link to post
Share on other sites

thank you to user @fitiales for creating & pushing the Spanish translation localization file.

SimpleLogistics now speaks three languages.

Will be in next update; however if in a rush - you can download the file and put in the GameData\SimpleLogistics\Localization folder.

Edited by zer0Kerbal
Link to post
Share on other sites
18 minutes ago, severedsolo said:

It might be worth double checking vessels that are landed when they get reloaded (like switching to them from the Tracking Station).

thank you.

I believe it does - code is elegant and well written - @RealGecko did good code. :D

uses:

if (FlightGlobals.ActiveVessel.situation != Vessel.Situations.LANDED) {}

 

Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...