Jump to content

[1.12.x] Bureaucracy - Monthly Budgets, Reimagined (1.6.1 - 16/03/2023 (Final release))


severedsolo

Recommended Posts

1 minute ago, vardicd said:

Yeah science alert has known issues with the DMagice science mods using that they've discussed it in the science alert thread and the dmagic science threads.

I've known about those issues for a while. The issue I was having was with the stock radial goo experiment. It works a lot better after having removed the animation mod. Honestly, the only reason it ended up on this thread was because I initially attributed the problem to Bureaucracy rather than ScienceAlert.

Link to comment
Share on other sites

Bureaucracy 1.2 Released

  • Recompile against KSP 1.9
  • Handle Kerbalism's "drip feed" science system properly (this also requires a change in Kerbalism which should be released shortly)
  • Running multiple identical experiments will add them to the same UI element, rather than a line for each
  • Fixed an issue where the mod wouldn't function properly if the first game loaded was a Sandbox save

There may be some regressions in this build - Git freaked out when I tried to merge the Kerbalism branch, I think I pruned all the bad changes, but I probably missed one.

Link to comment
Share on other sites

3 hours ago, severedsolo said:

Bureaucracy 1.2 Released

  • Recompile against KSP 1.9
  • Handle Kerbalism's "drip feed" science system properly (this also requires a change in Kerbalism which should be released shortly)
  • Running multiple identical experiments will add them to the same UI element, rather than a line for each
  • Fixed an issue where the mod wouldn't function properly if the first game loaded was a Sandbox save

There may be some regressions in this build - Git freaked out when I tried to merge the Kerbalism branch, I think I pruned all the bad changes, but I probably missed one.

Good work, sir! Do you happen to know what new new version of Kerbalism to watch for is? If not, I'll just keep an eye out for it's next version after Kerbalism v3.5. Thanks for Bureaucracy mod, I really love it!

Link to comment
Share on other sites

12 minutes ago, GJNelson said:

Good work, sir! Do you happen to know what new new version of Kerbalism to watch for is? If not, I'll just keep an eye out for it's next version after Kerbalism v3.5. Thanks for Bureaucracy mod, I really love it!

3.6 I believe - there is a prerelease up in the kerbalism dev builds, of course I can't speak to how stable it is, as I literally tested the Bureaucracy stuff and nothing else

Link to comment
Share on other sites

5 hours ago, severedsolo said:

There may be some regressions in this build - Git freaked out when I tried to merge the Kerbalism branch, I think I pruned all the bad changes, but I probably missed one.

Uh... Think I found something. Tested this on a new save and, yep still 2 buttons.

EDIT: so now there's 3 buttons, seems like every time you load the save, another new button appears.

EDIT2: restarting KSP eliminates the extra buttons, but they come back if you exit to the menu and reenter the save.

EDIT3: Just tried removing and clean installing again, to verify that i didn't have a goofed install, behavior remains. duplicate buttons  with exit to menu and return to save.

aOAyxEU.jpg

Edited by vardicd
Link to comment
Share on other sites

13 minutes ago, vardicd said:

Uh... Think I found something. Tested this on a new save and, yep still 2 buttons.

Yeah I moved the event that adds the button. Can't blame a regression for that one - I reminded myself when doing it that I needed to destroy the event again. Guess I didn't listen to myself.

Bureaucracy 1.2.1 Released

  • Fix magically duplicating toolbar button
Edited by severedsolo
Link to comment
Share on other sites

7 hours ago, Sir Mortimer said:

It is Kerablism 3.6 - go and get it while it's still fresh!

Awesome! Thanks, on my way!

 

On 2/17/2020 at 1:55 PM, severedsolo said:

3.6 I believe - there is a prerelease up in the kerbalism dev builds, of course I can't speak to how stable it is, as I literally tested the Bureaucracy stuff and nothing else

Thanks! Looking forward to y'all's inspiring work!

Link to comment
Share on other sites

@severedsolo Just found a minor issue/interaction with KCT not sure if there's anything that can be done about it, or if the change would have to happen on the KCT side of things, but when you have no crew available to man a craft, and you go to launch it, KCT gives you the option to hire crew directly from the launch interface, and it allows you to launch them immediately skipping the training period introduced by this mod.

Link to comment
Share on other sites

2 hours ago, Dark Nova said:

Hey there, I was just curious if anyone knew what the monthly budget vs reputation ratio is. IE if I have a reputation of 100% what is my pay out monthly in $?

By default it's 2227 but that can be changed in the settings file.

So if you had 100% rep (an impossible situation by the way) you'd get 2,227,000 (100% rep = 1000 reputation points, *2227 = 2,227,000)

3 hours ago, vardicd said:

 Just found a minor issue/interaction with KCT not sure if there's anything that can be done about it, or if the change would have to happen on the KCT side of things, but when you have no crew available to man a craft, and you go to launch it, KCT gives you the option to hire crew directly from the launch interface, and it allows you to launch them immediately skipping the training period introduced by this mod.

Yes that would require a change in KCT. Out of interest, are the crew members you hire through KCT active? Ie, do their portraits show up in flight, can you go on EVA with them etc?

Link to comment
Share on other sites

10 minutes ago, severedsolo said:

Yes that would require a change in KCT. Out of interest, are the crew members you hire through KCT active? Ie, do their portraits show up in flight, can you go on EVA with them etc?

To be honest I didn't try launching with the one i hired by mistake, i backed out of the launch, because I wan't 100% sure what had just happened, and where this extra kerbal i didn't recognize had come from, and went to the astronaut complex to check and realized I had an extra kerbal over my limit and then realized what had happened. I can pop a quicksave here in a moment and test that though.

Link to comment
Share on other sites

Just now, vardicd said:

To be honest I didn't try launching with the one i hired by mistake, i backed out of the launch, because I wan't 100% sure what had just happened, and where this extra kerbal i didn't recognize had come from, and went to the astronaut complex to check and realized I had an extra kerbal over my limit and then realized what had happened. I can pop a quicksave here in a moment and test that though.

I'll test it later - don't worry too much.

I suspect this can be easily fixed by KCT firing "OnKerbalHired" (or whatever the event is) - it already checks for the "Inactive" flag that Bureaucracy sets.

Link to comment
Share on other sites

10 minutes ago, severedsolo said:

I'll test it later - don't worry too much.

I suspect this can be easily fixed by KCT firing "OnKerbalHired" (or whatever the event is) - it already checks for the "Inactive" flag that Bureaucracy sets.

Oh well, i already did it, and the hired kerbal is completely uncontrollable. when in a craft or chair his portrait is nothing but static, and if you get him out of a external chair he stands there looking around blankly.

Link to comment
Share on other sites

Just now, vardicd said:

Oh well, i already did it, and the hired kerbal is completely uncontrollable. when in a craft or chair his portrait is nothing but static, and if you get him out of a external chair he stands there looking around blankly.

Cool, so it's firing the event, but KCT isn't checking that he's set as inactive before allowing him to launch.

@linuxgurugamer - I'd recommend just completely skipping the "hire new kerbal" options when Bureaucracy is installed, because if you check for ProtoCrewMember.inactive then the mod is going to just keep hiring new kerbals/it won't be obvious to the player that the kerbal was hired and not selected.

Link to comment
Share on other sites

Unfortunately I've hit a rather critical nullref which is preventing the R&D centre upgrading any further.  Everything else seems to be working fine still (so far).

Spoiler

[LOG 13:51:27.129] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
[EXC 13:51:27.134] NullReferenceException: Object reference not set to an instance of an object
    Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.EventSystems.EventSystem:Update()
[LOG 13:51:30.112] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
[EXC 13:51:30.114] NullReferenceException: Object reference not set to an instance of an object
    Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.EventSystems.EventSystem:Update()
[LOG 13:51:43.618] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
[EXC 13:51:43.620] NullReferenceException: Object reference not set to an instance of an object
    Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)


 

Link to comment
Share on other sites

3 hours ago, Friznit said:

Unfortunately I've hit a rather critical nullref which is preventing the R&D centre upgrading any further.  Everything else seems to be working fine still (so far).

  Reveal hidden contents

[LOG 13:51:27.129] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
[EXC 13:51:27.134] NullReferenceException: Object reference not set to an instance of an object
    Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.EventSystems.EventSystem:Update()
[LOG 13:51:30.112] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
[EXC 13:51:30.114] NullReferenceException: Object reference not set to an instance of an object
    Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.EventSystems.EventSystem:Update()
[LOG 13:51:43.618] [Bureaucracy]: Upgrade of SpaceCenter/ResearchAndDevelopment requested
[EXC 13:51:43.620] NullReferenceException: Object reference not set to an instance of an object
    Bureaucracy.BureaucracyFacility.IsDestroyed () (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityManager.StartUpgrade (Upgradeables.UpgradeableFacility facility) (at <879854116eef405ca712ad224fecb4dd>:0)
    Bureaucracy.FacilityMenuOverride.HandleUpgrade () (at <879854116eef405ca712ad224fecb4dd>:0)
    UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.UI.Button.Press () (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <22fd67f59718453e9250a6de1843ef8b>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)


 

Bureaucracy 1.2.2 Released

  • Fix NRE when UpgradeableFacility couldn't be found in DestructibleBuildings
Link to comment
Share on other sites

@severedsolo Are you currently aware of any conflicts with Kerbal Konstructs and/or Kerbinside remastered in regards to how Bureaucracy's custom barn configs for 5 upgrade levels of buildings works? I decided to install Kerbinside remastered for my new save, and after I got a couple of buildings upgraded to level 2, I noticed they had the visual appearance as If they had reached Level 3. {level 2 buildings still retain the level 1 look} I looked through the KK and Kerbinside folders and didn't see any custom barn configs that might conflict or change anything, but I don't know if anything else might do it. I only noticed a few minutes ago, and haven't really gotten any farther than noticing the apparent visual oddity, which might be completely normal with how KK and KSR add and effect buildings and bases. I haven't seen any gameplay affecting issues, so I don't really mean for this to be a bug report, just wanted to ask if you had any insight. I'm entirely too exhausted to do any more in detail testing tonight, but I will over the next couple of days, unless you know what's up.

Link to comment
Share on other sites

I'm about about to hit the mid-game in my current JNSQ career with Bureaucracy and Strategia running together (half way through the tech tree and approaching Duna landing time).  Barring that one issue that you fixed immediately for me it's been pretty flawless so far.  I've dropped Rep rewards down to 50% because between Strategia, Contracts and Milestone rewards I'm already getting 1.5 mill budget every 30 days, which is more than enough (and avoiding some of the wildly generous Strategia options).

On that note, it would be a nice added difficulty option to introduce Rep decay over time.  At the moment I can choose to trade Rep (and therefore future budget) for some Strategia options, or there is the occasional Rep loss from random events.  Otherwise there's little else that detracts from Rep unless I carelessly pancake a boatload of Kerbals.

On the topic of big project funding, instead of loans I think I would prefer a Capital Investment allocation as a fourth option (i.e. allocate some budget each month to a savings pot), as it's more in the spirit of planning ahead.

Link to comment
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...