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[1.7.3] Biomatic - biome sensor and de-warpifier(1.3.2.0) Of course we speak English [2020 02 03]


zer0Kerbal

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RELEASE
Translators Wanted

specific question - does it work with 1.12.3?

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

Biomatic
Biomatic Version 68747470733a2f2f696d672e736869656c64732eCKAN listedLicense GPLv3

This is the new thread. Original thread here.

A utility to allow easier science gathering in orbit, by automatically de-warping when entering a biome which hasn't been listed. .
Simple biome identification, notification, tracking, and warp stopping.


adopted by @zer0Kerbal — originally by @Biff Space

 

Biomatic

The Biomatic sensor identifies the biome that the ship is in / above, and shows the information in a small text window. Optionally the ship's situation (high / low space, high / low flight, landed, splashed) can be shown as well. Biomes where science has been done can be added to a list, which is used together with a kill warp option to de-warp the ship when entering an un-listed biome. The list of biomes can be per-vessel, or global.

It is integrated with the stock toolbar by default, but can be configured to use blizzy's. (Change 'stock' to 'blizzy' in the config file).

The Biomatic Part

The Biomatic part is found under the science tab. In career or science mode, it is found in the 'Space Exploration' node of the tech tree - this must be researched before Biomatic will work, either as a part or as a Module Manager add-on to command pods.

Module Manager Patch(es)

  • adds Biomatic to any command module or probe core
  • [OPTIONAL] makes Start the techRequired for the Biomatic part

Dependencies

Suggests

Installation

The Biomatic folder needs to be unzipped and put in your KSP\GameData folder:

Feedback

Any comments and suggestions for improvements are welcome, as are reports of bugs / problems - please let me know what you think.

Licence

GPLv3 Biomatic, its associated files and the source code are all released under the GPLv3

license, text here: http://www.gnu.org/licenses/gpl.txt.

Screenshot

YouTube

Original:

  • Biomatic biome identifier
  • SpaceDock

 


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

Thank you to @tinygrox for pushing the localization code!

v1.3.2.0 original: 11 Aug 2018 0K updated: 02 Feb 2020 zed'K

 

Source: GitHub
License:
gplv3-88x31.pnghttp://www.gnu.org/licenses/gpl.txt.

YdYfStN.jpg

 

Edited by zer0Kerbal
update
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reserved for changelog:

PRE-RELEASE
Beta Testers Wanted

specific question - does it work with 1.7.3?

Version 1.3.2.0 for Kerbal Space Program 1.7.3

Released on 2020-02-07

Biomatic version 1.3.2.068747470733a2f2f696d672e736869656c64732eCKAN listedLicense GPLv3

Version 1.3.2.0 - Of course we speak English [KSP 1.7.3]

  • Recompile for KSP 1.7.3
  • Recompile with .NET 3.5
  • Localization code provided by @tinygrox. Thank you.
  • English (en-us.cfg) localization by @tinygrox. Thank you.
  • updated projects/issues on GitHub
  • code clean, update pass
  • updated ToolbarWrapper.cs
  • added InstallChecker.cs
  • added AssemblyVersion.tt
  • added Log.cs
  • added Utility.cs
  • added issue templates to github

    Kerbal Space Program 1.7.3
    .NET Framework 3.5

 

Edited by zer0Kerbal
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reserved for changelog (II):

Version 1.3.2.0 - Of course we speak English [KSP 1.7.3]

Spoiler

 

Version 1.3.2.0 - Of course we speak English [KSP 1.7.3]

Released on 2020-02-07

Biomatic version 1.3.2.068747470733a2f2f696d672e736869656c64732eCKAN listedLicense GPLv3

Version 1.3.2.0 - Of course we speak English for KSP 1.7.3

  • Recompile for KSP 1.7.3
  • Recompile with .NET 3.5
  • Localization code provided by @tinygrox. Thank you.
  • English (en-us.cfg) localization by @tinygrox. Thank you.
  • updated projects/issues on GitHub
  • code clean, update pass
  • updated ToolbarWrapper.cs
  • added InstallChecker.cs
  • added AssemblyVersion.tt
  • added Log.cs
  • added Utility.cs
  • added issue templates to github

    Kerbal Space Program 1.7.3
    .NET Framework 3.5

 

 
Spoiler

PRE-RELEASE

@zer0Kerbal zer0Kerbal released this 03 Feb 2020

Biomatic version 1.3.1.0 KSP 1.8.x CKAN listed License GPLv3

Version 1.3.1.0 - Land Ho!

  • adopted for curation by zer0Kerbal
  • updated to KSP 1.8.1
  • updated to .NET 4.8
  • updated to Unity 2019x
  • License: GNU(GPL v3)
  • reformatted changelog into KerbalChangeLog formating
  • moved Changelog into separate file
  • added .zip .rar and .7z (and various other things) to .gitignore
  • update patch to include ":NEEDS"
  • added optional patch to change Biomatic techRequired to start
  • converted .tga -> png -> dds (DT5)

Kerbal Space Program 1.8.1
Unity 2019.2.2f1
.NET Framework 4.8

 

Version 1.3.0.0 for Kerbal Space Program 1.2.2

 

Spoiler

 

Released on 2016-10-14

UPDATED (2016-10-14), v1.3.0.0

  • Recompiled with KSP 1.2 binaries

  • Added option for per-vessel or global biome list

 

  •  

Version 1.2.0.0 for Kerbal Space Program 1.1.3

 

Spoiler

 

Released on 2016-06-23

UPDATED (2016-06-23), v1.2.0.0

  • Recompiled with KSP 1.1.3 binaries
  • Available in map mode

 

Version 1.1.0.8 for Kerbal Space Program 1.1.2

 

Spoiler

 

Released on 2016-06-09

UPDATED (2016-06-09), v1.1.0.8

  • Added sounds (on entering unticked biome, on entering any biome, or no sound options)

 

Version 1.1.0.6 for Kerbal Space Program 1.1.2

 

Spoiler

 

Released on 2016-05-18

UPDATED (2016-05-18), v1.1.0.6

  • Window now disappears with the rest of the UI on F2
  • If the part config file is edited to move the part to a different tech tree node, it will now behave sensibly rather than requiring 'spaceExploration' to be unlocked

 

Version 1.1.0.1 for Kerbal Space Program 1.1.2

Spoiler

Released on 2016-05-02

 

 

Edited by zer0Kerbal
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I'll give this a try when I get off work. Other mods I've used that do this would bring me out of warp as soon as I enter the biome, but that doesn't help if I'm travelling at a thousand m/s and miss the chance to activate the experiment or get a chance to EVA.

Quick question though, will this work if its inside a payload bay or does it have to be on the exterior to work? (I like having the outside of my craft to be clean)

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27 minutes ago, aceman67 said:

I'll give this a try when I get off work. Other mods I've used that do this would bring me out of warp as soon as I enter the biome, but that doesn't help if I'm travelling at a thousand m/s and miss the chance to activate the experiment or get a chance to EVA.

it has configurable options on how to handle dewarping. from slow, to whiplash.

28 minutes ago, aceman67 said:

Quick question though, will this work if its inside a payload bay or does it have to be on the exterior to work? (I like having the outside of my craft to be clean)

I do not think it is limited by being shielded.

A patch is included that should add the Biomatic function to all command modules (including probes) - there is a tech requirement (spaceExploration IIRC)

 

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So I tried it out, in possibly the worst testing environment possible (My rats nest of 170+ mods), and everything went off with out a hitch.

I hyperedited a craft around Kerbin, Duna, and Plock (from OPM), and didn't have any issues, using Gradual and Instant stop.

For some reason my game isn't generating an Output log for you to use, but here is my Player Log if that helps at all. (https://drive.google.com/file/d/1ph3YiDpDygzjIR9MVKq8lfu-R7J9BoEV/view?usp=sharing)

All in all, it works as intended and even played nice with other mods that do a similar function (I disabled warp-stopping in those).

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3 hours ago, aceman67 said:

So I tried it out, in possibly the worst testing environment possible (My rats nest of 170+ mods), and everything went off with out a hitch.

I hyperedited a craft around Kerbin, Duna, and Plock (from OPM), and didn't have any issues, using Gradual and Instant stop.

For some reason my game isn't generating an Output log for you to use, but here is my Player Log if that helps at all. (https://drive.google.com/file/d/1ph3YiDpDygzjIR9MVKq8lfu-R7J9BoEV/view?usp=sharing)

All in all, it works as intended and even played nice with other mods that do a similar function (I disabled warp-stopping in those).

thank you!

+1 :rep:

and a new version is here (see below).

and now taking this out of pre-release.

Small footprint, and easy to use.

Just needs some polish and new toolbar icons. :D

Edited by zer0Kerbal
darn automerge
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Version 1.3.2.0 - Of course we speak English [KSP 1.7.3]

Released on 2020-02-07

Biomatic version 1.3.2.068747470733a2f2f696d672e736869656c64732eCKAN listedLicense GPLv3

Version 1.3.2.0 - Of course we speak English for KSP 1.7.3

  • Recompile for KSP 1.7.3
  • Recompile with .NET 3.5
  • Localization code provided by @tinygrox. Thank you.
  • English (en-us.cfg) localization by @tinygrox. Thank you.
  • updated projects/issues on GitHub
  • code clean, update pass
  • updated ToolbarWrapper.cs
  • added InstallChecker.cs
  • added AssemblyVersion.tt
  • added Log.cs
  • added Utility.cs
  • added issue templates to github

    Kerbal Space Program 1.7.3
    .NET Framework 3.5

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6 hours ago, Jansn67 said:

Will a 1.81-Version follow?

yes.

I am stepping through KSP versions to provide those who are stuck (either by choice or mod dependency) with a compatible version.

This version should work in 1.8.1 just fine; that is my DevGame version and it does for me. The patches might (do) need some more polish.

All further versions will be for the current version (whichever it is) of the game. There will be at least one release for 1.8.1.

With KSP 1.9 changing timewarp, will have to see if it breaks that part of this mod.

Edited by zer0Kerbal
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  • 4 weeks later...

Hello,my game version is 1.9.0.2781.I play sandbox mode,build a rocket,put the part on,and try flying,but the mod's menu is not show up.

Can you figure out how is that happen,or just my game version is too off.

I really like your mod ,and hope it work .

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15 hours ago, 2pthegamer said:

Hello,my game version is 1.9.0.2781.I play sandbox mode,build a rocket,put the part on,and try flying,but the mod's menu is not show up.

Can you figure out how is that happen,or just my game version is too off.

I really like your mod ,and hope it work .

I haven't recompiled it for 1.9.1 yet;

will try to get to it this week.

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  • 2 weeks later...
On 3/2/2020 at 12:36 PM, 2pthegamer said:

 

New Pre-Release!

Biomatic version KSP 1.7.3 CKAN listed KSP-AVC License GPLv3 LOGO:gplv3
Validate AVC .version files


Version 1.3.3.7 - The Last 1.7.x version (stable)

  • NO FURTHER planned 1.7.x versions will be provided
  • Updated to KSP 1.7.3
  • Updated to .NET 3.5
  • Unity 2017 1f1
  • updated to automated build process (deploy.bat/buildRelease.bat/AssemblyVersion.tt)
  • fix buildRelease.batch file
  • updated SpaceDock, updated CKAN
  • updated CKAN
  • added to CurseForge
  • Added Toolbarcontroller and Clickthroughblocker code and as dependencies (thank you linuxgurugamer)
  • Added ClickThroughBlocker (thank you linuxgurugamer)
  • Added ToolbarController (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)
  • updated and modernized backend processes
  • updated to latest version of Kerbal Changelog

Kerbal Space Program 1.7.3
.NET Framework 3.5

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23 minutes ago, zer0Kerbal said:

New Pre-Release!

Biomatic version KSP 1.7.3 CKAN listed KSP-AVC License GPLv3 LOGO:gplv3
Validate AVC .version files


Version 1.3.3.7 - The Last 1.7.x version (stable)

  • NO FURTHER planned 1.7.x versions will be provided
  • Updated to KSP 1.7.3
  • Updated to .NET 3.5
  • Unity 2017 1f1
  • updated to automated build process (deploy.bat/buildRelease.bat/AssemblyVersion.tt)
  • fix buildRelease.batch file
  • updated SpaceDock, updated CKAN
  • updated CKAN
  • added to CurseForge
  • Added Toolbarcontroller and Clickthroughblocker code and as dependencies (thank you linuxgurugamer)
  • Added ClickThroughBlocker (thank you linuxgurugamer)
  • Added ToolbarController (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)
  • updated and modernized backend processes
  • updated to latest version of Kerbal Changelog

Kerbal Space Program 1.7.3
.NET Framework 3.5

Hello! Does this work with Science Alert ReAlerted? If it does, then this is a dream and I must wake up :)

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54 minutes ago, mabdi36 said:

Hello! Does this work with Science Alert ReAlerted? If it does, then this is a dream and I must wake up :)

never tried it with - however, I can't think of a reason why it wouldn't.

kindly tell me if it does.

Remember 1.3.3.7 is still under adjustment - it works, just has some minor QoL polishing yet to do.

 

It is nice - the instant de-warpification :D

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1 hour ago, zer0Kerbal said:

never tried it with - however, I can't think of a reason why it wouldn't.

kindly tell me if it does.

Remember 1.3.3.7 is still under adjustment - it works, just has some minor QoL polishing yet to do.

 

It is nice - the instant de-warpification :D

Alright, will test tommorow!

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20 hours ago, zer0Kerbal said:

never tried it with - however, I can't think of a reason why it wouldn't.

kindly tell me if it does.

Remember 1.3.3.7 is still under adjustment - it works, just has some minor QoL polishing yet to do.

 

It is nice - the instant de-warpification :D

I haven't tried it, and I don't think I can because of school (assessment time), but I believe it would work without a hitch, as the two mods do not go against each other. So I would say it is supported (using common sense).

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  • 2 weeks later...

Fine, Biomatic is up on KSP 1.81.
Version 1.3.1.0 works perfect.
(Version file says KSP-MAX = 1.7.3, but AVC shows no cue.)
So i can soon start to ELP-build science-probes for mass-grind science-results
to spread them to Science-MPLs when all Kerbals are trained to Level 5.

Thansk very much to Zer0Kerbal for keeping my way of Life/Gameplay
up and running. :-) with quite all of his mods.

Beside that, the Patch.cfg to put Biomatic to all Vessels and Probecores didnt work for me.
To get them there, i used an old "MechJebAndEngineerForAll.cfg" (found in 0.23+-Archive
and GameData-Folder) and hacked in Biomatic.

Works find now.

Edited by Jansn67
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4 hours ago, Jansn67 said:

Fine, Biomatic is up on KSP 1.81.
Version 1.3.1.0 works perfect.
(Version file says KSP-MAX = 1.7.3, but AVC shows no cue.)
So i can soon start to ELP-build science-probes for mass-grind science-results
to spread them to Science-MPLs when all Kerbals are trained to Level 5.

Thansk very much to Zer0Kerbal for keeping my way of Life/Gameplay
up and running. :-) with quite all of his mods.

Beside that, the Patch.cfg to put Biomatic to all Vessels and Probecores didnt work for me.
To get them there, i used an old "MechJebAndEngineerForAll.cfg" (found in 0.23+-Archive
and GameData-Folder) and hacked in Biomatic.

Works find now.

thank you.

Feedback is very important, and something that I often don't get enough of, except - it's borked, and I do not know why. :o

I have been working on an update - just a small one, and will work on the patch as well.

PS there is no reason why it shouldn't work on 1.8.x/1.9 but as always /YMMV/ and best to use a version specifically compiled for your version of KSP.

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  • 4 weeks later...
Quote

[LOG 18:05:05.698] Biomatic - OnWindow() - DoBiomaticContent() threw Getting control 1's position in a group with only 1 controls when doing repaint
Aborting
[LOG 18:05:05.699] [Biomatic] Biomatic - OnWindow() - DoBiomaticContent() threw Getting control 1's position in a group with only 1 controls when doing repaint
Aborting

Biomatic 1.3.1.0
Latest KSP 1.81

What can this log msg mean?
The only change since week is Scatterer 0.0550 -> 0.0600.
(Need to switch back for testing on coming weekend.)

I recognized cause it come up in DMagics "One Window"
(and in Stock msg announcemnt).

Comes up at some, not each and every Biome change.

 

Edited by Jansn67
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On 4/23/2020 at 4:15 PM, Jansn67 said:

Biomatic 1.3.1.0
Latest KSP 1.81

What can this log msg mean?
The only change since week is Scatterer 0.0550 -> 0.0600.
(Need to switch back for testing on coming weekend.)

I recognized cause it come up in DMagics "One Window"
(and in Stock msg announcemnt).

Comes up at some, not each and every Biome change.

 

I do not know.

Am waiting on one last fix before releasing an updated version, that should (might) fix this because the update completely overhauls the button/toolbar code.

 

@Jansn67 are you using the latest version of Biomatic?

https://github.com/zer0Kerbal/Biomatic/releases/tag/1.3.2.0

Edited by zer0Kerbal
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On 4/25/2020 at 1:21 PM, zer0Kerbal said:

 

@Jansn67 are you using the latest version of Biomatic?

I use 1.3.10 tagged for 1.81.
1.3.2.0 is tagged for 1.73.
(Should i use 1.320?)

Msg didnt show up again, just that 2 times as reported.
Meanwhile i updated to Scatterer .610.
Still no msg anymore.

For the few probes i used it, it works as it should.

Suggestion: lets forget it (for now. till it shows up again and/or get a showstopper.)
(This week i have to FTL-transport lot of parts for 2 dres-stations.)

Edited by Jansn67
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5 hours ago, Jansn67 said:

Should i use 1.320

1.3.1.0 was a pre-release version for KSP 1.8.1

1.3.2.0 was released for KSP 1.7.3

1320 is a *slightly* more advanced version of Biomatic than 1310 (code wise) - but if 1310 is working fine - I would wait until 1337 is released (which will be compiled for 1.7.3 - but is significantly more code advanced)

once 1337 is released, I will push out versions  for 1.8.1, 1.9.1 in short succession (hopefully a week apart).

I am hoping the one remaining bug is fixed today. *knocking on wood*

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On 4/27/2020 at 11:25 PM, zer0Kerbal said:

*knocking on wood*

I believe, that each and every long and hard playing Kerbal have this as a prerequisite.
These complex coexisting of "hundreds" of mods, versions and .cfgs.
Always expect the unexpectable. Always keep an eye or two on important values and behaviors.

Even how "real" space-flight, -exploration and -conolization is. :-)

Thats why i hardly love and sometimes hate this amazing (and educational) "game"!
(My age is 54, was always a "hardcore"-gamer in my life. But since i play KSP, every else
makes me boreing after 10 20 minutes.)

Have a nice weekend.

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