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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


sarbian

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Hi @sarbian, I am having a problem with Module Manager where at the end of the loading screen, it says " Verifying making history." In addition to the making history expansion, I also have RasterPropMonitor and Docking Port Alignment, both mods that are updated to 1.8, and I am running the latest version of module manager, so I don't know what is causing the problem. Additionally, it appears that if I delete all the mods, it loads perfectly fine. Do you know what is happening here?

Thanks,

Wildcat111

Edited by Wildcat111
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1 hour ago, Wildcat111 said:

Hi @sarbian, I am having a problem with Module Manager....

@Wildcat111, can you upload your logs after a hung game load to a file sharing site and post the link?  There's troubleshooting info at the link in my sig, but it may not be updated for the changes in KSP 1.8.x.

You want to upload these two files (location for Player.log for Windows)

C:/Users/<username>/AppData/LocalLow/Squad/Kerbal Space Program/Player.log

GameData/ModuleManager.ConfigCache

 

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Trying to update the large truss but not getting something right.  The idea is to add the ability to attach a node to the middle of the truss, not just its ends.  

I added a file: DansMod.cfg which looks like this but I get a missing part error when trying to load:  

@PART[trussPiece3x]
{    
    node_stack_front = 0.1287344‬, 0.737619, 0.0, 0.0, 1.0, 0.0, 1
    node_stack_back = -0.1287344‬, -0.737619, 0.0, 0.0, -1.0, 0.0, 1
}

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I want all command modules in game to have science containers for convenience.

I made this patch 

@PART[*]:HAS[@MODULE[ModuleScienceContainer]]
{
    @MODULE[ModuleScienceContainer] 
    {
        canBeTransferredToInVessel = True
        canTransferInVessel = True
        showStatus = True
    }
}

 

Problem is that kerbals have science containers to but I do not want that. I was thinking that if it has ModuleCommand and ModulesScienceContainer it would remove the issue. (All Crewed Parts have ModulesScienceContainer and ModuleCommand) My question is how do I apply a patch so it require 2 modules. 

.@PART[*]:HAS[@MODULE[ModuleScienceContainer????????ModuleCommand]] or something total different? 

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6 minutes ago, linuxgurugamer said:

You are close.  Replace the questionmarks with a comma

Tryed both 

@PART[*]:HAS[@MODULE[ModuleScienceContainer,ModuleCommand]]

@PART[*]:HAS[@MODULE[ModuleScienceContainer|ModuleCommand]]

It will not work. The patch is simply not being applied. Its driving me insane. 

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19 minutes ago, dave1904 said:

Tryed both 

@PART[*]:HAS[@MODULE[ModuleScienceContainer,ModuleCommand]]

@PART[*]:HAS[@MODULE[ModuleScienceContainer|ModuleCommand]]

It will not work. The patch is simply not being applied. Its driving me insane. 

Try this.  Not sure about it, not at a computer right now.  Have you looked at the wiki?

@PART[*]:HAS[@MODULE[ModuleScienceContainer],@MODULE[ModuleCommand]]

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10 minutes ago, linuxgurugamer said:

Try this.  Not sure about it, not at a computer right now.  Have you looked at the wiki?

@PART[*]:HAS[@MODULE[ModuleScienceContainer],@MODULE[ModuleCommand]]

could have sworn I tried that yesterday but it is working. Thanks man!!!

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  • 2 weeks later...

Why am I getting a warning on this MM patch?

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL
{
 MODULE
 {
 name = ModuleScienceExperiment
 showUpgradesInModuleInfo = True
 experimentID = deltemp
 experimentActionName = #autoLOC_502067 //#autoLOC_502067 = Log Temperature
 resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data
 reviewActionName = Review Temperature Data
 useStaging = False
 useActionGroups = False
 hideUIwhenUnavailable = True
 xmitDataScalar = 0.5 
 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data
 dataIsCollectable = True
 rerunnable = True
 usageReqMaskInternal = 1
 usageReqMaskExternal = 8
 hideFxModuleUI = False

 UPGRADES
 {
  UPGRADE
  {
  name__ = adtemperatureScan
  experimentID = temperatureScan
  useActionGroups = True
  hideUIwhenUnavailable = False
  techRequired__ = engineering101
  }
 }
 }

 MODULE
 {
 name = ModuleScienceExperiment
 showUpgradesInModuleInfo = True
 experimentID = delbaro
 experimentActionName = #autoLOC_502065 //#autoLOC_502065 = Log Pressure Data
 resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data
 reviewActionName = Review Presure Data
 useStaging = False
 useActionGroups = False
 hideUIwhenUnavailable = True
 xmitDataScalar = 0.5
 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data
 dataIsCollectable = True
 rerunnable = True
 usageReqMaskInternal = 1
 usageReqMaskExternal = 8
 hideFxModuleUI = False

 UPGRADES
 {
  UPGRADE
  {
  name__ = adsensorBarometer
  experimentID = barometerScan
  useActionGroups = True
  hideUIwhenUnavailable = False
  techRequired__ = survivability

  }
 }
 }

 MODULE
 {
 name = ModuleScienceExperiment
 showUpgradesInModuleInfo = True
 experimentID = delseismic
 experimentActionName = #autoLOC_502063 //#autoLOC_502063 = Log Seismic Data
 resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data
 reviewActionName = Review Seismic Data
 useStaging = False
 useActionGroups = False
 hideUIwhenUnavailable = True
 xmitDataScalar = 0.45
 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data
 dataIsCollectable = True
 rerunnable = True
 usageReqMaskInternal = 1
 usageReqMaskExternal = 8
 hideFxModuleUI = False

 UPGRADES
 {
  UPGRADE
  {
  name__ = adsensorAccelerometer
  experimentID = seismicScan
  useActionGroups = True
  hideUIwhenUnavailable = False
  techRequired__ = electronics

  }
 }
 }

 MODULE
 {
 name = ModuleScienceExperiment
 showUpgradesInModuleInfo = True
 experimentID = delgrav
 experimentActionName = #autoLOC_502066 //#autoLOC_502066 = Log Gravity Data 
 resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data   
 reviewActionName = Review Gravity Data
 useStaging = False
 useActionGroups = False
 hideUIwhenUnavailable = True
 xmitDataScalar = 0.4
 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data
 dataIsCollectable = True
 rerunnable = True
 usageReqMaskInternal = 1
 usageReqMaskExternal = 8
 hideFxModuleUI = False

 UPGRADES
 {
  UPGRADE
  {
  name__ = adsensorGravimeter
  experimentID = gravityScan
  useActionGroups = True
  hideUIwhenUnavailable = False
  techRequired__ = advScienceTech

  }
 }
 }

 MODULE
 {
 name = ModuleScienceExperiment
 showUpgradesInModuleInfo = True
 experimentID = delatmo
 experimentActionName = #autoLOC_502048 //#autoLOC_502048 = Run Atmosphere Analysis
 resetActionName = #autoLOC_502049 //#autoLOC_502049 = Discard Data
 reviewActionName = Review Atmosphere Analysis Data
 useStaging = False
 useActionGroups = False
 hideUIwhenUnavailable = True
 xmitDataScalar = 0.6
 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data
 dataIsCollectable = True
 rerunnable = True
 usageReqMaskInternal = 1
 usageReqMaskExternal = 8
 hideFxModuleUI = False

 UPGRADES
 {
  UPGRADE
  {
  name__ = adsensorAtmosphere
  experimentID = atmosphereAnalysis
  useActionGroups = True
  hideUIwhenUnavailable = False
  techRequired__ = scienceTech

  }
 }
 }

 MODULE
 {
 name = ModuleScienceExperiment
 showUpgradesInModuleInfo = True
 experimentID = delgoo
 experimentActionName = #autoLOC_502053 //#autoLOC_502053 = Observe Mystery Goo
 resetActionName = #autoLOC_502054 //#autoLOC_502054 = Reset Goo Canister
 reviewActionName = Review Goo Data
 useStaging = False
 useActionGroups = False
 hideUIwhenUnavailable = True
 xmitDataScalar = 0.3
 rerunnable = False
 usageReqMaskInternal = 1
 hideFxModuleUI = False
 collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data
 dataIsCollectable = True
 usageReqMaskInternal = 1
 usageReqMaskExternal = 8

 UPGRADES
 {
  UPGRADE
  {
  name__ = adGooExperiment
  experimentID = mysteryGoo
  useActionGroups = True
  hideUIwhenUnavailable = False
  techRequired__ = start

  }
 }
 }

 MODULE
 {
 name = ModuleScienceExperiment
 showUpgradesInModuleInfo = True
 experimentID = delmatlab
 experimentActionName = #autoLOC_502061 //#autoLOC_502061 = Observe Materials Bay
 resetActionName = #autoLOC_502062 //#autoLOC_502062 = Reset Materials Bay
 reviewActionName = Review MatLab Data
 useStaging = False
 useActionGroups = False
 hideUIwhenUnavailable = True
 xmitDataScalar = 0.35
 rerunnable = False
 usageReqMaskInternal = 1
 hideFxModuleUI = False
 collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data
 dataIsCollectable = True
 usageReqMaskInternal = 1
 usageReqMaskExternal = 8

 UPGRADES
 {
  UPGRADE
  {
  name__ = adMatLabExperiment
  experimentID = mobileMaterialsLab
  useActionGroups = True
  hideUIwhenUnavailable = False
  techRequired__ = basicScience

  }
 }
 }
}

this is the warning :

zzzz_JPatches/Stock_PATCHES/@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL to Squad/Parts/Command/mk3CockpitShuttle/mk3CockpitShuttle.cfg/PART[mk3Cockpit_Shuttle]
[LOG 01:41:12.402] Done patching
[WRN 01:41:12.403] 1 warning related to GameData/zzzz_JPatches/Stock_PATCHES.cfg
[LOG 01:41:12.403] Saving Cache
[LOG 01:41:12.590] Saving cache
[LOG 01:41:13.168] ModuleManager: 772 patches applied, found <color=yellow>1 warning</color>

 

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42 minutes ago, Jiraiyah said:

Why am I getting a warning on this MM patch?

I don't immediately see what's wrong, however the real warning should be farther up in the log (what you posted is just the error/warning counts it prints at the end).  If you can't find it just post the full log and I'll look through.

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can anyone help me? I'm trying to change the color of the light in Future Suit that comes with the latest expansion pack via MM patch, here is what I tried :

@Part[kerbal*Future]:HAS[@MODULE[ModuleColorChanger]]:FINAL
{
	@Module[ModuleColorChanger]
	{
		redColor = 0.15
		greenColor = 0.79
		blueColor = 0.0
	}
}

But it fails not sure why, the color in game is still orange on the suit

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52 minutes ago, Jiraiyah said:

I'm trying to change the color of the light in Future Suit that comes with the latest expansion pack via MM patch, here is what I tried

The colors are stored with the Kerbal in the save's "ROSTER" section. I don't think they can be changed with an MM patch but I would like to know, too.

I vaguely remember seeing a mod that could do that. I don't remember its name, though.

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23 minutes ago, HansAcker said:

The colors are stored with the Kerbal in the save's "ROSTER" section. I don't think they can be changed with an MM patch but I would like to know, too.

I vaguely remember seeing a mod that could do that. I don't remember its name, though.

It might be this one

I think it only works per occupation. So, all pilots would get one colour, all engineers another, all scientists another

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well, that won't be helpful for me, I am trying to add suits for texture replacer, it would be nice if i could handle the light color from module manager without needing to tweak the squad folder numbers (even that is not working on my instance for time being, not sure why)

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I"m trying to extend the following MM script:

@PART[*]:HAS[!MODULE[ModuleGenerator],@MODULE[ModuleA]]:FOR[WarpPlugin]
{
	MODULE
	{
		name = ModuleGenerator
		isAlwaysActive = false

		OUTPUT_RESOURCE
		{
			name = ElectricCharge
			rate = 0
		}
	}
}

 

This scipt basicly add a partmodule ModuleGenerator when a specific parmodule ModuleA is present and there isn't an existing part module present already. The question is, how to make it the required partmodule be one of several partmodules?

I tried the following which doesn't seem to work:

@PART[*]:HAS[!MODULE[ModuleGenerator],@MODULE[ModuleA|ModuleB]]:FOR[WarpPlugin]
{
	MODULE
	{
		name = ModuleGenerator
		isAlwaysActive = false

		OUTPUT_RESOURCE
		{
			name = ElectricCharge
			rate = 0
		}
	}
}

 

Edited by FreeThinker
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On 1/30/2020 at 5:31 AM, Jiraiyah said:

can anyone help me? I'm trying to change the color of the light in Future Suit that comes with the latest expansion pack via MM patch, here is what I tried :


@Part[kerbal*Future]:HAS[@MODULE[ModuleColorChanger]]:FINAL
{
	@Module[ModuleColorChanger]
	{
		redColor = 0.15
		greenColor = 0.79
		blueColor = 0.0
	}
}

But it fails not sure why, the color in game is still orange on the suit

@Module should be @MODULE

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@FreeThinker If the multiple modules you're targeting are siblings or otherwise a family (have a major commonality in spelling) you can use ? as placeholder for "X character here." And you can use that in combination with * for "any characters, any number of characters here".

This example will work assuming you have parts with any of these four modules scattered across them:

@PART:HAS[@MODULE[Module???Feature*]]
{
	@MODULE[ModuleABCFeatureGenerator]
	{
		// operations
	}
	@MODULE[ModuleENBFeatureResourceConverter]
	{
		// operations
	}
	@MODULE[ModuleGNCFeatureTransmission]
	{
		// operations
	}
	@MODULE[ModulePQSFeatureResource]
	{
		// operations
	}	
}

 

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9 minutes ago, JadeOfMaar said:

@FreeThinker If the multiple modules you're targeting are siblings or otherwise a family (have a major commonality in spelling) you can use ? as placeholder for "X character here." And you can use that in combination with * for "any characters, any number of characters here".

This example will work assuming you have parts with any of these four modules scattered across them:


@PART:HAS[@MODULE[Module???Feature*]]
{
	@MODULE[ModuleABCFeatureGenerator]
	{
		// operations
	}
	@MODULE[ModuleENBFeatureResourceConverter]
	{
		// operations
	}
	@MODULE[ModuleGNCFeatureTransmission]
	{
		// operations
	}
	@MODULE[ModulePQSFeatureResource]
	{
		// operations
	}	
}

 

Thanks, that helps. If only there was a way to target all partmodules that inherited from the same class.

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18 hours ago, FreeThinker said:

Thanks, that helps. If only there was a way to target all partmodules that inherited from the same class.

Yeah, there is. It’s called being an informed responsible modded who writes patches intelligently. Module Manager is already suffering from feature creep and bloat. Regression has been getting introduced which doesn’t get caught for several versions down the line and then it’s ‘well gee I don’t think MM ever supported that in the first place’

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