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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. Long time coming, looking forward to a release
  2. Are you using this: mirrorRefAxis = 0, 0, 1 if you want, send me a file with the wings, I'll take a look at them tomorrow morning and see if I can fix that for you I'm not at home right now, so can't really do anything until tomorrow
  3. What do you mean by stage mode? I also do not support 1. 6.0, please use 1.6.1
  4. Not able to do anything right now, but could you test it without WBI and let me know how it goes?
  5. Found the problem. New release, 1.3.3.2 Added missing situation mask 9 & 12,rare, but can happen
  6. New release, 1.2.7.6 Added code to make the "Open ..." change to "Close ..." when module is open Added support for the clickThruFix Added alternate skin Removed mod version from Workshop window title Fixed exceptions when alarm is deleted from KAC by hand This was fast because of the exceptions which were reported to me
  7. Ok, I just tested again. I built a plain OTAV and it worked fine. I didn't have to make any changes. Also, when I loaded both your craft files, the Authority Limiter was set to 100
  8. I haven't implemented the unpacking I mentioned earlier. I'm still thinking about it, and trying to come up with a reason to pack/unpack. One I came up with was too high an acceleration while unpacked could cause significant damage. Now how to repair that damage??
  9. There is also a size parameter which parts have which I believe is based on the maxims events and is of a pot, I might end up using that to restrict the largest size as well. Right now I just want to get everything working in a reliable manner and which make sense, later run a look in to possibly having capabilities increase as Tech levels are achieved
  10. I assume that's what this is: https://github.com/linuxgurugamer/Workshop/blob/b410dc690431cea7a6bc7340cbeca509e95acd77/Workshop/OseModuleWorkshop.cs#L406-L464
  11. New release, 0.0.1.2 Added original name Shortened verbage
  12. New beta release, 1.2.7.5 Lots of changes Fixed error of multiple recipes for a part being ignored (only used the first) Enabled Complexity, used for printing only (recycling already had a delay) Fixed nullref after canceling manufacturing Fixed nullrefs from KAC after canceling recycling Added to the ModuleAnimateGeneric in the workshops to get rid of the "locked" message in the PAW: showStatus = false Added alarm clock functionality to recycling Added settings options to control whether KAC alarms are set Implemented changes in part functionality when being used standalone: Regarding the stand-alone tech: 3D Printing Lab, Advanced Exploration. Can print parts Recycling, Field Science (using the AICore part), Can recycle parts into what they were made from. 45% recovery Ore Processing, Advanced Science Tech, can process ore into MaterialKits Material Extractor, Advanced Science Tech, can process ore into MaterialKits, Dirt into ExoticMinerals and RareMetals Stock scanners and drills, Adding Dirt,ExoticMinerals and RareMetals to stock scanners and drills if EL, MKS is installed: 3D Printing Lab, Advanced Exploration, can print parts, can recycle parts Workshop AI Core, Field Science, can print parts, can recycle parts, automated Workshop Chemical, Advanced Science Tech, can print parts, can recycle parts, can convert ore to MaterialKits Material Extractor, Advanced Science Tech, can process ore into MaterialKits, Dirt into ExoticMinerals and RareMetals Available here: https://github.com/linuxgurugamer/Workshop/releases/tag/1.2.7.5 I need input on the balancing, please. I haven't had time to do a complete playthrough with this, so would appreciate people letting me know how it works, both as standalone and with EL or MKS
  13. This is meant to be a very simple mod It's an interesting idea, I'll think about it, but was not planning on spending a lot of time with this
  14. I'm having a nightmare just thinking about it
  15. There's nothing I can do about that. It's impossible to know what type of changes were done during loading. How can you tell if a part name which has dots, if the dots are the result of a replacement or if the dots are part of the original name?
  16. This is a very simple mod to display the internal part information in the editor. When you right-click on a part in the parts list, the Part Info information will be show in the right column. This information can be useful if you are looking for a specific part file on disk. Currently it shows the internal part name and path to the part. Dependencies Click Through Blocker ToolbarController ModuleManager This image shows what's available: Availability Source: https://github.com/linuxgurugamer/PartInfo Download: https://github.com/linuxgurugamer/PartInfo/releases License: CC-NC-SA-4.0 Now available in CKAN Please note the following limitations: New parts that are created through MM patches with +PART have the URL of their source part and not the URL of the patch that created them. Missing History does this for a lot of it's parts that are rescaled from squad parts. I don't think there's any fix for that. The original name and the name as changed during loading are shown Donations gratefully accepted    https://www.patreon.com/linuxgurugamer
  17. I always update the changelog in my mods, for those exact reasons.
  18. Nothing can be done about that, the changes are done before being loaded into the game
  19. I'm nearly done with the work. I have to add in the kerbel alarm clock integration with the recycler and then I'll be able to release a new Beta. Yes. In the post above I have the following: Stock scanners and drills, Adding Dirt,ExoticMinerals and RareMetals to stock scanners and drills
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