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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. New Beta, 1.2.7.1 Fixed nullref when initializing KIS. KIS changed from using a local class called ResourceInfo to using ProtoPartResourceSnapshot Changed following from a field to a property (based on referenced mods) kis_showGui kis_quantity kis_texture Available here: https://github.com/linuxgurugamer/Workshop/releases/tag/1.2.7.1 I haven't changed anything in the recipes yet, still waiting on feedback regarding the additional modules I listed earlier
  2. A real problem this time: I've been randomly getting a few exceptions during startup, they look like this: #### BEGIN MODULEMANAGER LOG #### [LOG 2019-48-30 06:48:32.959] Checking Cache [LOG 2019-48-30 06:48:33.416] SHA generated in 0.474s [LOG 2019-48-30 06:48:33.416] SHA = 4D-69-D7-10-3A-BA-7E-BA-CD-1E-34-18-CB-AA-E4-CB-D3-07-F7-5E-13-7F-28-E2-E5-06-89-EC-16-57-79-AF [LOG 2019-48-30 06:48:33.466] Changes : Changed : ZeroMiniAVC/Config.cfg [LOG 2019-48-30 06:48:33.466] Cache SHA = 8D-FB-2B-F5-05-72-AF-91-98-2B-06-77-40-E6-13-B5-CA-1C-CD-40-F3-0F-09-EE-2D-9D-2F-DC-C7-C8-29-50 [LOG 2019-48-30 06:48:33.466] useCache = False [LOG 2019-48-30 06:48:33.466] Pre patch init [EXC 2019-48-30 06:48:33.567] System.IO.IOException: Sharing violation on path R:\KSP_1.6.1_dev\GameData\EditorExtensionsRedux\Plugins\EditorExtensionsRedux.dll at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.Open (System.String path, FileMode mode, FileAccess access) [0x00000] in <filename unknown>:0 at ModuleManager.Utils.FileUtils.FileSHA (System.String filename) [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GenerateModList (IPatchProgress progress, IBasicLogger logger) [0x00000] in <filename unknown>:0 [EXC 2019-48-30 06:48:33.567] System.IO.IOException: Sharing violation on path R:\KSP_1.6.1_dev\GameData\JanitorsCloset\Plugins\JanitorsCloset.dll at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 at System.IO.File.Open (System.String path, FileMode mode, FileAccess access) [0x00000] in <filename unknown>:0 at ModuleManager.Utils.FileUtils.FileSHA (System.String filename) [0x00000] in <filename unknown>:0 at ModuleManager.ModListGenerator.GenerateModList (IPatchProgress progress, IBasicLogger logger) [0x00000] in <filename unknown>:0 All logs included in this file: https://www.dropbox.com/s/70z96q4a80toz3k/MM_Exception_Logs.zip?dl=0 I noticed this while working on another mod, so this is a fairly small install. As I said, it doesn't happen all the time
  3. No problem. Thank you for the help I've fixed this one.... and I'm working on this. It looks like KIS changed some variables into properties, so I need to go through and fix all the Reflection which is trying to use it. On an aside, since KIS is a required dependency, I'm not sure I understand why he is using Reflection rather than directly accessing the fields
  4. so is this one or two issues? Yes, I'll need to fix this error first: [LOG 01:34:36.061] [ScenarioDestructibles]: Loading... 0 objects registered [ERR 01:34:36.067] [OSE] - Error while checking for KIS. Workshop will be disabled [EXC 01:34:36.069] InvalidOperationException: Operation is not valid due to the current state of the object System.Linq.Enumerable.First[Type] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) System.Linq.Enumerable.First[Type] (IEnumerable`1 source, System.Func`2 predicate) Workshop.KIS.KIS_Item+ResourceInfo.Initialize (System.Reflection.Assembly kisAssembly) Workshop.KIS.KISWrapper.Initialize () Workshop.WorkshopSettings.OnAwake () UnityEngine.Debug:LogException(Exception) Workshop.WorkshopUtils:LogError(String, Exception) Workshop.WorkshopSettings:OnAwake() ScenarioModule:Awake() UnityEngine.GameObject:AddComponent(Type) ScenarioRunner:AddModule(String) ScenarioRunner:AddModule(ConfigNode) ProtoScenarioModule:Load(ScenarioRunner) ScenarioRunner:LoadModules(List`1) ScenarioRunner:SetProtoModules(List`1) Game:Load() <Start>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Also, next time please include the output_log.txt Thanks
  5. The Mk2.5 Spaceplane parts, which is similar in size, has a crew module, you can make it as long as you want
  6. Ok. Question about the recipes: Based on this statement from the original OP: the resources needed to make the part is proportional to the mass of the item. Now, looking at a list of missing modules, some of them are obvious (ie: make the recipe for ModuleEngines the same as ModuleEnginesFX). Others, however, are somewhat up in the air. The following two lists show the modules I've identified as needing to have recipes for them, the second list are those I'm not sure of: ModuleEngines ModulesAlternator ModuleDataTransmitter ModuleEnviroSensor (exotic minerals) ModuleLight (Rare metals) ModuleSAS ModuleDeployableSolarPanel (exotic minerals & Rare metals), (this is used by static as well as deployable solar panels) Not sure about: ModuleReactionWheel ModuleSAS So, what's your opinion on these? Also, there are a number of mods with their own modules for which it might make sense to add a recipe for it. I'm open for ideas/suggestions, etc.
  7. So, if I understand you and the mod correctly: Material Extractor - Extracts ore and produces Material Kits 3D Printing Lab - Basic workshop, needs crew, resources & Material kits Workshop AI Core - Automated version of the 3D Printing Lab. Can hold up to 2 kerbals (do they help in any way?) Workshop Chemical - a Material Extractor combined with a 3D Printing Lab (suggested), needs crew This makes a lot of sense to me (finally). What do others think? Keep in mind that this is the stand-alone version; as suggested, a patch for WBI will need to be made
  8. I've gotten a lot into the wiki, and have realized that there are a lot of part modules which should have recipes, but don't. For example, ModuleEngineFX is there, but ModulesEngines is missing. I realize that a lot of small parts will just use the default, but will be looking at all the part modules and adding recipes for those for which it makes sense
  9. I've started a Wiki, based on what I've been able to glean from the current code and the messages above. Feel free to add/edit/etc: https://github.com/linuxgurugamer/Workshop/wiki
  10. Ok. I've enabled the Issues on github, and put these two into individual issues: https://github.com/linuxgurugamer/Workshop/issues/1 https://github.com/linuxgurugamer/Workshop/issues/2 For everyone: Bug reports here are fine, adding to the Github issue is better, if you can be concise. Steps needed to be able to duplicate the bug are extremely helpful. If I see reports here, I'll copy them into an issue on Github (but that's extra work for me :-) )
  11. I'm assuming you are running KSP 1.6.1, so do the following: In CKAN go to the menu Settings->Compatible KSP Versions In the window, check on the lines labeled 1.6 & 1.5 Click the Accept button
  12. @PART[bluedog_agenaNoseCone|bluedog_agenaPort|bluedog_MOL_DockingPort|bluedog_Apollo_Block2_ActiveDockingMechanism|bluedog_Apollo_Block2_PassiveDockingMechanism|bluedog_CXA_APAS_A_L04F|bluedog_CXA_APAS_P] { MODULE { name = MuMechModuleHullCameraZoom cameraName = NavCam cameraForward = 0, 1, 0 cameraUp = 0, 0, -1 cameraPosition = 0, 0, 0 cameraFoVMax = 60 cameraFoVMin = 60 cameraMode = 1 } } I'll be adding this to the Hullcam patch directory, so would appreciate the testing
  13. New release, 2.1.6.5 Fixed being able to draft a viewer directly into a vessel Right-clicking the button now will do a draft of any viewer Eliminated the double-width window when customizing
  14. Those of you who say the recipes have been mangled from the original: Could you take a few minutes and detail what's different, and whether you think I should revert things to the original or not? Thanks
  15. Are you saying the the generic patch doesn't touch those docking ports? Or do you want something customized for those?
  16. That's an interesting point, I'll have to think about it a bit While I want this to be useful, I don't want to make it too complicated. Maybe a toggle to ignore all tanks which are empty
  17. I was thinking that was needed for rocket fuel. Just a guess Would anyone have an objection if I changed the chemical workshop to be the one to produce rocket fuel?
  18. Download the new beta I just released here: https://github.com/linuxgurugamer/Workshop/releases/tag/1.2.7 Fixed null ref when going into the workshop the first time without any parts in the queue Added missing bulkheadProfiles to parts Fixed nullref in the Workshop when hitting the trashcan when nothing was in queue Reorganized directories a bit
  19. I found the problem with the issue with the NRE when you click the trash can when nothing was in the queue There are a few little things I want to fix before i push out another Beta release
  20. This was a debugging build, ignore the spam, it was debugging code I'll look into the NRE you mentioned
  21. You may like the Rusty Star Rockets set of mod I reviving
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