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Jognt

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Everything posted by Jognt

  1. Interesting. Just to be sure: Can you confirm that it does not happen without the mod installed? The deployed experiments should not be touched at all, unless they interact with the vanilla experiments baseValue in some way behind the scenes. "If you can't beat them, join them" huh?
  2. Nope. It’s a bug introduced in stock. Probably due to PAW changes. Note that the person you’re responding to doesn’t have IFS installed
  3. Yes, but FINAL _really_ shouldn't be used in distribution. You'd prevent anyone from reversing the change for specific experiments for example. There are a LOT of ways to be "at the end of the line" even without using FINAL.
  4. Let's not do FINAL shall we? If you want to be last that bad, just go with FOR[zzzzScienceFullReward]. I left out the pass on purpose since that's up to the distributor to decide. Locally it's running FOR[JogntsTweakables] for instance. Edit: For those wondering, I cleaned up my posts after realizing I was a jerk to @Tekaoh . He put a lot of effort into getting this mod -continued properly and by the book.
  5. Edit: I was a jerk to @Tekaoh and he did not deserve that. He put a lot of effort into continuing this mod properly and by the book. I have cleaned up my posts to reflect that.
  6. I avoid mods that utilize the CRP exactly for this reason, it makes my brain nullref. Thanks for the confirmation though
  7. Do keep in mind that although this does make it so BetterTimeWarp shows up, there's a reason why CKAN by default doesn't show it. Every time an average user is told to add old versions to CKAN's compatibility list, someone complains about mod X not working even though it shows up in CKAN. Yes, it works. But if this advice is going to be the #1 reply it negates the entire point of CKAN's version management system. Edit: Not specifically targeted at your comment in particular. It's just that I've seen people say "Stop complaining about it not being updated on CKAN, just set old versions as compatible geez" which is horrible advice.
  8. I've asked about this before and JoM said I could remove Realistic Resources without encountering problems. Considering the above quote I'd like to run that by you to make sure. Will biomes (or just.. the planet pack itself) work normally if I remove Realistic Resources? Reason I ask is because I like the no-random-placement and rare-ore challenge, but from what I've read so far RR does a lot more than just that, instead of a framework that connects mods and planet packs it sounds more like a full fledged resource pack tuned for JNSQ. Awesome upscaled planets: Yay! Challenge in finding good ore: Yay! Compatible/ready with possible resourcepacks: Yay! A load of resources that show despite not being used: Nay.. My apology if you feel like you have to repeat yourself. I'm weird, I know.
  9. [snipped baseless attack on a good person] Thank you for being quick to get it back up and maintained, without people like you, there'd be no maintained mods.
  10. For those mentioning problems with Trajectories it's important to note whether you're using the unofficial fix to get it working on 1.7.x in the first place. There's not a release for 1.7 yet so the unofficial way to get it running on 1.7.x is to rename Trajectories16.bin to Trajectories17.bin. Of course, that introduces user customizations that can't be reproduced by modders who haven't done that and are trying to troubleshoot a problem.
  11. I'll admit that the thought crossed my mind. I was pretty annoyed about how it was done (looked like a "look at me! I did a mod!" grab) so I admit I didn't want to PR the fix to Tekaoh. (edit: So basically I'm a jerk) It seems I've misunderstood his intentions, for this I offer you both my apology. It should be sorted now, let me know if it's not. I replied to you in the other thread(s), and if I did it right, you should have a PR.
  12. I've submitted the Pull Request to you. Let me know if it's done right or not. It's only my 2nd ever Pull Request. If I did the PR correctly, I can do one for your other mod too (Full Transmit) since I have a personal cfg that does the same, except it's compatible with just about every mod/MODULE. For now I'm mostly just hoping I did the PR right since Github mentioned conflicts that could not be fixed in the web editor? o_O
  13. I'll PR it to you, it's basically just adding this behind the EXPERIMENT_DEFINITION bit. The reason I changed the % to a @ is not functional, but when using % the value will be moved to the bottom of the list, and it just wasn't pretty IMO. :HAS[~id[deployed*]] I THINK I did the Pull Request thing. This is only my 2nd one ever so let me know if it's wrong.
  14. Hi. I'd like to run something by you to see what the proper/best course of action is. I'll try and be to-the-point: A mod whose author has not been online for about a year has become incompatible with Breaking Ground; Someone forked it and made a new thread + release; This fork is unchanged and still incompatible; There are now two versions of it on CKAN, the old one, and the new one that is exactly like the old one; I've fixed the mod (added a couple of characters..), am not looking forward to opening a new thread and having to deal with users, but feel like it's wrong to let Mr/Mrs Average deal with the a not working mod. Do I do the netkan thing to get the actually fixed version on CKAN, making it 3 versions of the same mod? Can I get the existing entry to point to the updated repo? Is there something against tacking -continued onto a mod and 'releasing' it unchanged and incompatible on CKAN? (rule-wise, not "I'd not do that"-wise) Any advice is welcome. The mod in question: My repo of it: https://github.com/Jognt/Science-FullReward Edit: Note to self: When someone forks a mod, maybe give them at least a few hours to sort it out before assuming the worst? It's been solved in DM now. Tekaoh's a good guy.
  15. That's the file I checked. Are those 5 user-defined features all I need to 'worry' about? Because it's not clear to me whether they are globals in the sense that they are responsible for the stuff below them (pressurefactor, poisoning, humidity, not to mention resources, etc). I also don't want to be "that guy" that keeps coming back to ask support/help with a config I've been noobing around in if you catch my drift.
  16. Thanks! I just took a look in the cfg files and though there were things I could disable, it looks ridonkulously complex so I think I'll stick with stock. My hat off to you all who created it though! It looks very well put together.
  17. Oh I didn’t mean it as a ‘for me’. I was just thinking about the easiest way to implement it for myself and figured I’d mention it here in case you thought it’d be a good idea in general. In case you’re interested in my plan:
  18. "You cannot add more reactions today" Looks like you're creating quite the backlog in terms of releases per month
  19. This has probably been asked before, so my apology if I missed it in my scan of the previous few pages: Is it possible to use just Kerbalism's Science changes? I love what I read about it, but magnetic fields and stuff? That's too much for me
  20. Uhm. After reading the first few and last few pages I have what may be an odd question: Could it be (made?) possible to remove the bar above contracts? I really dig the idea behind the mod, but it throws so much in my face I find myself using the stock window more despite it being frustrating as well. So many buttons, and the orange text, and the see-through background, it's too much going on at once The very first screenshots of this mod missed a lot of features, sure, but they were a lot less 'loud'. Ps. I realize that it may sound petty or spoiled, but for my brain it would make a world of difference.
  21. Yes, that would be awesome. But let's not assume that other people have to spend their free time in that manner for us though. For now, it works fine (just those errors messages if you've got them enabled) and it can still be easily installed with CKAN by setting it to show older versions.
  22. Changelog sounds elegant! Will definitely use this in my upcoming career!
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