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[1.10.x] Stockalike Mining Extension [1.1.5 Release 7/8/2020]


SuicidalInsanity

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13 hours ago, JadeOfMaar said:
  • It is: Restock may have broken some of the parts due to blacklisting stock texture files and that would've been fixed by now.
  • It is not: I hope you're not expecting these parts to use Restock's textures. That's never happening.

Ok yeah, I figured I would have to whitelist the Textures for it to work

 

17 hours ago, darthgently said:

I use both and they seem to play well

Good to know.

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  • 1 year later...
9 hours ago, kaputzz said:

Hello guys, can someone tell me if this mod is still functioning with current game version? CKAN says it is not! But it looks so good!! Any chance this was adopted by another modder at least? Cheers!

It works just fine. It's just parts. Generally, all mods since KSP 1.8 work just fine on any later version. Just tick the checkboxes for KSP versions back to 1.8 and you'll be fine. (Exceptions may exist but are unlikely.)

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11 hours ago, kaputzz said:

Hello guys, can someone tell me if this mod is still functioning with current game version? CKAN says it is not! But it looks so good!! Any chance this was adopted by another modder at least? Cheers!

 

2 hours ago, JadeOfMaar said:

It works just fine. It's just parts. Generally, all mods since KSP 1.8 work just fine on any later version. Just tick the checkboxes for KSP versions back to 1.8 and you'll be fine. (Exceptions may exist but are unlikely.)

The mass drivers may have some issues around textures from when the stock part refresh occurred (these used the old mainsail texture) refresh but the parts themselves work fine!

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Thanks to both of you! It's the second time I'm advised to change compatibility to 1.8 on ckan...

But 1.8 was so long ago, I would think the authors or someone would have "flagged" it correctly as compatible to current version.. Is that on CKAN side or Mods side?

Doesn't it mean the mod no longer has someone supporting it?  

Thanks again!

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@kaputzz It's on you, the user, to set your CKAN to allow mods from as far back as 1.8. It's an established situation but it's not within the CKAN dev's scope to override version compatibilities on mods like this. It then becomes their problem if someone encounters a mod from that far back that does break. Technically, this mod is finished (and it's just parts and doesn't use anything fancy) so it doesn't need maintenance and generally will never break. If it breaks then that's the effect of another mod such as Restock which causes stock assets to no longer be read. Also, at the time the mod was last finished, it wouldn't be known how far ahead KSP was going to go in version numbers, and while KSP was still being developed there was always a good chance that a new KSP version would break things in some surprising (and sometimes horrific) way, so it was a gamble to mark your mod as compatible with later versions. KSP is done now so there's no more threat of that. But this mod is also done, and is among the simplest kinds so there's no more need to update it.

Edited by JadeOfMaar
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  • 1 year later...

Hi. I just notice since the last few update of Restock, Drill from this mod are no longer loaded.

It's probably the same "whitelist" problem which has been discussed in the last posts.

Can someone explain to me how to whitelist and what to whitelist to make them work again?

Thanks.

I'm correcting myself. The problem is not with restock, but with ShineFix: 

I don't have the competence to understand in which of the two the problem is.

Someone can understand if there something i can change to fix it?

Thanks

 

Edited by urturino
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  • 4 weeks later...
  • 5 weeks later...

I've created a patch folder for this mod to allow it to use the old textures now in the zDeprecated folder. I'll be working over the coming days on additional mods from @SuicidalInsanity (Mk2/Mk3 ext) and any others I come across and put them all here in this folder: https://drive.google.com/drive/folders/1rjIq47nNhTrao23W7hrFkrQeeVFx0eN8?usp=sharing

Just unzip the file into your GameData and overwrite (it removes the texture calls from the restock whitelist). Then double-click the batch file to copy in the textures. The MM patch will change the part MODEL nodes to point to them

Thx to @linuxgurugamer for the batch file idea, altho I modified mine to use robocopy and check to ensure you're running it within Kerbal Space Program\GameData\MiningExpansion so the relative pathing works.

The batch file is only for Windows users. Here are the file paths for other OS users to copy from --> to:

    Squad\zDeprecated\Parts\Engine\liquidEngineMainsail_v1\model002.dds --> MiningExpansion\Squad\Parts\Engine\liquidEngineMainsail\model002.dds
    Squad\zDeprecated\Parts\Structural\Size3To2Adapter_v1\decoupler_and_adaptor_cm.dds --> MiningExpansion\Squad\Parts\Structural\Size3To2Adapter\decoupler_and_adaptor_cm.dds
    Squad\zDeprecated\Parts\Utility\dockingPort_v1\model000.dds --> MiningExpansion\Squad\Parts\Utility\dockingPort\model000.dds

EDIT

My bad, I added the directory check after I used the batch file to move textures into /MiningExpansion so I only tested it outside the folder. It doesn't work inside the folder so I just removed the check. please redownload if you already did before seeing this update

Also turns out the Mk2/3 restock whitelist errors were copy/paste from this mod or something cause all the textures ReStock said it couldn't find in the log were not used by any parts in the mods. Except one. Also there were a bunch of missing assets that needed to be added to the whitelist. I put them in the folder linked above

Edited by Drew Kerman
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6 hours ago, Drew Kerman said:

I've created a patch folder for this mod to allow it to use the old textures now in the zDeprecated folder. I'll be working over the coming days on additional mods from @SuicidalInsanity (Mk2/Mk3 ext) and any others I come across and put them all here in this folder: https://drive.google.com/drive/folders/1rjIq47nNhTrao23W7hrFkrQeeVFx0eN8?usp=sharing

Just unzip the file into your GameData and overwrite (it removes the texture calls from the restock whitelist). Then double-click the batch file to copy in the textures. The MM patch will change the part MODEL nodes to point to them

Thx to @linuxgurugamer for the batch file idea, altho I modified mine to use robocopy and check to ensure you're running it within Kerbal Space Program\GameData\MiningExpansion so the relative pathing works.

The batch file is only for Windows users. Here are the file paths for other OS users to copy from --> to:

    Squad\zDeprecated\Parts\Engine\liquidEngineMainsail_v1\model002.dds --> MiningExpansion\Squad\Parts\Engine\liquidEngineMainsail\model002.dds
    Squad\zDeprecated\Parts\Structural\Size3To2Adapter_v1\decoupler_and_adaptor_cm.dds --> MiningExpansion\Squad\Parts\Structural\Size3To2Adapter\decoupler_and_adaptor_cm.dds
    Squad\zDeprecated\Parts\Utility\dockingPort_v1\model000.dds --> MiningExpansion\Squad\Parts\Utility\dockingPort\model000.dds

EDIT

My bad, I added the directory check after I used the batch file to move textures into /MiningExpansion so I only tested it outside the folder. It doesn't work inside the folder so I just removed the check. please redownload if you already did before seeing this update

Also turns out the Mk2/3 restock whitelist errors were copy/paste from this mod or something cause all the textures ReStock said it couldn't find in the log were not used by any parts in the mods. Except one. Also there were a bunch of missing assets that needed to be added to the whitelist. I put them in the folder linked above

Would you consider adding it to CKAN?

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On 1/31/2025 at 4:51 PM, Drew Kerman said:

I've created a patch folder for this mod to allow it to use the old textures now in the zDeprecated folder. I'll be working over the coming days on additional mods from @SuicidalInsanity (Mk2/Mk3 ext) and any others I come across and put them all here in this folder: https://drive.google.com/drive/folders/1rjIq47nNhTrao23W7hrFkrQeeVFx0eN8?usp=sharing

Just unzip the file into your GameData and overwrite (it removes the texture calls from the restock whitelist). Then double-click the batch file to copy in the textures. The MM patch will change the part MODEL nodes to point to them

Thx to @linuxgurugamer for the batch file idea, altho I modified mine to use robocopy and check to ensure you're running it within Kerbal Space Program\GameData\MiningExpansion so the relative pathing works.

The batch file is only for Windows users. Here are the file paths for other OS users to copy from --> to:

    Squad\zDeprecated\Parts\Engine\liquidEngineMainsail_v1\model002.dds --> MiningExpansion\Squad\Parts\Engine\liquidEngineMainsail\model002.dds
    Squad\zDeprecated\Parts\Structural\Size3To2Adapter_v1\decoupler_and_adaptor_cm.dds --> MiningExpansion\Squad\Parts\Structural\Size3To2Adapter\decoupler_and_adaptor_cm.dds
    Squad\zDeprecated\Parts\Utility\dockingPort_v1\model000.dds --> MiningExpansion\Squad\Parts\Utility\dockingPort\model000.dds

EDIT

My bad, I added the directory check after I used the batch file to move textures into /MiningExpansion so I only tested it outside the folder. It doesn't work inside the folder so I just removed the check. please redownload if you already did before seeing this update

Also turns out the Mk2/3 restock whitelist errors were copy/paste from this mod or something cause all the textures ReStock said it couldn't find in the log were not used by any parts in the mods. Except one. Also there were a bunch of missing assets that needed to be added to the whitelist. I put them in the folder linked above

Couple of things:

You can use something like the following code to test that you are in a game directory:


@echo off
set "targetSubDir=MiningExpansion"

:: Extract the last subdirectory from %CD%
for %%F in ("%CD%") do set "currentSubDir=%%~nF"

if /I "%currentSubDir%"=="%targetSubDir%" (
    echo You are in the correct subdirectory: %targetSubDir%
) else (
    echo You are NOT in the correct subdirectory.
    echo Current subdirectory: %currentSubDir%
)
pause

 

Second, let me know when  you have it all done.  I can get it into CKAN for you.  It's a bit more complicated than just a simple mod, but is perfectly doable.

 

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On 1/31/2025 at 4:51 PM, Drew Kerman said:

I've created a patch folder for this mod to allow it to use the old textures now in the zDeprecated folder. I'll be working over the coming days on additional mods from @SuicidalInsanity (Mk2/Mk3 ext) and any others I come across and put them all here in this folder: https://drive.google.com/drive/folders/1rjIq47nNhTrao23W7hrFkrQeeVFx0eN8?usp=sharing

Just unzip the file into your GameData and overwrite (it removes the texture calls from the restock whitelist). Then double-click the batch file to copy in the textures. The MM patch will change the part MODEL nodes to point to them

Thx to @linuxgurugamer for the batch file idea, altho I modified mine to use robocopy and check to ensure you're running it within Kerbal Space Program\GameData\MiningExpansion so the relative pathing works.

The batch file is only for Windows users. Here are the file paths for other OS users to copy from --> to:

    Squad\zDeprecated\Parts\Engine\liquidEngineMainsail_v1\model002.dds --> MiningExpansion\Squad\Parts\Engine\liquidEngineMainsail\model002.dds
    Squad\zDeprecated\Parts\Structural\Size3To2Adapter_v1\decoupler_and_adaptor_cm.dds --> MiningExpansion\Squad\Parts\Structural\Size3To2Adapter\decoupler_and_adaptor_cm.dds
    Squad\zDeprecated\Parts\Utility\dockingPort_v1\model000.dds --> MiningExpansion\Squad\Parts\Utility\dockingPort\model000.dds

EDIT

My bad, I added the directory check after I used the batch file to move textures into /MiningExpansion so I only tested it outside the folder. It doesn't work inside the folder so I just removed the check. please redownload if you already did before seeing this update

Also turns out the Mk2/3 restock whitelist errors were copy/paste from this mod or something cause all the textures ReStock said it couldn't find in the log were not used by any parts in the mods. Except one. Also there were a bunch of missing assets that needed to be added to the whitelist. I put them in the folder linked above

Couple of things:

You can use something like the following code to test that you are in a game directory:


@echo off
set "targetSubDir=MiningExpansion"

:: Extract the last subdirectory from %CD%
for %%F in ("%CD%") do set "currentSubDir=%%~nF"

if /I "%currentSubDir%"=="%targetSubDir%" (
    echo You are in the correct subdirectory: %targetSubDir%
) else (
    echo You are NOT in the correct subdirectory.
    echo Current subdirectory: %currentSubDir%
)
pause

 

Second, let me know when  you have it all done.  I can get it into CKAN for you.  It's a bit more complicated than just a simple mod, but is perfectly doable.

Third, it's not a great idea to put files into the Squad directories.  Makes it very difficult to undo what you've done.  Better is (IMHO), what I've done, which is is to first copy the files to a NEW directory in the mod folder called Squad, copy the files into this directory and then update the mod to use those new textures.  It's a bit more work, you will have to write a patch file for each one, but this is the better solution.  That way when the mod is deleted, all changes are removed as well

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