Noah Foloni Posted August 24, 2022 Share Posted August 24, 2022 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. Quote Link to comment Share on other sites More sharing options...
kaputzz Posted November 12, 2023 Share Posted November 12, 2023 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! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 12, 2023 Share Posted November 12, 2023 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.) Quote Link to comment Share on other sites More sharing options...
theJesuit Posted November 12, 2023 Share Posted November 12, 2023 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! Quote Link to comment Share on other sites More sharing options...
kaputzz Posted November 13, 2023 Share Posted November 13, 2023 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! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 13, 2023 Share Posted November 13, 2023 (edited) @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 November 13, 2023 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
urturino Posted December 5, 2024 Share Posted December 5, 2024 (edited) 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 December 5, 2024 by urturino Quote Link to comment Share on other sites More sharing options...
Eclipse 32 Posted December 27, 2024 Share Posted December 27, 2024 could you make a 5m megadrill that would be on par with ~100 base game drills? Quote Link to comment Share on other sites More sharing options...
KolonelKerbal Posted January 25 Share Posted January 25 I don't know if anyone else had this problem at all, but some of the parts are missing from the download, especially mk2 parts? I can't find the mk2 inline drill anywhere. Anyone know why that is? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted Friday at 09:51 PM Share Posted Friday at 09:51 PM (edited) 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 yesterday at 12:36 AM by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Grenartia Posted yesterday at 04:47 AM Share Posted yesterday at 04:47 AM 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? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted 11 hours ago Share Posted 11 hours ago 15 hours ago, Grenartia said: Would you consider adding it to CKAN? no, sorry. I don't even see how that would work with my limited knowledge of how CKAN functions. This is a manual process thru and thru Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted 7 hours ago Share Posted 7 hours ago 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. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted 7 hours ago Share Posted 7 hours ago 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 Quote Link to comment Share on other sites More sharing options...
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