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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]


Nils277

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  On 6/20/2017 at 4:25 PM, Acea said:

AFAIK it's up to your actual display results, a line break should be okay anywhere.

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That is very good!

And would you prefer it when i make a release with the translation of the KSPedia and another release for the translation of the parts or should i make a release with both of them together when they are done?

Edited by Nils277
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  On 6/20/2017 at 4:28 PM, Nils277 said:

That is very good!

And would you prefer it when i make a release with the translation of the KSPedia and another release for the translation of the parts or should i make a release with both of them together when they are done?

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The part translation should take a bit more time, I don't really mind that, just keep your own pace and it'd be neat

EDIT: Fixed a missed sentence in KSPedia config

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  On 6/20/2017 at 4:31 PM, Acea said:

The part translation should take a bit more time, I don't really mind that, just keep your own pace and it'd be neat

EDIT: Fixed a missed sentence in KSPedia config

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Okay! Will be busy for the next few day anyway, but we'll see :wink: 

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Hey, I've been playing with K&K for a while now, and just recently I unlocked the k&k planetary lab. I sent it to the mün, did heaps of experiments, and now have 500 science waiting, but every single time that I attempt to transmit the science, it never works, as in, the power goes down, no science actually transmits, and it still says I have 500.00 science waiting. I've tried everything, and was hoping someone could help a brother out. (If you want a list of my mods installed, I'll send if need be)

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  On 6/23/2017 at 12:45 PM, ASlyGuy said:

Hey, I've been playing with K&K for a while now, and just recently I unlocked the k&k planetary lab. I sent it to the mün, did heaps of experiments, and now have 500 science waiting, but every single time that I attempt to transmit the science, it never works, as in, the power goes down, no science actually transmits, and it still says I have 500.00 science waiting. I've tried everything, and was hoping someone could help a brother out. (If you want a list of my mods installed, I'll send if need be)

Expand  

Oh, that is weird. I will check if the stock system for science has changed.
A few questions:

  • It the antenna to transmit the data directly attached to the lab? Or might something be between them that might prevent a "flow of science". Can't remember, does a part which does not allow fuel flow allow science to be transmitted?
  • Are you using Kerbalism or RemoteTech or any other mod that changes the transmission system?
  • Do you have enough EC to transmit the whole data?
Edited by Nils277
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  On 6/23/2017 at 3:53 PM, Nils277 said:

Oh, that is weird. I will check if the stock system for science has changed.
A few questions:

  • It the antenna to transmit the data directly attached to the lab? Or might something be between them that might prevent a "flow of science". Can't remember, does a part which does not allow fuel flow allow science to be transmitted?
  • Are you using Kerbalism or RemoteTech or any other mod that changes the transmission system?
  • Do you have enough EC to transmit the whole data?
Expand  

Antenna can be placed anywhere and flow doesn't matter because science isn't a resource.

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Hi @Nils277 

I want to share with you a little problem I'm having with this mod. I have many ground bases along the kerbol system and in some of them, ( those that are with a few degrees of inclination) i have noticed a slow motion downwards. Seems like there is no enough friction between the ground and the base. The movement is 20mm/s but is very annoying, and in Laythe is a big problem because I feel that at the end the base will end up splashed in the sea.
 
Is there any way to adjust the friction to reduce this effect?
 
 

 

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  On 6/24/2017 at 1:09 PM, bice said:

Hi @Nils277 

I want to share with you a little problem I'm having with this mod. I have many ground bases along the kerbol system and in some of them, ( those that are with a few degrees of inclination) i have noticed a slow motion downwards. Seems like there is no enough friction between the ground and the base. The movement is 20mm/s but is very annoying, and in Laythe is a big problem because I feel that at the end the base will end up splashed in the sea.
 
Is there any way to adjust the friction to reduce this effect?
 
 

 

Expand  

Is your base directly on the ground or with the landing legs? Legs should actually cancel or at least reduce the sliding.

The only other option i see is to use KIS/KAS with the ground plate to firmly attach the base to the ground. But this should be done when building the base on site.

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  On 6/24/2017 at 1:16 PM, Nils277 said:

Is your base directly on the ground or with the landing legs? Legs should actually cancel or at least reduce the sliding.

Expand  

The base is directly on the ground but it has legs. With legs deployed the velocity falls to 2mm/s but still sliding.

I'll try to put a ground pylon and a KAS portable strut to minimize the movement.

Has this mod support for OSE Workshop?. I think it could be great for these situations where you need small parts for your base in a distant world. Some time ago I did a small cfg to change the lab to support it:

 

@PART[KKAOSS_Science_g]:NEEDS[Workshop]:HAS[!MODULE[OseModuleWorkshop]]:FINAL
{
	MODULE
	{
	    	name = OseModuleWorkshop
	    	ProductivityFactor = 0.5 // How much units of the resource a processed per second
	    	UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing
	    	MinimumCrew = 1 // Amount of Kerbals needed for the Workshop to work
	    	MaxPartVolume = 1000.0
	}
	MODULE
	{
		name = OseModuleRecycler
		ConversionRate = 0.5 // How much of a parts mass will be recycled
		ProductivityFactor = 0.5 // How much units of the resource a processed per second
		UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing
		OutputResource = MaterialKits // This resource will be created 
		MinimumCrew = 1 // Amount of Kerbals needed for the Recycler to work
	}
	 MODULE
	{
		name = OseModuleCategoryAddon
		Category = Pods
		IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = FuelTank
		IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Engine
		IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Control
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Structural
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Aero
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Utility
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Science
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Electrical
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics
	}

	MODULE
	{
		name  =  OseModuleCategoryAddon
		Category  =  Communication
		IconPath  =  Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Coupling
		IconPath = Squad/PartList/SimpleIcons/cs_size3
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Ground
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors
	}

	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Payload
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Thermal
		IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = none
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics
	}



  	RESOURCE
	{
		name = ElectricCharge
		amount = 2000
		maxAmount = 2000
		isTweakable = false
	}
	RESOURCE
	{
		name = MaterialKits
		amount = 0
		maxAmount = 3000
		isTweakable = True
	}
	RESOURCE
	{
		name = Dirt
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
	RESOURCE
	{
		name = RareMetals
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
	RESOURCE
	{
		name = ExoticMinerals
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
}

 

What do you think?

 

 

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  On 6/24/2017 at 2:06 PM, bice said:

The base is directly on the ground but it has legs. With legs deployed the velocity falls to 2mm/s but still sliding.

I'll try to put a ground pylon and a KAS portable strut to minimize the movement.

Has this mod support for OSE Workshop?. I think it could be great for these situations where you need small parts for your base in a distant world. Some time ago I did a small cfg to change the lab to support it:

 

@PART[KKAOSS_Science_g]:NEEDS[Workshop]:HAS[!MODULE[OseModuleWorkshop]]:FINAL
{
	MODULE
	{
	    	name = OseModuleWorkshop
	    	ProductivityFactor = 0.5 // How much units of the resource a processed per second
	    	UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing
	    	MinimumCrew = 1 // Amount of Kerbals needed for the Workshop to work
	    	MaxPartVolume = 1000.0
	}
	MODULE
	{
		name = OseModuleRecycler
		ConversionRate = 0.5 // How much of a parts mass will be recycled
		ProductivityFactor = 0.5 // How much units of the resource a processed per second
		UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing
		OutputResource = MaterialKits // This resource will be created 
		MinimumCrew = 1 // Amount of Kerbals needed for the Recycler to work
	}
	 MODULE
	{
		name = OseModuleCategoryAddon
		Category = Pods
		IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = FuelTank
		IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Engine
		IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Control
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Structural
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Aero
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Utility
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Science
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Electrical
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics
	}

	MODULE
	{
		name  =  OseModuleCategoryAddon
		Category  =  Communication
		IconPath  =  Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Coupling
		IconPath = Squad/PartList/SimpleIcons/cs_size3
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Ground
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors
	}

	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Payload
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Thermal
		IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = none
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics
	}



  	RESOURCE
	{
		name = ElectricCharge
		amount = 2000
		maxAmount = 2000
		isTweakable = false
	}
	RESOURCE
	{
		name = MaterialKits
		amount = 0
		maxAmount = 3000
		isTweakable = True
	}
	RESOURCE
	{
		name = Dirt
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
	RESOURCE
	{
		name = RareMetals
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
	RESOURCE
	{
		name = ExoticMinerals
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
}

 

What do you think?

Expand  

Already have a rough sketch for a "real" OSE-Workshop that will be added. But i will wait with that until it is updated to 1.3. still have a version of KSP 1.2.2 but KPBS will only be working with 1.3 so there is no sense in adding it until it can be used :wink: 

From what i see, the config looks good to me, (but honestly i'm not really experienced with OSE Workshop yet.

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  On 6/24/2017 at 2:06 PM, bice said:

The base is directly on the ground but it has legs. With legs deployed the velocity falls to 2mm/s but still sliding.

I'll try to put a ground pylon and a KAS portable strut to minimize the movement.

Has this mod support for OSE Workshop?. I think it could be great for these situations where you need small parts for your base in a distant world. Some time ago I did a small cfg to change the lab to support it:

 

@PART[KKAOSS_Science_g]:NEEDS[Workshop]:HAS[!MODULE[OseModuleWorkshop]]:FINAL
{
	MODULE
	{
	    	name = OseModuleWorkshop
	    	ProductivityFactor = 0.5 // How much units of the resource a processed per second
	    	UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing
	    	MinimumCrew = 1 // Amount of Kerbals needed for the Workshop to work
	    	MaxPartVolume = 1000.0
	}
	MODULE
	{
		name = OseModuleRecycler
		ConversionRate = 0.5 // How much of a parts mass will be recycled
		ProductivityFactor = 0.5 // How much units of the resource a processed per second
		UpkeepResource = ElectricCharge // This resource will be consumed 1 per second during processing
		OutputResource = MaterialKits // This resource will be created 
		MinimumCrew = 1 // Amount of Kerbals needed for the Recycler to work
	}
	 MODULE
	{
		name = OseModuleCategoryAddon
		Category = Pods
		IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = FuelTank
		IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Engine
		IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Control
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Structural
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Aero
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Utility
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Science
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Electrical
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics
	}

	MODULE
	{
		name  =  OseModuleCategoryAddon
		Category  =  Communication
		IconPath  =  Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Coupling
		IconPath = Squad/PartList/SimpleIcons/cs_size3
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Ground
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors
	}

	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Payload
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = Thermal
		IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant
	}
	MODULE
	{
		name = OseModuleCategoryAddon
		Category = none
		IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics
	}



  	RESOURCE
	{
		name = ElectricCharge
		amount = 2000
		maxAmount = 2000
		isTweakable = false
	}
	RESOURCE
	{
		name = MaterialKits
		amount = 0
		maxAmount = 3000
		isTweakable = True
	}
	RESOURCE
	{
		name = Dirt
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
	RESOURCE
	{
		name = RareMetals
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
	RESOURCE
	{
		name = ExoticMinerals
		amount = 0
		maxAmount = 275
		isTweakable = True
	}
}

 

What do you think?

 

 

Expand  

Be super careful attaching your base with a pylon and a pipe.  I did that for a previous base and it Krakened out of the gravity well of that moon. Took 5 reloads and careful time warping to catch it before the motion amplified till it exploded and managed to get someone out to detatch it.

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Thank you @Krakatoa 

Maybe is not a good idea. I'm remembering that everytime I visit that base, the first thing I can see is the base itself jumping more than 1 meter while the physics stabilizes. :0.0:

 

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  On 6/23/2017 at 3:53 PM, Nils277 said:

Oh, that is weird. I will check if the stock system for science has changed.
A few questions:

  • It the antenna to transmit the data directly attached to the lab? Or might something be between them that might prevent a "flow of science". Can't remember, does a part which does not allow fuel flow allow science to be transmitted?
  • Are you using Kerbalism or RemoteTech or any other mod that changes the transmission system?
  • Do you have enough EC to transmit the whole data?
Expand  

1) I do have an antenna attached to the base, so thats not really an issue

2)I do not have Kerbalism or remote tech installed, but I did have the JX2 Antenna mod installed. I just tried to remove it, and ran it again. When I tested to send the science again, the same issue occurred. 

3) Yes, i do have enough EC. 

As i am on my laptop now, ill send an image of the mods i have installed if that helps (Im on MacBook btw);

CKAN - master

Dark Multiplayer

dockingPortIndicator

InfernalRobotics

Kerbal Alarm Clock

Kerbal Engineer

KSPInterstellarExtended (Which includes- Interstealller Fuel switch, Kerbal joint reinforcement, Tweakscale)

ModPods

Module Manager

ModuleManager-master

ModuleManager.2.8.0

PlanetaryBaseInc

ReentryparticleEffect

Squad

ThunderAerospace (TacLifeSupport)

WarpPlugin

 

I hope this helps, thanks!

Edit: I forgot to mention, but the Lab Status is blank, just as an FYI

Edited by ASlyGuy
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  On 6/25/2017 at 6:58 AM, ASlyGuy said:

1) I do have an antenna attached to the base, so thats not really an issue

2)I do not have Kerbalism or remote tech installed, but I did have the JX2 Antenna mod installed. I just tried to remove it, and ran it again. When I tested to send the science again, the same issue occurred. 

3) Yes, i do have enough EC. 

As i am on my laptop now, ill send an image of the mods i have installed if that helps (Im on MacBook btw);

CKAN - master

Dark Multiplayer

dockingPortIndicator

InfernalRobotics

Kerbal Alarm Clock

Kerbal Engineer

KSPInterstellarExtended (Which includes- Interstealller Fuel switch, Kerbal joint reinforcement, Tweakscale)

ModPods

Module Manager

ModuleManager-master

ModuleManager.2.8.0

PlanetaryBaseInc

ReentryparticleEffect

Squad

ThunderAerospace (TacLifeSupport)

WarpPlugin

 

I hope this helps, thanks!

Edit: I forgot to mention, but the Lab Status is blank, just as an FYI

Expand  

Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that.

  On 6/25/2017 at 10:45 PM, NomenNescio said:

I can't help but notice the Planetary Landing Control, doesn't have a "hibernation" option in the tweekable menu. Is there a chance you could change that? Because they're draining my base pretty quickly.

Expand  

Will do in the next update 

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  On 6/27/2017 at 3:34 PM, Nils277 said:

Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that.

Will do in the next update 

Expand  

Sure, I just tried it again with the exact same results. Here is the log. Thanks for the help btw! [i dont know how to upload the fake directly, so I have just pasted it all below];

[EDIT:  Gargantuan browser-murdering log file removed by moderator]

 

Edited by Snark
Removed huge browser-destroying log file
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  On 6/27/2017 at 3:34 PM, Nils277 said:

Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that.

Will do in the next update 

Expand  

Sure, I just tried it again with the exact same results. Here is the log. Thanks for the help btw! [i dont know how to upload the fake directly, so I have just pasted it all below];

[EDIT:  Gargantuan browser-murdering log file removed by moderator]

Edited by Snark
Removed huge browser-destroying log file
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  On 6/27/2017 at 3:34 PM, Nils277 said:

Hmm, i can't make out any mod that could cause this. Can you try out to send the data then close Ksp and send me the KSP.log file from the KSP installation directory? Maybe it logs an error about that.

Will do in the next update 

Expand  

Hey. So i tried again and everything and it happened again and I have the log file, but I'm pretty new to this website and have no idea how to send it. Thanks

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  On 6/28/2017 at 12:50 PM, ASlyGuy said:

Hey. So i tried again and everything and it happened again and I have the log file, but I'm pretty new to this website and have no idea how to send it. Thanks

Expand  

Thanks. Can you put the content of the log file into a code tag? Simply edit the post, select the content of the log file and click the "<>" button. This way the post does not take up so much space :wink:  

[EDIT from moderator to remove dangerous advice:  Note to users, please don't don't do that.  See explanatory post below.]

Edited by Snark
Note from moderator, concerning dangerous advice
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@ASlyGuy So i looked at the your log and i would really recommend to remove all mods and install all of them again from scratch (or even maybe reinstall KPS as a whole) and make sure all the mods are explicidly supporting KSP 1.3.0.
There are really A LOT of errors and exceptions.

E.g. TAC life support and Kerbal Alarm Clock are spamming the log with errors because of serious errors and there are a whole lot of problems loading some libraries a the beginning. Additionally you seem to have multiple version of some dlls in your installations...e.g. two times the ModuleManager.dll. You only need the one dll for modulemanager. You posted that you have the folders

CKAN - master
Module Manager
ModuleManager-master

These folders are not needed. And actually shouldn't be there are all.
The last thing is, the PlanetarySurfaceStructures.dll from this mod can't be loaded. It is most likely that multiple of your mods are not compatible with KSP 1.3.0 or you have multiple versions installed that might or might not support 1.3.0.

So you'd have to make a complete reinstall of all the mods. This might fix the problem.

Edited by Nils277
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Hi folks,

  On 6/28/2017 at 12:34 PM, ASlyGuy said:

Here is the log. Thanks for the help btw! [i dont know how to upload the fake directly, so I have just pasted it all below];

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Just to be clear:  Please do not paste big log files (or any other excessively large text content) into the forum, ever.  It causes bad problems for people.  Aside from being unreadably large, the gargantuan content tends to slow down or lock up browsers even on desktop machines with plenty of RAM and a wired connection.  On mobile devices, it's likely to crash the browser entirely, in addition to sucking up people's precious mobile bandwidth.

Supplying log files to help people debug your issues is a great idea.  :)  Just... don't put that content here.

If you ever need to post a big file, put it on some other third-party hosting site (there are lots of them on the internet), and then link to it.  Don't actually put the content in your post itself.

  On 6/28/2017 at 2:51 PM, Nils277 said:

Can you put the content of the log file into a code tag? Simply edit the post, select the content of the log file and click the "<>" button. This way the post does not take up so much space :wink:

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Also please don't do this (or advise people to do this), either.  (@Nils277, I've taken the liberty of editing your post above.)  Putting the huge content into a code block or a spoiler section does help the "unreadably large hogging of screen real estate" issue, but it doesn't address the real problem, which is a case of TDMBITF.  ("Too Darn Many Bytes In The Forum.") :wink:

Thank you for your understanding.

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