Cruss Posted November 29, 2019 Share Posted November 29, 2019 Hi! I have a question: Is it impossible to delete part of a b9 partswitch module? I can't seem to get it done without deleting and redefining the complete module. Example: Spoiler MODULE[ModuleB9PartSwitch] { baseVolume = xxxxx Subtype { name = xxxxx tankType = lfo } } Spoiler @MODULE[ModuleB9PartSwitch] { !baseVolume @Subtype[xxxxx] { !tankType } } This didn't work for me. Link to comment Share on other sites More sharing options...
Gordon Dry Posted November 29, 2019 Share Posted November 29, 2019 @Cruss !tankType = whatever Link to comment Share on other sites More sharing options...
blowfish Posted November 29, 2019 Author Share Posted November 29, 2019 @Cruss I'm confused as to what you want to do. You said you want to delete the module which should be simple but you're deleting things within the module. But if that is what you want there are a couple of issue with your patch: (1) you need something like !someValue = del to delete a value. What comes after the = doesn't matter but it has to be there for KSP (and then MM) to interpret it correctly and (2) SUBTYPE is case sensitive Link to comment Share on other sites More sharing options...
Cruss Posted November 29, 2019 Share Posted November 29, 2019 (edited) I will try this as soon as I can! And if I had syntax errors in those spoilers, its cause I wrote it from my phone Basically there is a part that uses b9 part switch, i want to keep that functionality and just slap a realfuels tank on it. Lol. Edit: it worked! Thank you guys! Edited November 29, 2019 by Cruss Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 3, 2020 Share Posted January 3, 2020 @blowfish is there a set of patches for stock tanks to say add LF option to the stock LFO tanks (and maybe other options)? I really am putting my game(s) on a stick one fuel switch mod diet... +1 Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 3, 2020 Share Posted January 3, 2020 Just now, zer0Kerbal said: @blowfish is there a set of patches for stock tanks to say add LF option to the stock LFO tanks (and maybe other options)? I really am putting my game(s) on a stick one fuel switch mod diet... My mod, Rational Resources, has an extras config just for that. If you choose this, you'll want the extras file: RR_TankSwitchForSquad.cfg Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 3, 2020 Share Posted January 3, 2020 2 minutes ago, JadeOfMaar said: My mod, Rational Resources, has an extras config just for that. If you choose this, you'll want the extras file: RR_TankSwitchForSquad.cfg Thank you @JadeOfMaar; Love your RR mod, just don't run with it. That file you suggested is great starting place! so will use that file to create a 'stock' B9 patch to add LF (and maybe other options) to stock tanks. Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 3, 2020 Share Posted January 3, 2020 10 minutes ago, zer0Kerbal said: @JadeOfMaar I like how you wrote that - was trying to do the same thing just kept coming up short. +1 Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 3, 2020 Share Posted January 3, 2020 2 hours ago, zer0Kerbal said: @JadeOfMaar; almost have it working. had to add a couple more to cover some tanks (mono manufactured by jeb*) and should there be a !refVolume {} line added? Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 3, 2020 Share Posted January 3, 2020 @zer0Kerbal I'm interested to what these extra bits are and for what tanks you need to cover. (I assume the egg basket Mono tanks? I guess I didn't touch them because they're so different from other fuel tanks.) You can go ahead and do something to delete the refVolume key. I ought to add it but I don't care to. It's harmless and out of my way, and it's optional so most players will never encounter it. Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 3, 2020 Share Posted January 3, 2020 4 hours ago, JadeOfMaar said: egg basket Mono tanks yep - it was only one or two tanks - haven't looked at MH yet. will be adding a couple optional tanks - for those who like me run with only B9 and CRK etc. will share of course. probably will release it via spacedock/ckan/github since it seems to fit a niche. have included the original license and credit. +1 4 hours ago, JadeOfMaar said: delete the refVolume key easy peasy, just was wondering if there was a specific need to keep it. I found it in the _MMCfgOutput directory. will take care of for reasons stated below. 4 hours ago, JadeOfMaar said: I ought to add it but I don't care to *chuckle* all good. at least you are honest about your reasoning. 4 hours ago, JadeOfMaar said: will never encounter my OCD is showing.... Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 12, 2020 Share Posted January 12, 2020 (edited) @JadeOfMaar Hi I remember you said that you added fuzzy logic to part switch module, is there any documentation on how to use this? Edited January 12, 2020 by Jiraiyah Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 12, 2020 Share Posted January 12, 2020 Hey @Jiraiyah. No, there's no documentation. But fuzzy logic is straightforward. When I target parts I look for a very specific combination of known keys or nodes, and values in their configs. For the :HAS block, I have a comma-separated list of what I want to see for the part to qualify to be patched. Like OPT Reconfig's patch that enables OPT RCS thrusters to dynamically change between MonoPropellant and other things, and Rational Resources' Extras config that targets all stock branded fuel tanks, what @zer0Kerbal used above in this thread, for their B9 config with less subtypes. Be very careful when you start yo use this. It becomes easy to miss a ] when you start getting into nested/recursive :HAS blocks. // OPT Reconfig RCS fuel switch // Parts that HAVE (manufacturer OPT, RCS module that HAS (resource name "MonoPropellant")) @PART:HAS[#manufacturer[OPT?Aerospace?Division],@MODULE[ModuleRCSFX]:HAS[#resourceName[MonoPropellant]]]:NEEDS[B9PartSwitch,CommunityResourcePack] { @description ^= :$: <color="green">This part can change its RCS fuel mix.</color> MODULE { name = ModuleB9PartSwitch moduleID = OPTRCSSwitch switcherDescription = RCS Fuel Mix switcherDescriptionPlural = RCS Fuel Mixes switchInFlight = True ... // lots of stuff } } // Rational Resources fuel switch for Squad tanks // Parts that HAVE (manufacturer "X stock brand", no B9 module already, LiquidFuel tankage) @PART:HAS[#manufacturer[Jebediah*],!MODULE[ModuleB9PartSwitch],@RESOURCE[LiquidFuel]]:NEEDS[B9PartSwitch,!CryoTanks]:FOR[RationalResourcesSquad] { // refVolume takes the stock tank's full amount and preps it for use as B9 baseVolume refVolume = #$RESOURCE[LiquidFuel]/maxAmount$ @refVolume += #$RESOURCE[Oxidizer]/maxAmount$ !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} MODULE { name = ModuleB9PartSwitch moduleID = RRStockSwitch switcherDescription = RR Fuel switchInFlight = True baseVolume = #$../refVolume$ ... // SUBTYPES are added later } } // Parts that HAVE (manufacturer "Y stock brand", no B9 module already, MonoPropellant tankage) @PART:HAS[#manufacturer[C7?Aero*],!MODULE[ModuleB9PartSwitch],@RESOURCE[MonoPropellant]]:NEEDS[B9PartSwitch,!CryoTanks]:FOR[RationalResourcesSquad] { refVolume = #$RESOURCE[MonoPropellant]/maxAmount$ !RESOURCE[MonoPropellant] {} MODULE { name = ModuleB9PartSwitch moduleID = RRStockSwitch switcherDescription = RR Fuel switchInFlight = True baseVolume = #$../refVolume$ ... // SUBTYPES are added later } } // Add SUBTYPES to all stock parts that were given the tagged B9 module through fuzzy logic @PART:HAS[@MODULE[ModuleB9PartSwitch]]:NEEDS[B9PartSwitch,!CryoTanks]:FOR[RationalResourcesSquad] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[RRStockSwitch]] { SUBTYPE { name = LFO tankType = LFO title = LF + Ox } ... // more SUBTYPEs } } Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 12, 2020 Share Posted January 12, 2020 @JadeOfMaar *chuckle* now will have to look at that patch as well, totally forgotten about it - and would be another great 'generic' patch (RCS fuel switch) Link to comment Share on other sites More sharing options...
theJesuit Posted January 20, 2020 Share Posted January 20, 2020 Hello! I'm having an issue with SSPX where I wish to alter the contents of the cargo containers to add the Simplex Ores (HydrateOre, NaturalOre, and RareOre) and also use the fancy decals that come with the mod for RareMatels, MetallicOre and Hydrates. B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACHydrateOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = HydrateOre unitsPerVolume = 1 } } B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACNaturalOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = NaturalOre unitsPerVolume = 1 } } B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACRareOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = RareOre unitsPerVolume = 1 } } !B9_TANK_TYPE[SSPXOre] {} @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux] { @MODULE[ModuleB9DisableTransform] { transform = OreDecal !transform = MetallicOreDecal !transform = RareMetalsDecal !transform = HydratesDecal } } @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]] { !SUBTYPE[Ore] {} SUBTYPE { name = RareOre tankType = ACRareOre title = RareOre transform = RareMetalsDecal } SUBTYPE { name = NaturalOre tankType = ACNaturalOre title = NaturalOre transform = MetallicOreDecal } SUBTYPE { name = HydrateOre tankType = ACHydrateOre title = HydrateOre transform = HydratesDecal } } } I remove the Ore, However, the decal on the parts doesn't change and only displays an Ore picture, regardless of the type selected on the SPPX containers. The Ore is removed (planned), and the three SimplexOres are in place but the decal doesn't change. Any ideas? Link to comment Share on other sites More sharing options...
blowfish Posted January 20, 2020 Author Share Posted January 20, 2020 51 minutes ago, theJesuit said: Hello! I'm having an issue with SSPX where I wish to alter the contents of the cargo containers to add the Simplex Ores (HydrateOre, NaturalOre, and RareOre) and also use the fancy decals that come with the mod for RareMatels, MetallicOre and Hydrates. Spoiler B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACHydrateOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = HydrateOre unitsPerVolume = 1 } } B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACNaturalOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = NaturalOre unitsPerVolume = 1 } } B9_TANK_TYPE:NEEDS[B9PartSwitch] { name = ACRareOre tankMass = 0.00133333333 tankCost = 0.83333333333 RESOURCE { name = RareOre unitsPerVolume = 1 } } !B9_TANK_TYPE[SSPXOre] {} @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux] { @MODULE[ModuleB9DisableTransform] { transform = OreDecal !transform = MetallicOreDecal !transform = RareMetalsDecal !transform = HydratesDecal } } @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[cargoSwitch]] { !SUBTYPE[Ore] {} SUBTYPE { name = RareOre tankType = ACRareOre title = RareOre transform = RareMetalsDecal } SUBTYPE { name = NaturalOre tankType = ACNaturalOre title = NaturalOre transform = MetallicOreDecal } SUBTYPE { name = HydrateOre tankType = ACHydrateOre title = HydrateOre transform = HydratesDecal } } } I remove the Ore, However, the decal on the parts doesn't change and only displays an Ore picture, regardless of the type selected on the SPPX containers. The Ore is removed (planned), and the three SimplexOres are in place but the decal doesn't change. Any ideas? There's a lot in there, could you post the final part config as it appears in ModuleManager.ConfigCache? Link to comment Share on other sites More sharing options...
theJesuit Posted January 20, 2020 Share Posted January 20, 2020 13 minutes ago, blowfish said: There's a lot in there, could you post the final part config as it appears in ModuleManager.ConfigCache? UrlConfig { parentUrl = StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1.cfg PART { name = sspx-cargo-container-25-1 module = Part author = Chris Adderley rescaleFactor = 1.0 node_stack_bottom = 0.0, -1.962, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top = 0.0,1.962, 0.0, 0.0, 1.0, 0.0, 2 TechRequired = largeVolumeContainment entryCost = 12200 cost = 6000 category = Payload subcategory = 0 title = KRDA-PPD-30 Logistics Module manufacturer = Kerbin Resource Development Administration description = A long 2.5m logistics module, storing a wide variety of possible commodities. attachRules = 1,0,1,1,0 bulkheadProfiles = size2 mass = 2 dragModelType = default maximum_drag = 0.40 minimum_drag = 0.40 angularDrag = 4 crashTolerance = 10 maxTemp = 1400 skinMaxTemp = 2000 tags = sspx cargo contain commodity transport stor logist MODEL { model = StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1 position = 0.0, 0.0, 0.0 scale = 1,1,1 rotation = 0, 0, 0 } MODULE { name = ModuleB9DisableTransform } MODULE { name = ModuleB9PartSwitch moduleID = cargoSwitch switcherDescription = Cargo baseVolume = 15000 switchInFlight = True affectDragCubes = false SUBTYPE { name = RareOre tankType = ACRareOre title = RareOre transform = RareMetalsDecal } SUBTYPE { name = NaturalOre tankType = ACNaturalOre title = NaturalOre transform = MetallicOreDecal } SUBTYPE { name = HydrateOre tankType = ACHydrateOre title = HydrateOre transform = HydratesDecal } } MODULE { name = FlagDecal textureQuadName = flagTransform } MODULE { name = ModuleColorChanger shaderProperty = _EmissiveColor animRate = 0.8 animState = false useRate = true toggleInEditor = true toggleInFlight = true toggleInFlight = true unfocusedRange = 5 toggleName = Toggle Lights eventOnName = Lights On eventOffName = Lights Off toggleAction = True defaultActionGroup = Light redCurve { key = 0 0 0 3 key = 1 1 0 0 } greenCurve { key = 0 0 0 1 key = 1 1 1 0 } blueCurve { key = 0 0 0 0 key = 1 0.7 1.5 0 } alphaCurve { key = 0 1 } } MODULE { name = ModuleB9PartInfo } MODULE { name = ModulePartInfo originalPartName = sspx-cargo-container-25-1 } } } the ModuleB9DisableTransform is blank for all the sspx-cargo-container files. Link to comment Share on other sites More sharing options...
blowfish Posted January 20, 2020 Author Share Posted January 20, 2020 30 minutes ago, theJesuit said: the ModuleB9DisableTransform is blank for all the sspx-cargo-container files. So I'll point out first that this is looking more like a question of getting the patches right than something B9PartSwitch specific. However, I might see what's going on, is your patch possibly running before this one? Hard to say for sure without knowing the url of yours, but they're both in the legacy pass. Link to comment Share on other sites More sharing options...
theJesuit Posted January 20, 2020 Share Posted January 20, 2020 (edited) 47 minutes ago, blowfish said: So I'll point out first that this is looking more like a question of getting the patches right than something B9PartSwitch specific. However, I might see what's going on, is your patch possibly running before this one? Hard to say for sure without knowing the url of yours, but they're both in the legacy pass. Possibly. It is in the AngleCan mods folder... I'll try LAST[StationPartsExpansionRedux]. Edited January 20, 2020 by theJesuit Link to comment Share on other sites More sharing options...
blowfish Posted January 23, 2020 Author Share Posted January 23, 2020 B9PartSwitch v2.13.0 for KSP 1.8.1 Support changing ModuleDeployableSolarPanel chargeRate Get rid of some useless debug messages related to UI prefabs Fix UI breaking on switchers with tech restrictions if subtypes are unlocked out of order Fix texture switches breaking on inactive subtypes when a part is duplicated Link to comment Share on other sites More sharing options...
theJesuit Posted January 24, 2020 Share Posted January 24, 2020 Hi @blowfish, Still having issues with the SSPX tank decals but I've narrowed it down. What the issue is is that in SSPX the tank cfg files define the decals for the tanks which are hidden by default (except Ore) Spoiler //FROM StationPartsExpansionRedux/Parts/Containers/sspx-cargo-container-25-1.cfg MODULE { name = ModuleB9DisableTransform transform = CargoCap25Blank002 ///transform = OreDecal /// All other decals here transform = MetallicOreDecal transform = UraniniteDecal transform = SubstrateDecal transform = MineralsDecal transform = CommoditiesDecal transform = ExoticMineralsDecal transform = RareMetalsDecal transform = MaterialKitsDecal transform = MetalsDecal transform = PolymersDecal transform = SuppliesDecal transform = MachineryDecal transform = RecyclablesDecal transform = SpecializedPartsDecal transform = FertilizerDecal transform = HydratesDecal transform = GypsumDecal transform = DirtDecal transform = SilicatesDecal transform = SiliconDecal transform = RefinedExoticsDecal transform = ColonySuppliesDecal transform = OrganicsDecal transform = RockDecal transform = WaterDecal transform = LeadDecal transform = SnacksDecal transform = SoilDecal transform = RocketPartsDecal transform = LifeSupportDecal } Then a SSPX file patches all SSPX containers to disable the DisableTransform transforms Spoiler // FROM StationPartsExpansionRedux/Patches/SSPXR-Containers-Switches @PART[sspx-cargo-container*] { @MODULE[ModuleB9DisableTransform] { /// Disable the right lines for the decals we are activating !transform,* = any transform:NEEDS[!UmbraSpaceIndustries,!ExtraplanetaryLaunchpads] = MetallicOreDecal transform:NEEDS[!CommunityResourcePack] = UraniniteDecal transform:NEEDS[!CommunityResourcePack] = SubstrateDecal transform:NEEDS[!CommunityResourcePack] = MineralsDecal transform:NEEDS[!MKS] = CommoditiesDecal transform:NEEDS[MKS] = ExoticMineralsDecal // added ! transform:NEEDS[MKS] = RareMetalsDecal // added ! transform:NEEDS[!CommunityResourcePack] = MaterialKitsDecal transform:NEEDS[!MKS,!ExtraplanetaryLaunchpads] = MetalsDecal transform:NEEDS[!MKS] = PolymersDecal transform:NEEDS[!MKS,!USILifeSupport] = SuppliesDecal transform:NEEDS[!MKS|GroundConstruction] = MachineryDecal transform:NEEDS[!MKS] = RecyclablesDecal transform:NEEDS[!MKS|GroundConstruction] = SpecializedPartsDecal transform:NEEDS[!CommunityResourcePack] = FertilizerDecal transform:NEEDS[!MKS,!TacLifeSupport] = HydratesDecal transform:NEEDS[!MKS] = GypsumDecal transform:NEEDS[!MKS] = DirtDecal transform:NEEDS[!MKS] = SilicatesDecal transform:NEEDS[!MKS] = SiliconDecal transform:NEEDS[!MKS] = RefinedExoticsDecal transform:NEEDS[!MKS] = ColonySuppliesDecal transform:NEEDS[!MKS] = OrganicsDecal transform:NEEDS[!CommunityResourcePack] = RockDecal transform:NEEDS[!CommunityResourcePack] = WaterDecal transform:NEEDS[!CommunityResourcePack] = LeadDecal transform:NEEDS[!Snacks,!TacLifeSupport] = SnacksDecal transform:NEEDS[!Snacks] = SoilDecal transform:NEEDS[!ExtraplanetaryLaunchpads] = RocketPartsDecal transform:NEEDS[!ExtraplanetaryLaunchpads] = ScrapMetalDecal transform:NEEDS[!TacLifeSupport] = LifeSupportDecal } @MODULE[ModuleB9PartSwitch] { SUBTYPE:NEEDS[TacLifeSupport] { name = LifeSupport tankType = SSPXTAC title = #LOC_SSPX_Switcher_Cargo_LifeSupport transform = LifeSupportDecal } SUBTYPE:NEEDS[Snacks] { name = Snacks tankType = SSPXSnacks title = #LOC_SSPX_Switcher_Cargo_Snacks transform = SnacksDecal } // etc for mods supported And as a result, I can't seem to patch into it. Instead, I have to do this: Spoiler // FROM my own patch which is for the AngleCanMods/SIMPLEXResources mod. @PART[sspx-cargo-container*]:BEFORE[StationPartsExpansionRedux] //THIS WORKS { !MODULE[ModuleB9DisableTransform] {} MODULE { name = ModuleB9DisableTransform //transform:NEEDS[!UmbraSpaceIndustries,!ExtraplanetaryLaunchpads] = MetallicOreDecal transform:NEEDS[!CommunityResourcePack] = UraniniteDecal transform:NEEDS[!CommunityResourcePack] = SubstrateDecal transform:NEEDS[!CommunityResourcePack] = MineralsDecal transform:NEEDS[!MKS] = CommoditiesDecal transform:NEEDS[!MKS] = ExoticMineralsDecal //transform:NEEDS[MKS] = RareMetalsDecal transform:NEEDS[!CommunityResourcePack] = MaterialKitsDecal transform:NEEDS[!MKS,!ExtraplanetaryLaunchpads] = MetalsDecal transform:NEEDS[!MKS] = PolymersDecal transform:NEEDS[!MKS,!USILifeSupport] = SuppliesDecal transform:NEEDS[!MKS|GroundConstruction] = MachineryDecal transform:NEEDS[!MKS] = RecyclablesDecal transform:NEEDS[!MKS|GroundConstruction] = SpecializedPartsDecal transform:NEEDS[!CommunityResourcePack] = FertilizerDecal //transform:NEEDS[!MKS,!TacLifeSupport] = HydratesDecal transform:NEEDS[!MKS] = GypsumDecal transform:NEEDS[!MKS] = DirtDecal transform:NEEDS[!MKS] = SilicatesDecal transform:NEEDS[!MKS] = SiliconDecal transform:NEEDS[!MKS] = RefinedExoticsDecal transform:NEEDS[!MKS] = ColonySuppliesDecal transform:NEEDS[!MKS|!KerbalismSimplex] = OrganicsDecal transform:NEEDS[!CommunityResourcePack] = RockDecal transform:NEEDS[!CommunityResourcePack] = WaterDecal transform:NEEDS[!CommunityResourcePack] = LeadDecal transform:NEEDS[!Snacks,!TacLifeSupport] = SnacksDecal transform:NEEDS[!Snacks] = SoilDecal transform:NEEDS[!ExtraplanetaryLaunchpads] = RocketPartsDecal transform:NEEDS[!ExtraplanetaryLaunchpads] = ScrapMetalDecal transform:NEEDS[!TacLifeSupport|!KerbalismSimplex] = LifeSupportDecal } } Note that my patch disables the transforms I want for my mod, but I need to do it with a BEFORE. It seems that multiple MM patches can't override each other's transform. This is the only way to make this work, but it feels quite ugly, especially as I want to be able to patch it nicely with KerbalismSimplex as well, but have them work independently. Is there a way to patch this better do you know? Thanks, Peace. Link to comment Share on other sites More sharing options...
HansAcker Posted January 24, 2020 Share Posted January 24, 2020 (edited) 27 minutes ago, theJesuit said: Is there a way to patch this better do you know? Looks like MM can't match keys by their value. You could either match the undesired keys by number (and update the patch any time the index changes) or remove them all and re-create the list. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax#operators-available-in-patches---and-their-ordering Edit: the wiki says ",*" wouldn't work, yet it does. Maybe MM supports more syntax than it lets on Edited January 24, 2020 by HansAcker Link to comment Share on other sites More sharing options...
theJesuit Posted January 24, 2020 Share Posted January 24, 2020 (edited) 9 minutes ago, HansAcker said: Looks like MM can't match keys by their value. You could either match the undesired keys by number (and update the patch any time the index changes) or remove them all and re-create the list. https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax#operators-available-in-patches---and-their-ordering Edit: the wiki says ",*" wouldn't work, yet it does. Maybe MM supports more syntax than it lets on Yea, that's what my patch does in effect - re-create the list . I guess that also means I can support through my own mods different variations... Or I could ask Nertea to support KerbalismSimplex. The SIMPLEXResources mod has to do teh dirty patch though because the mod specifics don't seem to allow for a sub directory. I may give key by number a go, but that's beginning to push my MM ability - if it doesn't work I don't know if its me or simply won't do it! Peace. Edited January 24, 2020 by theJesuit Link to comment Share on other sites More sharing options...
blowfish Posted January 24, 2020 Author Share Posted January 24, 2020 There's nothing special about SSPX's configs of ModuleB9DisableTransform. It can all be patched with MM just like anything else. Figure out what the state of the config is at the point you want to patch it, then make the edits you need. Also keep patch order in mind. @PART[sspx-cargo-container*] is going to run in the legacy pass, which is before all mod passes. @PART[sspx-cargo-container*]:BEFORE[StationPartsExpansionRedux] will run long after that Link to comment Share on other sites More sharing options...
theJesuit Posted January 24, 2020 Share Posted January 24, 2020 2 hours ago, blowfish said: BEFORE[StationPartsExpansionRedux] will run long after that In testing my patch only works with the BEFORE. If not then the decals get stuck on one particular, unasked for, decal (the diamond one). This is the only way I've been able to make it work - unless I'm missing something. Away from my computer currently, I think when I've used FOR it gets stuck on am OreDecal. But that might be the MetallicOreDecal. Thanks for the sugggestions and help though! Link to comment Share on other sites More sharing options...
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