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[1.12.x] End your parts list nightmare - Introducing The Janitor's Closet


linuxgurugamer

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  On 5/10/2020 at 1:23 AM, linuxgurugamer said:

 

d3d11: failed to create 2D texture id=3859 width=10 height=10 mips=4 dxgifmt=77 [D3D error was 80070057]

It's interesting because I see the same error on my smaller games, and it doesn't crash.  So it has something to do with memory.

From your file, I see that you have a total of 16 gig of memory.  Would be interesting to see what happens to the main and GPU memory, for me, it gets very close to full.  I've started doing a full reboot of my computer before my streams because the 210+ mods that I am playing with are very memory intensive, both RAM and GPU.  Assuming you have an up-to-date version of W10, the task manager has been updated to show GPU information, in the Performance tab at the bottom of the list

 

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I can vouch that, on Windows at least, a very modded KSP needs a very large, unrestricted pagefile - or two.  I realized at some point that a lot of my KSP crashes were, in fact, low virtual memory conditions.  I set both of my pagefiles back to "system managed" and haven't had a memory-related crash since.  (As a systems admin it was always just second nature for me to limit how much drive space the OS can steal on a moment's notice but - KSP is NOT OKAY with that! :/)  For spec reference, I have 24GB RAM -  and HAD two 4-8GB virtual memory files spread out across a NVMe and another, standard SSD.  That was fine - until my modlist approached the 200 mark.  No other program that I run consumes as much virtual memory.  Maybe an outlier, like myself, who manually manages their pagefile will see this and have a light bulb moment.  Computers are complicated.  Life is hard. :(  :D

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  On 6/29/2020 at 1:12 PM, One eyed Smile said:

Hi. I have a bug with hiding the buttons in the toolbar. As u can see in the picture i have hidden some toolbar icons with JC but when i load the next vessel, icons appear again and they can be seen in both places. Inside JC folder and on the toolbar. 

Any ideas on this? Im on 1.9.1

Player.log https://www.dropbox.com/s/qbagqgf988yxntr/Player.log?dl=0

My modlist

  Reveal hidden contents

 

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I'm having the same problem.  Seems like the hidden button identifiers are getting doubled up at times.  I haven't had the energy to put together the logs and open an issue on github yet.  I like to try and poke around myself a bit first, considering lgg has so many mods to support.  It's a very similar problem to an issue that's still open from 2017.  I'll try and drive into it this week.

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  On 7/19/2020 at 9:37 PM, Bearfight said:

I'm having the same problem.  Seems like the hidden button identifiers are getting doubled up at times.  I haven't had the energy to put together the logs and open an issue on github yet.  I like to try and poke around myself a bit first, considering lgg has so many mods to support.  It's a very similar problem to an issue that's still open from 2017.  I'll try and drive into it this week.

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There is/was a problem with multiple ml odds grabbing the Launch button. Ones I know about are FillItUp, WernersChecker, ProgressiveColonization.  I fixed the problem for my mods recently.  The problem manifests itself as duplicated toolbar buttons after lsunch

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  • 2 weeks later...
  On 8/3/2020 at 5:18 PM, smotheredrun said:

@linuxgurugamer Just diving back into KSP again after a very long hiatus.  It appears the links on Spacedock for multiple versions of this mod send you to a 404 file not found.  Your GitHub links seem to work however.

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That's a Spacedock error. I'll let them know

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  On 5/10/2020 at 1:07 PM, Daniel Prates said:

Guys, if I prune a part, and delete the mod, if I reinstall the mod I get the part back, right?

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Yes, because the renamed part will be removed and re-added to the game by CKAN (or you, if you're doing it manually).

However, JC also has blacklist export/import functionality. I've not used it yet, but it would seem you could save your blacklist, update your mod, then reload the blacklist to re-apply the prunes. At least this *seems* like how it should work :)

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*FIXED IT!! Installed a version for for 1.7 and now it works. Sorry for bothering you. (It's my first post om here, cant seem to delete it :D )

Sorry to bother you guys. i did an install on my laptop with rp-1 RO and all that jazz, then a couple of days later on my pc.

"In the editor (VAB or SPH), hold the Alt key while clicking on a part. A two line menu will be shown, giving you the option to block the part in the scene you are currently in (VAB or SPH), or block it entirely."

When i click on a part with the ALT key down, the menu does not pop up, it works fine on my laptop.

i have clickthrough blocker installed, anyone have an idea what might be the problem?

Thanks in advance

Btw, love this mod @linuxgurugamer

Edited by Kjartan90
Problem solved
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  • 3 weeks later...

I have an issue where older designs from the Steam Workshop or KerbalX show older part names.

The designs load fine in the SPH/VAB, but when I try to launch them, I get a complaint that the crafts have experimental parts, and they won't get moved to the pad..

An example, the Mk1 Liquid Fuel Fuselage seems to have been replaced by another part: DTE LF-400 Liquid Fuel Tank.

Likewise the Mk2 Rocket Fuel Fuselage Short seems to prefer to be called Mk2 Liquid Fuel Short.

 

There are no parts pruned by Janitor's, and it is a pain to manually swap in the substitute part, as the assembly is sometimes tweaked by moving or rotating the parts.

I do have a variety of part mods added, could one of them have renamed these older parts? Or could this just be a change in new versions?

How can I tell?

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This is just an FYI that blacklisting parts that have part upgrades may lead other part upgrades that are in the same node in the tech tree to be no longer visible in the tech tree.  The upgrades that disappear is related to the load ordering of mods.  I've only come across this as I am adding part upgrades to parts on mods I am using.  This is not a Janitor Closet bug, but appears to be how KSP parses part upgrades.  I don't know think there is anything you can do on your end.

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  On 9/25/2020 at 3:22 AM, hemeac said:

This is just an FYI that blacklisting parts that have part upgrades may lead other part upgrades that are in the same node in the tech tree to be no longer visible in the tech tree.  The upgrades that disappear is related to the load ordering of mods.  I've only come across this as I am adding part upgrades to parts on mods I am using.  This is not a Janitor Closet bug, but appears to be how KSP parses part upgrades.  I don't know think there is anything you can do on your end.

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Be a bit more specific, please.  Blacklisting how, specific steps would be exteremely helpful.

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The issue is generated with the Permaprune function in Janitor's Closet.

Step 1, have two parts from two different mods with part upgrades.  In this case I am using Luciole and Near Future Launch Vehicles. Using the part upgrade system through B9, but this issue isn't specific to B9's upgrade system, but don't have any ready made upgrade code using the stock method:

  Reveal hidden contents

Step 2: Check that the parts are in the correct positions and upgrades are visible:

  Reveal hidden contents

Step 3: Check the upgrades are visible:

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Step 4: Perma Prune the Mosquito (order is important here, partupgrade has to have run before before the goldfish).

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Step 5: Restart KSP and load save

Step 6: Check the tech tree:

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As I mentioned in the previous post, this is not really an issue in Janitor's Closet.  This is a stock bug that manifests itself if you remove a part from the game that has a part upgrade.  Outside of my personal mod, there seems to almost zero real world cases as so few mods use upgrades in any extensive manner.   I am guessing BDB is the only mod susceptible to this to any degree.  I am not sure that you need to fix this given it such an edge case other than I thought to give you a heads up on the chance that someone complains.  However, I would suspect a solution would involve searching through Part Upgrades that use partIcons from the Perma Prune list.  I am not aware that I can condition that precisely using Module Manager, but if you do happen to have any solutions using MM, I am definitely open to them.

Edited by hemeac
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