voicey99 Posted May 9, 2017 Share Posted May 9, 2017 (edited) 2 minutes ago, N3N said: I didn't change a thing in days, installed via CKAN and it works, all MKS things are there and the colony tools are working. Strange. o_O What can I do? CKAN sometimes screws it up. Try searching for 'KolonyTools' with ctrl-F (click at the very top of the logfile first if you are using Notepad). If MKS is working then its there, but doublecheck first. Edited May 9, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 (edited) OK, very very strange! I have restarted the game and let it made a new KSP.log: [LOG 19:10:26.898] ************************************************************************ Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 ModuleManager.2.7.6 v2.7.6.0 000_AT_Utils v1.4.2.0 001_AnisotropicPartResizer v1.2.0.1 002_MultiAnimators v1.1.0.1 ConfigurableContainers v2.4.0.5 SubmodelResizer v1.0.0.0 FilterExtensions v1.0.0.0 HeatPump v1.3.0.0 aaa_Toolbar v1.0.0.0 / v1.7.13.0 USITools v1.0.0.0 ABCORS v0.4.1.0 AllYAll v0.10.2.0 / v1.0.0.0 AnimatedDecouplers v1.3.2.37964 AntennaSleep v1.0.0.0 ASETPropsIdentifier v1.4.0.0 AsteroidDay v1.0.0.0 AtmosphereAutopilot v1.5.10.0 AtmosphereAutopilot.UI v1.0.0.0 AugmentedReality v1.5.1.0 / v1.0.0.0 AviationLights v3.12.0.0 B9AnimationModules v1.0.5.0 / v1.0.5 B9PartSwitch v1.7.1.0 B9_Aerospace_WingStuff v1.0.0.0 BDAnimationModules v0.6.4.4 BasicOrbit v1.0.5.0 / vv5.0 BasicOrbit.Unity v1.0.5.0 BetterBurnTime v1.0.0.0 BetterTimeWarp v2.3.7.4 BDB v1.0.0.0 BonVoyage v0.12.0.0 CareerManager v1.3.2.0 CCK v1.2.1.0 CLSInterfaces v1.0.0.0 ConnectedLivingSpace v1.2.4.2 CorrectCoL v1.5.1.0 / v1.4.4.0 CrewLight v1.0.6287.36585 CriticalTemperatureGauge v1.2.2.1 SimpleBoiloff v0.2.1.0 CustomAsteroids v1.4.1.0 CustomBarnKit v1.1.12.0 DatedQuickSaves v1.1.3.0 DeployableEngines v2.1.0.0 LandingHeight v1.0.0.0 RCSLandAid v1.0.0.0 TWR1 v1.0.0.0 DistantObject v1.8.1.12781 DMagic v1.3.0.8 / vv1.3.8 DMModuleScienceAnimateGeneric v0.16.0.0 ProgressParser v1.0.6.0 / vv6.0 DockSafe v1.0.2.0 EasyBoard v1.4.0.0 EasyVesselSwitch v1.2.0.0 / v1.2.0 for KSP v1.2 KSPDev_Utils.0.19.0 v0.19.0.0 / v0.19.0 for KSP v1.2 EditorExtensionsRedux v3.3.12.0 EngineerLevelFixer v1.0.0.0 EngineLight v1.0.0.0 Atmosphere v1.2.2.1 CelestialShadows v1.2.2.1 CityLights v1.2.2.1 EVEManager v1.2.2.1 PartFX v1.2.2.1 PQSManager v1.2.2.1 ShaderLoader v1.2.2.1 Terrain v1.2.2.1 TextureConfig v1.2.2.1 Utils v1.2.2.1 _BuildManager v1.2.2.1 ExperimentTracker v1.0.0.0 Explainer v0.0.0.0 Firespitter v7.3.6212.36331 FlexoTubes v1.0.4.0 / v4.0 FlightPlan v1.0.1.0 FP_DockingSndFX v2.1.12.27690 FShangarExtender v3.4.9.0 Fusebox v0.1.9.0 GCMonitor v1.4.7.1 KSPUIHelper v1.0.0.0 GroundConstruction v1.1.2.1 OneTimeResourceConverter v1.0.0.0 Hangar v3.3.1.0 HaystackContinued v0.5.2.1 HotSpot v0.7.0.0 / v0.7.2 IndicatorLights v1.0.0.0 InterstellarFuelSwitch v2.5.0.0 / v2.5.0 Scale_Redist v1.0.0.0 RasterPropMonitor v0.28.1.22030 KAS v0.6.2.0 / v0.6.2 for KSP 1.2 KEI v1.2.1.0 KerbalEngineer v1.1.2.8 KerbalEngineer.Unity v1.0.0.0 KerbalImprovedSaveSystem v2.2.0.41110 KerbalJointReinforcement v3.3.1.0 DeployableAeroSurfaces v1.0.0.0 KerbetrotterTools v0.4.1.0 BetterKerbNet v1.0.2.1 KerboKatz.UI v1.0.0.0 KerboKatzUtilities v1.4.0.0 / v1.4.7.0 AutomatedScienceSampler v1.3.2.0 ASS.Plugin.DMagicOrbitalScience v1.3.2.0 ASS.Plugin.DMModuleScienceAnimateGeneric v1.3.1.0 ASS.Plugin.StationScience v1.3.1.0 PhysicalTimeRatioViewer v1.5.1.0 KIS v1.4.4.0 / v1.4.4 for KSP 1.2 KSPDev_Utils.0.22.1 v0.22.1.0 / v0.22.1 for KSP v1.2 ModularFlightIntegrator v1.0.0.0 / v1.2.4.0 Kopernicus.Components v1.0.0.0 Kopernicus.OnDemand v1.0.0.0 Kopernicus v1.0.0.0 Kopernicus.Parser v1.0.0.0 KSP-AVC v1.1.6.2 KSPWheel v0.0.0.0 Low_Expectations_Incorporated v1.0.6122.42916 MagiCore v1.0.0.0 BetterManeuvering v1.0.2.3 / v2.3 BetterManeuvering.Unity v1.0.2.3 AnimatedIntakes v1.0.0.0 TweakableAnimator v1.0.0.0 MechJeb2 v2.5.1.0 / vDev #697 Sarbian / v2.6.0.0 MemGraph v1.1.0.3 modularFuelTanks v5.8.3.0 / v5.8.3 Scale v2.3.4.0 Scale_Redist v1.0.0.0 NavBallAdjustor v1.7.0.0 NavBallDockingAlignmentIndicatorCE v1.0.1.1 / v1.0.0.0 NavHud v0.0.0.0 DockingPortAlignmentIndicator v1.0.0.0 DPAI_RPM v1.0.0.0 ModuleDockingNodeNamed v1.0.0.0 NearFutureElectrical v1.0.0.0 NearFuturePropulsion v0.7.5.17367 / v0.7.5.* NearFutureSolar v0.4.0.0 FinalFrontier v1.0.0.0 S.A.V.E v1.0.0.0 ScienceSituationInfo v1.2.1.1 PartCommanderContinued v1.0.3.0 PlanetShine v1.0.6121.34655 PortraitStats v1.0.13.0 ProceduralFairings v0.0.3.17 ProceduralParts v0.5.0.0 QuantumStrutsContinued v1.7.0.1 RCSBuildAid v0.9.1.29305 RCSBuildAidToolbar v0.9.1.29305 RealChute v1.4.6328.34742 / v1.4.3.0 ReCoupler v1.0.0.0 IONRCS v0.1.6.0 RetractableLiftingSurface v0.1.3.0 / v1.0.0.0 SafeChute v2.1.6.0 / v2.1.6 SCANsat v1.7.5.0 / vv17.5 SCANmechjeb v1.7.5.0 / vv17.5 SCANsat.Unity v1.7.5.0 scatterer v1.0.6231.33139 ScienceRelay v1.0.3.1 / vv3.1 SelectableDataTransmitter v0.1.2.0 / v1.0.0.0 CLSInterfaces v1.0.0.0 ShipManifest v5.1.3.3 SimpleAdjustableFairings v0.1.0.0 SmartActuation v0.0.0.0 SmartParts v1.9.5.1 SmokeScreen v2.7.4.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 Stock assembly: Steamworks.NET v9.0.0.0 / v9.0.0 SSTUTools v1.0.0.0 StationKeeping v1.0.6297.17113 SurfaceLights v1.3.1.0 / v1.3.1 for KSP v1.2 ModuleBounce v1.0.0.0 TacFuelBalancer v2.11.6185.40230 TextureReplacer v2.5.4.0 ThrottleControlledAvionics v3.4.1.0 ToadicusTools v0.22.0.0 TooManyOrbits v1.1.0.0 / v1.0.0.0 Trajectories v1.6.6.0 KerbalAlarmClock v3.8.4.0 TweakableDeployablePanels v0.1.19.2 TweakableDockingNode v0.1.19.2 TweakableEVA v0.1.19.2 TweakableFuelPumps v0.1.16.1 TweakableGimbals v0.1.19.2 TweakableIntakes v0.1.19.2 TweakableParachutes v0.1.19.2 TweakableReactionWheels v0.1.19.2 TweakableSAS v0.1.19.2 Scale v2.3.4.0 Scale_Redist v1.0.0.0 DynamicTanks v1.0.0.0 Konstruction v0.0.0.0 USILifeSupport v1.0.0.0 KolonyTools v1.0.0.0 VanguardTechnologies v0.1.13.0 / v1.0.0.0 VesselMover v1.5.1.3 WasdEditorCamera v1.0.6150.15461 WaypointManager v1.0.0.0 / v2.6.2 Workshop v0.15.0.0 ZeroMiniAVC v1.0.4.32363 [x] Science! v5.6.6303.22012 Folders and files in GameData: 000_AT_Utils 000_FilterExtensions 000_FilterExtensions Configs 000_HeatPump 000_Toolbar 000_USITools ABCORS Ablative-Airbrake ActiveAblation AirplanePlus AirplanesPlusTweakscale AllYAll AnimatedDecouplers AntennaSleep AoATech ASET AsteroidDay Astrogator AtmosphereAutopilot AtomicAge AugmentedReality AviationLights B9AnimationModules B9PartSwitch B9_Aerospace B9_Aerospace_HX B9_Aerospace_ProceduralWings BahaSP BasicOrbit Better Science Labs Continued BetterBurnTime BetterTimeWarp Bluedog_DB Blue_Kerbin_Dynamics BOMPs BonVoyage BuzzardCollector BZ-1 CareerManager ChopShop Coatl Aerospace ColorCodedCans CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers ConnectedLivingSpace Contares CorrectCOL CoyoteSpaceIndustries CrewLight CrewManifest CriticalTemperatureGauge CryoEngines CryoTanks CTN CustomAsteroids CustomBarnKit CxAerospace DangerAlerts DatedQuickSaves DecoupleFromHeatshield DeployableEngines Diazo DistantObject DMagicOrbitalScience DMagicScienceAnimate DMagicUtilities DockSafe EasyBoard EasyVesselSwitch EditorExtensionsRedux ElephantEngine EngineerLevelFixer EngineLight EnvironmentalVisualEnhancements Eskandare_Heavy_Industries ExperimentTracker Explainer ExtendedAntennaProgression Firespitter FlexoDocking FlightPlan FP_DPSoundFX FShangarExtender FuelTanksPlus FuelWings Fusebox FuturisticEngines GCMonitor GingerCorp GroundConstruction Hangar HaystackContinued HeatControl HideEmptyTechTreeNodes HotSpot HydrogenCompression IndicatorLights IndicatorLightsCommunityExtensions InterstellarFuelSwitch JanitorsCloset JatwaaDemolitionsCo JFJohnny5 JSI JX2Antenna KAS KAX KEI KerbalAtomics KerbalEngineer KerbalFoundries KerbalHacks KerbalImprovedSaveSystem KerbalInventorySystemNoFun KerbalJointReinforcement KerbalReusabilityExpansion KerbetrotterLtd KerbNetController KerboKatz KIS KK_Antares Kopernicus KSC KSP-AVC KSPWheel KWRocketry LETech Low_Expectations M22Ind MagiCore MainSailor ManeuverNodeEvolved MarkIVSystem MechJeb2 MemGraph MiningExpansion MK1CabinHatch Mk2Expansion Mk3Expansion Mk3HypersonicSystems Mkerb ModPods ModRocketSys ModsByTal ModularFlightIntegrator ModularFuelTanks MoreCommandPart MoS NavBallAdjustor NavBallDockingAlignmentIndicatorCE NavHud NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid Not enuogh Engines NothkeSerCom NSS OLDD OPT PartCommanderContinued PlanetShine PortraitStats ProceduralFairings ProceduralParts QuantumStrutsContinued QuizTechAeroContinued RadioFreeKerbin RCSBuildAid RealChute RealEngines RealPlume ReCoupler REPOSoftTech RetractableLiftingSurface RLA_Stockalike RN_Cygnus RN_Solar_Panels RoverFuelTanks SafeChute SampleReturnCapsule SCANsat scatterer Science-Full-reward ScienceRelay SDHI SelectableDataTransmitter SETIprobeParts SHED ShipManifest SimpleAdjustableFairings SimpleAdjustableFairings-KWRocketry SmartActuation SmartParts SmokeScreen SovietEngines spacetux SpaceY-Expanded SpaceY-Lifters Stock folder: Squad SSTU SSTU-Expansion SSTU-NovaPack SSTU-OptionalPatches StationKeeping StationPartsExpansion StockVisualEnhancements SurfaceLights SVT SXT TacFuelBalancer Taerobee TalisarParts Tantares TantaresFairings TantaresLV TDIndustriesRCSandHypergolicengines TextureReplacer The_Sea_Four ThrottleControlledAvionics ToadicusTools TooManyOrbits Trajectories TriggerTech TundraExploration TweakableEverything TweakScale UberDyneAstronautics UmbraSpaceIndustries UniversalStorage VanguardTechnologies VentralDrill VesselMover WasdEditorCamera WaypointManager WheelsCollection Workshop XenonISRU XyphosAerospace ZeroMiniAVC [x] Science! FinalFrontier.dat MechJebAndEngineerForAll.cfg MM-Patch_Karbonite-MKS-Drills.cfg ModuleManager.2.7.6.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree planetwikiv4.ksp S.A.V.E.dat toolbar-settings.dat ************************************************************************ [LOG 19:10:26.925] [AddonLoader]: Instantiating addon 'ModuleManager' from assembly 'ModuleManager' [LOG 19:10:26.948] [ModuleManager] Adding ModuleManager to the loading screen 2 And now: Konstruction v0.0.0.0 USILifeSupport v1.0.0.0 KolonyTools v1.0.0.0 VanguardTechnologies v0.1.13.0 / v1.0.0.0 But it still worked before that. (I'm balancing the new drill modules at the moment.) EDIT: I searched before that with notepad++, too. MKS worked, even if it was not listed in the log. Maybe a MM bug? Edited May 9, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 (side post) @TheRagingIrishman Remember the nullrefs? Well, I caught it after only five seconds when it was just 3GB this time. Here it is, with a minimum of scrolling (ignore all the CC errors, that's probably just SigmaBinary messing with the planets)-it always seems to get set off by one of my ships in particular, here's the .craft file if you're willing to use SXT, TweakScale and NFC (plus a couple of USI mods). Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 (edited) Hey, New Release: MM_MKS-KA-Drills.zip MM-Patches for adding the possibility to harvest Karbonite/Karborundum with the MKS drills. Author: N3N Version: 0.2 - 09-05-2017 Changelog: 0.2_09-05-2017: -polished code -first balancing attemt, set like the other MKS resources (need more EC than the other Karbonite drills) -added manual MKS drills -seperated Karbonite and Karborundum in 2 different files 0.1_09-05-2017: -first test patch, only automated MKS drills If you want, then please test it and give me a feedback. (Balancing is still ongoing, maybe one day there will be only one set of drills for MKS and Karbonite/Karborundum. ) Hope it's OK for @RoverDude, I want to know, what he thinks about it. Edited May 9, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 (edited) I'm going through and doing some more balance tweaks-how do you edit a module if there are multiple modules of the same name? There are several ModuleResourceHarvester_USIs, and the handbook doesn't say if you can edit one without editing all of them (so I can put the Karbonite->Water converter on the ASM behind a modreq). Edited May 9, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 2 minutes ago, voicey99 said: I'm going through and doing some more balance tweaks-how do you edit a module if there are multiple modules of the same name? There are several ModuleResourceHarvester_USIs, and the handbook doesn't say if you can edit one without editing all of them. If you just want to edit the modules, that my patch adds, than just do it in my patch for now... Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 Just now, N3N said: If you just want to edit the modules, that my patch adds, than just do it in my patch for now... I mean, edit the Agriculture Support Module to make the Karbonite converter require the Karbonite mod. While the handbook tells you how to edit a module, it does not seem to distinguish between multiple identically-named modules. Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 (edited) 10 minutes ago, voicey99 said: I mean, edit the Agriculture Support Module to make the Karbonite converter require the Karbonite mod. While the handbook tells you how to edit a module, it does not seem to distinguish between multiple identically-named modules. I have an Idea, maybe with filters, like ":HAS[<node>]" and "#" (for including keys in filter). MM Syntax: https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Syntax Which file exactly do you want to "patch", maybe I can help you. Edited May 9, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
dangel74 Posted May 9, 2017 Share Posted May 9, 2017 Is there a way t increase disassemble part radius or have kerbals go through parts? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 To take this section of cfg: Spoiler MODULE { name = ModuleResourceConverter_USI ConverterName = H2O (Kar) StartActionName = Start H2O (Kar) StopActionName = Stop H2O (Kar) UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ConverterSkill Efficiency = 1 INPUT_RESOURCE { ResourceName = Karbonite Ratio = 0.03050000 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 31.72 } OUTPUT_RESOURCE { ResourceName = Water Ratio = 0.0061 DumpExcess = False } OUTPUT_RESOURCE { ResourceName = Rock Ratio = 0.0061 DumpExcess = true } INPUT_RESOURCE { ResourceName = Machinery Ratio = 0.0000400 } OUTPUT_RESOURCE { ResourceName = Recyclables Ratio = 0.0000400 DumpExcess = true } REQUIRED_RESOURCE { ResourceName = Machinery Ratio = 2000 } } and disable it unless Karbonite is present. The problem is that there are four other ModuleResourceConverter_USIs in the same file, and as far as I can see changing one will change them all. Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted May 9, 2017 Share Posted May 9, 2017 10 minutes ago, dangel74 said: Is there a way t increase disassemble part radius or have kerbals go through parts? No, it's hardcoded in the lib, to 5m, which is big. (I only experienced difficult to reach parts on high gravity worlds, and it was kind of fun trying to climb or construct ladders to reach them). Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 9 minutes ago, dangel74 said: Is there a way t increase disassemble part radius or have kerbals go through parts? If you're asking to increase the distance at which you can disassemble parts or make your kerbals clip around the place, the answer to both is probably no. I can't see a cfg file for them but can't check to see if the DLL is hardcoded because something they did to it last update means it no longer works with my decompiler. Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted May 9, 2017 Share Posted May 9, 2017 3 hours ago, voicey99 said: A 2.5m kerbitat on H-Q mode gives 2 kerbals 284d of hab on Kerbin. However, on Minmus, this only increases to 548d despite my geology and kolonisation bonuses being 201.4% and 192.8% respectively. They are clearly not being multiplied together. Actually something in the code resets the efficiency to 100% whatever the bonuses, it seems. If you can open an issue, we could ask for confirmation there that it's intended, and do something about it (at least about the VAB display). Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 (edited) 2 minutes ago, TauPhraim said: Actually something in the code resets the efficiency to 100% whatever the bonuses, it seems. If you can open an issue, we could ask for confirmation there that it's intended, and do something about it (at least about the VAB display). So it's not actually supposed to increase with the rathings? If it isn't then, well, why does it (or is that the whole question)? Edited May 9, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted May 9, 2017 Share Posted May 9, 2017 4 minutes ago, voicey99 said: So it's not actually supposed to increase with the rathings? If it isn't then, well, why does it (or is that the whole question)? Hab mechanics are relatively new to me. Could it simply be a multiplier coming from somewhere else on the vessel ? Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 (edited) 7 minutes ago, TauPhraim said: Hab mechanics are relatively new to me. Could it simply be a multiplier coming from somewhere else on the vessel ? It's definitely something planet-related as all I did was hyperedit it to Minmus (which has bonuses) to see the change. I'll make a bug report tomorrow unless it's confirmed to be intentional that habs get bonuses. Edited May 9, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted May 9, 2017 Share Posted May 9, 2017 9 minutes ago, voicey99 said: I'll make a bug report tomorrow unless it's confirmed to be intentional that habs get bonuses. To me it seems intentional that they don't get bonuses. They could by accident be getting them, but I don't see how they could get only half the bonuses. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 9, 2017 Share Posted May 9, 2017 53 minutes ago, voicey99 said: I mean, edit the Agriculture Support Module to make the Karbonite converter require the Karbonite mod. While the handbook tells you how to edit a module, it does not seem to distinguish between multiple identically-named modules. PART { name = Tundra_ASM module = Part author = Roverdude *snipped* MODULE:NEEDS[Karbonite] { name = ModuleResourceConverter_USI ConverterName = H2O (Kar) *snipped* } While it's a pain to target a specific module, one can just put a NEEDS into the actual .cfg file and MM will only add that part of the .cfg if the NEEDS is met. I just added this to the actual .cfg. Also, I'll take a look at that log to see about the NullRefs Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 (edited) 1 hour ago, voicey99 said: To take this section of cfg: and disable it unless Karbonite is present. The problem is that there are four other ModuleResourceConverter_USIs in the same file, and as far as I can see changing one will change them all. Hey @voicey99, If I understand the MM handbook correct, it's quite simple: @PART[Tundra_ASM]:NEEDS[!Karbonite]:FINAL { -MODULE[ModuleResourceConverter_USI]:HAS[@INPUT_RESOURCE[Karbonite]] } This will delete the module " ModuleResourceConverter_USI", that has "Karbonite" as "INPUT_RESOURCE" in the part "Tundra_ASM", if "Karbonite" is NOT installed. Edited May 9, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted May 9, 2017 Share Posted May 9, 2017 1 hour ago, N3N said: Hey @voicey99, If I understand the MM handbook correct, it's quite simple: @PART[Tundra_ASM]:NEEDS[!Karbonite]:FINAL { -MODULE[ModuleResourceConverter_USI]:HAS[@INPUT_RESOURCE[Karbonite]] } This will delete the module " ModuleResourceConverter_USI", that has "Karbonite" as "INPUT_RESOURCE" in the part "Tundra_ASM", if "Karbonite" is NOT installed. Almost. Deleting a module requires empty braces after the filter so: @PART[Tundra_ASM]:NEEDS[!Karbonite]:FINAL { -MODULE[ModuleResourceConverter_USI]:HAS[@INPUT_RESOURCE[Karbonite]] {} } Quote Link to comment Share on other sites More sharing options...
N3N Posted May 10, 2017 Share Posted May 10, 2017 (edited) 2 minutes ago, Aelfhe1m said: Almost. Deleting a module requires empty braces after the filter so: @PART[Tundra_ASM]:NEEDS[!Karbonite]:FINAL { -MODULE[ModuleResourceConverter_USI]:HAS[@INPUT_RESOURCE[Karbonite]] {} } Thank you! It's only my second MM patch and I was searching for the error for over an hour... Edited May 10, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 10, 2017 Share Posted May 10, 2017 3 minutes ago, N3N said: Thank you! It's only my second MM patch and I was searching for the error for over an hour... Don't worry, MM can be complicated to the unversed (me included). It'll probably seem reasonably simple soon enough. Quote Link to comment Share on other sites More sharing options...
N3N Posted May 10, 2017 Share Posted May 10, 2017 (edited) 21 minutes ago, voicey99 said: Don't worry, MM can be complicated to the unversed (me included). It'll probably seem reasonably simple soon enough. YES, now I have it! I tested this and now it works: @PART[Tundra_ASM]:NEEDS[!Karbonite]:FINAL { -MODULE[ModuleResourceConverter_USI]:HAS[@INPUT_RESOURCE:HAS[#ResourceName[Karbonite]]] {} } @voicey99 This does what you want! It wasn't easy, but now it works! Edited May 10, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 10, 2017 Share Posted May 10, 2017 5 hours ago, N3N said: YES, now I have it! I tested this and now it works: @PART[Tundra_ASM]:NEEDS[!Karbonite]:FINAL { -MODULE[ModuleResourceConverter_USI]:HAS[@INPUT_RESOURCE:HAS[#ResourceName[Karbonite]]] {} } @voicey99 This does what you want! It wasn't easy, but now it works! Somewhat ironic now Irish has gone and made the Karbonite req part of the main mod anyway, rendering it entirely pointless . Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 10, 2017 Share Posted May 10, 2017 (edited) Also looking for a way to declutter the MKS folder-besides moving some of the patches to their own folder, would it be safe to shift around some of the icons (Kolony.png etc.) or remove/strip down some of the old patches dedicated to UKS/OKS, since the parts they are referencing no longer exist? MKSMFT.cfg also appears to serve no purpose, being blank Edited May 10, 2017 by voicey99 Quote Link to comment Share on other sites More sharing options...
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