N3N Posted May 9, 2017 Share Posted May 9, 2017 Just now, voicey99 said: If it's good, then RD is always open to new additions to MKS. I've submitted five so far. Yeah!! I'm always willing to help! And with this great mod it's a pleasure. To the patch, I tested it and it works fine. I'm doing now the manual drills and balancing. Then I will put the Karborundum mode into a separate file. (Maybe one day we will have only one type of MKS drills, instead of the Karbonite/Karborundum drills...) Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 1 minute ago, N3N said: I'm doing now the manual drills and balancing. Then I will put the Karborundum mode into a separate file. (Maybe one day we will have only one type of MKS drills, instead of the Karbonite/Karborundum drills...) I don't think Karborundum should be on the MKS drills since this actually gives the Karbonite drills an advantage over the MKS ones. You could say that Ka+ is so rare and elusive that you need a specialised apparatus for it rather than the comparatively crude multipurpose drilling machines. If it is on the multidrills, it should be extremely low efficiency. Karbonite is also designed as a fully standalone mod (though its always better with the full USI set), so it's always going to need its own set of drills for users who don't have MKS. Quote Link to comment Share on other sites More sharing options...
TauPhraim Posted May 9, 2017 Share Posted May 9, 2017 1 hour ago, voicey99 said: I've also noticed that under the MKSModule tag in the VAB, it now says what bonuses parts receive-apparently hab modules are supposed to get bonuses now (or did they always-geo*kol, according to the explainer plugin). I tested this and they do, but what is the new formula for this? It seems to be just habtime*kol, but I could be wrong and it also doesn't seem to use any more power than at standard rates. It looks like it has been configured this way for a long time (looking at the changes on Tundra_275_Hab). The way I understand the hab module, it should in theory give habtime * both_bonuses (and consume resources in proportion). Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 9, 2017 Share Posted May 9, 2017 28 minutes ago, voicey99 said: I'm not sure this needs to target anything, as it should be part of the main MKS set of cfgs. As I said, Karbonite is always defined in the CRP so the drills can safely have a Karbonite mode (it does have a use in MKS) even when Karbonite isn't installed. I was thinking of it as an add-on patch, in which case you'd want to double-check both of MKS and Karbonite. Personally, I'd check for the Karbonite mod even if added to MKS - While it's true that CRP defines it so the resource will be present, we can probably assume that if people haven't installed the Karbonite mod they don't have any *use* for it in their own playthrough, and it lets players choose whether to have both Karbonite and Ore available to them or not. (Hmm. It might be a good idea to put the Tundra ASM's Karbonite converter behind a NEEDS block as well - though that's just one mode in a switchable part.) Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 Just now, DStaal said: I was thinking of it as an add-on patch, in which case you'd want to double-check both of MKS and Karbonite. Personally, I'd check for the Karbonite mod even if added to MKS - While it's true that CRP defines it so the resource will be present, we can probably assume that if people haven't installed the Karbonite mod they don't have any *use* for it in their own playthrough, and it lets players choose whether to have both Karbonite and Ore available to them or not. (Hmm. It might be a good idea to put the Tundra ASM's Karbonite converter behind a NEEDS block as well - though that's just one mode in a switchable part.) The resource scanner is cluttered with all the resources from the CRP as well, so what's a bit more clutter? Nobody has to use it tf they don't want but yes, both this and the ASM water converter (which just so happens to be ever so slightly slower than you need for the 3.75m kerbitat purifier) could be under a patch included with Karbonite rather than MKS. 10 minutes ago, TauPhraim said: It looks like it has been configured this way for a long time (looking at the changes on Tundra_275_Hab). The way I understand the hab module, it should in theory give habtime * both_bonuses (and consume resources in proportion). 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. Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 (edited) 17 minutes ago, voicey99 said: I don't think Karborundum should be on the MKS drills since this actually gives the Karbonite drills an advantage over the MKS ones. You could say that Ka+ is so rare and elusive that you need a specialised apparatus for it rather than the comparatively crude multipurpose drilling machines. If it is on the multidrills, it should be extremely low efficiency. Karbonite is also designed as a fully standalone mod (though its always better with the full USI set), so it's always going to need its own set of drills for users who don't have MKS. Hey voicey99, That with Karborundum may be right. But that with the standalone mod, could be made, that if MKS is installed than the Karbonite drills will not be loaded, better performance and less parts. 12 minutes ago, DStaal said: I was thinking of it as an add-on patch, in which case you'd want to double-check both of MKS and Karbonite. Personally, I'd check for the Karbonite mod even if added to MKS - While it's true that CRP defines it so the resource will be present, we can probably assume that if people haven't installed the Karbonite mod they don't have any *use* for it in their own playthrough, and it lets players choose whether to have both Karbonite and Ore available to them or not. (Hmm. It might be a good idea to put the Tundra ASM's Karbonite converter behind a NEEDS block as well - though that's just one mode in a switchable part.) Yes, that was my thought, too. So I did it like this. :NEEDS[MKS&Karbonite] Edited May 9, 2017 by N3N Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 9, 2017 Share Posted May 9, 2017 10 minutes ago, N3N said: Yes, that was my thought, too. So I did it like this. :NEEDS[MKS&Karbonite] Yep, I saw - but I don't think 'MKS' will do what you want there - MM can't see there's an 'MKS' mod to include it. I'd use 'KolonyTools' instead of 'MKS'. Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 2 minutes ago, DStaal said: Yep, I saw - but I don't think 'MKS' will do what you want there - MM can't see there's an 'MKS' mod to include it. I'd use 'KolonyTools' instead of 'MKS'. Hey DStaal, Sorry, but I don't think that's the only possibility. Because in the MM handbook it's described as: Quote The stuff within the needs section is based on either: A plugin .dll with the same assembly name. A subdirectory name under GameData. (Names with spaces can be used, just remove the spaces: GameData/My Mod/ => :NEEDS[MyMod] A FOR[Blah] defined would allow NEEDS[Blah] As this uses the assembly name (which is compiled into the DLL) so you'd always get ModuleManager even if you rename the dll. It's usually going to be the same as the DLL name but it's not always. If you find the DLL in exporer, go to the properties right-click menu, and look in the Details tab the name is there under File Description. Many other functioning (and older) mods use "MKS" and I tested it and it worked. But I'm Ok with it, so I will use the DLL-Name: "KolonyTools" from now on. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 9, 2017 Share Posted May 9, 2017 (edited) It may help to keep the Karbonite drills relevant by having the MKS drills support karbonite only if Karbonite (the mod) is not installed and therefore the MKS drills are the only karbonite-capable drills present in your game, therefore make the opening tag into :NEEDS[MKS&!Karbonite] or :NEEDS[KolonyTools&!Karbonite] As it is said, you only need CRP installed in order to mine karbonite, but Karbonite, the mod, gives you the dedicated drills, tanks and engines. Comma-separating mod names in the needs tag may work as the OR boolean, rather than AND. Edited May 9, 2017 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 3 minutes ago, N3N said: But I'm ok with it, so I will use the DLL-Name: "KolonyTools" from now on. I think DStaal is saying that 'MKS' isn't a top-level folder (i.e. it is inside a mod folder) so MM will have issues finding it. If this is going to be packaged with Karbonite (as is the new plan) then it only NEEDS:[KolonyTools]. Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 (edited) 9 minutes ago, JadeOfMaar said: It may help to keep the Karbonite drills relevant by having the MKS drills support karbonite only if Karbonite (the mod) is not installed and therefore the MKS drills are the only karbonite-capable drills present in your game, therefore make the opening tag into :NEEDS[MKS&!Karbonite] or :NEEDS[KolonyTools&!Karbonite] As it is said, you only need CRP installed in order to mine karbonite, but Karbonite, the mod, gives you the dedicated drills, tanks and engines. Comma-separating mod names in the needs tag may work as the OR boolean, rather than AND. Hey JadeOfMaar, That's a possibility, but only if there are bigger/more efficient Karbonite drills. And the MM handbook says: Quote You can use & for AND, | for OR and ! for NOT in the needs listing. To allow backwards compatibility , is treated as an alias for & (AND). 6 minutes ago, voicey99 said: I think DStaal is saying that 'MKS' isn't a top-level folder (i.e. it is inside a mod folder) so MM will have issues finding it. If this is going to be packaged with Karbonite (as is the new plan) then it only NEEDS:[KolonyTools]. Who says that's the final plan? JadeOfMaar says something else. And the MM handbook don't say it have to be a direct "subdirectory name under GameData". And I would like to hear RoverDudes opinion first. 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 2 minutes ago, N3N said: Who says that's the final plan? JadeOfMaar says something else. And I would like to hear RoverDudes opinion first. What I am saying is you don't need to treat the mod it comes with as a requirement (since it is already loaded) if it is to be included with one or the other. If it is going to stay a standalone patch then yes, you would need both. @RoverDude? Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 9, 2017 Share Posted May 9, 2017 (edited) 18 minutes ago, JadeOfMaar said: It may help to keep the Karbonite drills relevant by having the MKS drills support karbonite only if Karbonite (the mod) is not installed and therefore the MKS drills are the only karbonite-capable drills present in your game, therefore make the opening tag into :NEEDS[MKS&!Karbonite] or :NEEDS[KolonyTools&!Karbonite] As it is said, you only need CRP installed in order to mine karbonite, but Karbonite, the mod, gives you the dedicated drills, tanks and engines. Comma-separating mod names in the needs tag may work as the OR boolean, rather than AND. I'd still argue for the exact opposite: Only have the MKS drills activate a Karbonite mode if the user wants Karbonite, as it's always been a separate mod. Making it suddenly start showing up now seems a bit odd. 21 minutes ago, N3N said: Hey DStaal, Sorry, but I don't think that's the only possibility. Because in the MM handbook it's described as: Many other functioning (and older) mods use "MKS" and I tested it and it worked. I'm wondering how it worked. I do know all the options, however to deal with them in order: There's no 'MKS' dll. (There is a KolonyTools dll in the MKS mod, which is what I suggest.) There's no 'MKS' folder under 'GameData'. (It's under UmbraSpaceIndustries.) None of the MKS files defines a ':FOR[MKS]'. So 'MKS' shouldn't work - unless it's being defined for you someplace else. (Which is possible - a common beginner mistake is to use ':FOR' when you mean ':NEEDS', so it's not uncommon for mods to define other mods they don't mean to...) Note that I *haven't* been warning about 'Karbonite' in the same place - that's because the Karbonite files *do* include files with ':FOR[Karbonite]', so the fact that there's no dll or top-level folder with that name doesn't matter as much. (Not that it matters to much if this is going to get included in MKS - but it's decent learning experience on MM.) Edited May 9, 2017 by DStaal Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 1 minute ago, DStaal said: I'd still argue for the exact opposite: Only have the MKS drills activate a Karbonite mode if the user wants Karbonite, as it's always been a separate mod. Making it suddenly start showing up now seems a bit odd. Yes, I have the same opinion on that. 2 minutes ago, DStaal said: I'm wondering how it worked. I do know all the options, however to deal with them in order: There's no 'MKS' dll. (There is a KolonyTools dll in the MKS mod, which is what I suggest.) There's no 'MKS' folder under 'GameData'. (It's under UmbraSpaceIndustries.) None of the MKS files defines a ':FOR[MKS]'. So 'MKS' shouldn't work - unless it's being defined for you someplace else. (Which is possible - a common beginner mistake is to use ':FOR' when you mean ':NEEDS', so it's not uncommon for mods to define other mods they don't mean to...) Note that I *haven't* been warning about 'Karbonite' in the same place - that's because the Karbonite files *do* include files with ':FOR[Karbonite]', so the fact that there's no dll or top-level folder with that name doesn't matter as much. I understand your concern, that's why I now use the DLL name "KolonyTools". But many other mods use "MKS" and the MM handbook don't say, if it has to be a direct "subdirectory name under GameData". And I saw, that "Karbonite" is defined in the included files, that's why I used it. Thanks for your help, I'm just learning about MM. Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 9, 2017 Share Posted May 9, 2017 2 minutes ago, N3N said: Yes, I have the same opinion on that. I understand your concern, that's why I now use the DLL name "KolonyTools". But many other mods use "MKS" and the MM handbook don't say, if it has to be a direct "subdirectory name under GameData". It's implied in the way it's stated - not as clearly as could be, I'll admit. If you really want to double-check these things, MM lists all the mods it 'sees' in the KSP.log at startup. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 (edited) 12 minutes ago, DStaal said: If you really want to double-check these things, MM lists all the mods it 'sees' in the KSP.log at startup. KSP.log only lists the top-level folders, so the only one that shows up is UmbraSpaceIndustries. @TheRagingIrishman The NRE spam is back with a vengeance, but I didn't manage to catch it before the log ran over 500GB. I'll start checking the log regularly now. On a side note, this topic is now classed as HOT! on the threads index. 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 7 minutes ago, DStaal said: It's implied in the way it's stated - not as clearly as could be, I'll admit. If you really want to double-check these things, MM lists all the mods it 'sees' in the KSP.log at startup. Do you mean this part of the log: [LOG 17:03:55.438] ************************************************************************ Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 ModuleManager.2.7.5 v2.7.5.0 000_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 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 AsteroidDay v1.0.0.0 Astrogator v0.6.2.0 AtmosphereAutopilot v1.5.10.0 AtmosphereAutopilot.UI 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 CrewLight v1.0.6287.36585 CrewManifest v0.6.4.0 CriticalTemperatureGauge v1.2.2.1 SimpleBoiloff v0.2.1.0 CustomAsteroids v1.4.1.0 CustomBarnKit v1.1.11.0 DangerAlerts v1.3.2.0 / v1.1.0.0 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 ExperimentTracker v1.0.0.0 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 HideEmptyTechTreeNodes v0.7.4.0 HotSpot v0.7.0.0 / v0.7.2 IndicatorLights v1.0.0.0 InterstellarFuelSwitch v2.4.8.0 / v2.4.8 Scale_Redist v1.0.0.0 RasterPropMonitor v0.28.0.18220 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 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 #693 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 PlanetShine v1.0.6121.34655 PortraitStats v1.0.13.0 ProceduralFairings v0.0.3.17 RCSBuildAid v0.9.1.29305 RCSBuildAidToolbar v0.9.1.29305 RealChute v1.4.6293.20960 / v1.4.2.0 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 ScienceRelay v1.0.3.1 / vv3.1 SelectableDataTransmitter v0.1.2.0 / v1.0.0.0 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 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 Trajectories v1.6.6.0 KerbalAlarmClock v3.8.4.0 TweakableDeployablePanels v0.1.19.1 TweakableDockingNode v0.1.19.1 TweakableEVA v0.1.19.1 TweakableFuelPumps v0.1.16.1 TweakableGimbals v0.1.19.1 TweakableIntakes v0.1.19.1 TweakableParachutes v0.1.19.1 TweakableReactionWheels v0.1.19.1 TweakableSAS v0.1.19.1 Scale v2.3.4.0 Scale_Redist v1.0.0.0 DynamicTanks v1.0.0.0 VanguardTechnologies v0.1.13.0 / v1.0.0.0 WasdEditorCamera v1.0.6150.15461 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_Toolbar 000_USITools ABCORS Ablative-Airbrake ActiveAblation AirplanePlus AirplanesPlusTweakscale AllYAll AnimatedDecouplers AntennaSleep AoATech ASET AsteroidDay Astrogator AtmosphereAutopilot AviationLights B9AnimationModules B9PartSwitch B9_Aerospace B9_Aerospace_HX B9_Aerospace_ProceduralWings BahaSP BasicOrbit Better Science Labs Continued BetterBurnTime BetterTimeWarp Biomatic Bluedog_DB Blue_Kerbin_Dynamics BonVoyage BZ-1 CareerManager ChopShop Coatl Aerospace ColorCodedCans CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers ConnectedLivingSpace Contares 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 Eskandare_Heavy_Industries ExperimentTracker ExtendedAntennaProgression Firespitter FlexoDocking FlightPlan FP_DPSoundFX FShangarExtender FuelTanksPlus FuelWings Fusebox FuturisticEngines GCMonitor HeatControl HideEmptyTechTreeNodes HotSpot HydrogenCompression IndicatorLights IndicatorLightsCommunityExtensions InterstellarFuelSwitch JatwaaDemolitionsCo JFJohnny5 JSI JX2Antenna KAX KEI KerbalAtomics KerbalEngineer KerbalFoundries KerbalHacks KerbalImprovedSaveSystem KerbalJointReinforcement KerbalReusabilityExpansion KerbetrotterLtd KerbNetController KerboKatz KK_Antares KSC KSP-AVC KSPWheel KWRocketry LETech Low_Expectations M22Ind MagiCore ManeuverNodeEvolved MarkIVSystem MechJeb2 MemGraph MK1CabinHatch Mk2Expansion Mk3Expansion Mk3HypersonicSystems Mkerb ModPods ModRocketSys ModsByTal ModularFuelTanks MoreCommandPart MoS NavBallAdjustor NavBallDockingAlignmentIndicatorCE NavHud NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid Not enuogh Engines NothkeSerCom NSS OLDD OPT PlanetShine PortraitStats ProceduralFairings QuizTechAeroContinued RadioFreeKerbin RCSBuildAid RealChute RealEngines RealPlume ReCoupler REPOSoftTech RetractableLiftingSurface RLA_Stockalike RN_Cygnus RN_Solar_Panels RoverFuelTanks SafeChute SampleReturnCapsule SCANsat Science-Full-reward ScienceRelay SDHI SelectableDataTransmitter SETIprobeParts SHED SmartParts SmokeScreen spacetux SpaceY-Expanded SpaceY-Lifters Stock folder: Squad SSTU SSTU-OptionalPatches StationPartsExpansion STMRibbons SurfaceLights SXT TacFuelBalancer Taerobee TalisarParts Tantares TantaresLV TDIndustriesRCSandHypergolicengines TextureReplacer The_Sea_Four ThrottleControlledAvionics ToadicusTools Trajectories TriggerTech TundraExploration TweakableEverything TweakScale UmbraSpaceIndustries UniversalStorage VanguardTechnologies VentralDrill WasdEditorCamera WaypointManager WheelsCollection XenonISRU XyphosAerospace ZeroMiniAVC [x] Science! FinalFrontier.dat MechJebAndEngineerForAll.cfg ModuleManager.2.7.5.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree planetwikiv4.ksp S.A.V.E.dat toolbar-settings.dat ************************************************************************ [LOG 17:03:55.458] [AddonLoader]: Instantiating addon 'ModuleManager' from assembly 'ModuleManager' [LOG 17:03:55.481] [ModuleManager] Adding ModuleManager to the loading screen 2 I don't see "KolonyTools", but "USITools". And I searched my whole log and found much more ":NEEDS[MKS]" than ":NEEDS[KolonyTools]". And many ":FOR[Karbonite]" and ":FOR[KarbonitePlus]". (CKAN says 287 mods installed... ) Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 (edited) 4 minutes ago, N3N said: Do you mean this part of the log: I don't see "KolonyTools", but "USITools". <schnip> That section of the log only deals in top-level GameData folders, but it looks like MM also searches the subfolders as well. I guess both work, though whether one has an advantage (load time etc.) we don't know. 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) 2 minutes ago, voicey99 said: That section of the log only deals in top-level GameData folders, but it looks like MM also searches the subfolders as well. I guess both work, though whether one has an advantage (load time etc.) we don't know. Shouldn't it list the DLL as well?? Quote Mod DLLs found: 6 minutes ago, N3N said: I don't see "KolonyTools", but "USITools". 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 Just now, N3N said: Shouldn't it list the DLL as well?? Sorry, that section lists the mod DLLs and the top-level folders. It lists the DLLs according to the alphabetic order of their folders, so KolonyTools should be listed near the end. Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 1 minute ago, voicey99 said: Sorry, that section lists the mod DLLs and the top-level folders. It lists the DLLs according to the alphabetic order of their folders, so KolonyTools should be listed near the end. 8 minutes ago, N3N said: I don't see "KolonyTools", but "USITools". Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 9, 2017 Share Posted May 9, 2017 7 minutes ago, N3N said: Do you mean this part of the log: [LOG 17:03:55.438] ************************************************************************ Environment Info Win32NT 7FFFFFFFFFFFFFFF Args: KSP_x64.exe Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 ModuleManager.2.7.5 v2.7.5.0 000_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 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 AsteroidDay v1.0.0.0 Astrogator v0.6.2.0 AtmosphereAutopilot v1.5.10.0 AtmosphereAutopilot.UI 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 CrewLight v1.0.6287.36585 CrewManifest v0.6.4.0 CriticalTemperatureGauge v1.2.2.1 SimpleBoiloff v0.2.1.0 CustomAsteroids v1.4.1.0 CustomBarnKit v1.1.11.0 DangerAlerts v1.3.2.0 / v1.1.0.0 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 ExperimentTracker v1.0.0.0 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 HideEmptyTechTreeNodes v0.7.4.0 HotSpot v0.7.0.0 / v0.7.2 IndicatorLights v1.0.0.0 InterstellarFuelSwitch v2.4.8.0 / v2.4.8 Scale_Redist v1.0.0.0 RasterPropMonitor v0.28.0.18220 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 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 #693 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 PlanetShine v1.0.6121.34655 PortraitStats v1.0.13.0 ProceduralFairings v0.0.3.17 RCSBuildAid v0.9.1.29305 RCSBuildAidToolbar v0.9.1.29305 RealChute v1.4.6293.20960 / v1.4.2.0 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 ScienceRelay v1.0.3.1 / vv3.1 SelectableDataTransmitter v0.1.2.0 / v1.0.0.0 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 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 Trajectories v1.6.6.0 KerbalAlarmClock v3.8.4.0 TweakableDeployablePanels v0.1.19.1 TweakableDockingNode v0.1.19.1 TweakableEVA v0.1.19.1 TweakableFuelPumps v0.1.16.1 TweakableGimbals v0.1.19.1 TweakableIntakes v0.1.19.1 TweakableParachutes v0.1.19.1 TweakableReactionWheels v0.1.19.1 TweakableSAS v0.1.19.1 Scale v2.3.4.0 Scale_Redist v1.0.0.0 DynamicTanks v1.0.0.0 VanguardTechnologies v0.1.13.0 / v1.0.0.0 WasdEditorCamera v1.0.6150.15461 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_Toolbar 000_USITools ABCORS Ablative-Airbrake ActiveAblation AirplanePlus AirplanesPlusTweakscale AllYAll AnimatedDecouplers AntennaSleep AoATech ASET AsteroidDay Astrogator AtmosphereAutopilot AviationLights B9AnimationModules B9PartSwitch B9_Aerospace B9_Aerospace_HX B9_Aerospace_ProceduralWings BahaSP BasicOrbit Better Science Labs Continued BetterBurnTime BetterTimeWarp Biomatic Bluedog_DB Blue_Kerbin_Dynamics BonVoyage BZ-1 CareerManager ChopShop Coatl Aerospace ColorCodedCans CommunityCategoryKit CommunityResourcePack CommunityTechTree ConfigurableContainers ConnectedLivingSpace Contares 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 Eskandare_Heavy_Industries ExperimentTracker ExtendedAntennaProgression Firespitter FlexoDocking FlightPlan FP_DPSoundFX FShangarExtender FuelTanksPlus FuelWings Fusebox FuturisticEngines GCMonitor HeatControl HideEmptyTechTreeNodes HotSpot HydrogenCompression IndicatorLights IndicatorLightsCommunityExtensions InterstellarFuelSwitch JatwaaDemolitionsCo JFJohnny5 JSI JX2Antenna KAX KEI KerbalAtomics KerbalEngineer KerbalFoundries KerbalHacks KerbalImprovedSaveSystem KerbalJointReinforcement KerbalReusabilityExpansion KerbetrotterLtd KerbNetController KerboKatz KK_Antares KSC KSP-AVC KSPWheel KWRocketry LETech Low_Expectations M22Ind MagiCore ManeuverNodeEvolved MarkIVSystem MechJeb2 MemGraph MK1CabinHatch Mk2Expansion Mk3Expansion Mk3HypersonicSystems Mkerb ModPods ModRocketSys ModsByTal ModularFuelTanks MoreCommandPart MoS NavBallAdjustor NavBallDockingAlignmentIndicatorCE NavHud NavyFish NearFutureConstruction NearFutureElectrical NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft Nereid Not enuogh Engines NothkeSerCom NSS OLDD OPT PlanetShine PortraitStats ProceduralFairings QuizTechAeroContinued RadioFreeKerbin RCSBuildAid RealChute RealEngines RealPlume ReCoupler REPOSoftTech RetractableLiftingSurface RLA_Stockalike RN_Cygnus RN_Solar_Panels RoverFuelTanks SafeChute SampleReturnCapsule SCANsat Science-Full-reward ScienceRelay SDHI SelectableDataTransmitter SETIprobeParts SHED SmartParts SmokeScreen spacetux SpaceY-Expanded SpaceY-Lifters Stock folder: Squad SSTU SSTU-OptionalPatches StationPartsExpansion STMRibbons SurfaceLights SXT TacFuelBalancer Taerobee TalisarParts Tantares TantaresLV TDIndustriesRCSandHypergolicengines TextureReplacer The_Sea_Four ThrottleControlledAvionics ToadicusTools Trajectories TriggerTech TundraExploration TweakableEverything TweakScale UmbraSpaceIndustries UniversalStorage VanguardTechnologies VentralDrill WasdEditorCamera WaypointManager WheelsCollection XenonISRU XyphosAerospace ZeroMiniAVC [x] Science! FinalFrontier.dat MechJebAndEngineerForAll.cfg ModuleManager.2.7.5.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree planetwikiv4.ksp S.A.V.E.dat toolbar-settings.dat ************************************************************************ [LOG 17:03:55.458] [AddonLoader]: Instantiating addon 'ModuleManager' from assembly 'ModuleManager' [LOG 17:03:55.481] [ModuleManager] Adding ModuleManager to the loading screen 2 I don't see "KolonyTools", but "USITools". And I searched my whole log and found much more ":NEEDS[MKS]" than ":NEEDS[KolonyTools]". And many ":FOR[Karbonite]" and ":FOR[KarbonitePlus]". (CKAN says 287 mods installed... ) Odd... I definitely have KolonyTools listed in my list: Konstruction v0.0.0.0 USILifeSupport v1.0.0.0 KolonyTools v1.0.0.0 Undockinator v0.2.1.0 / v0.2.1 MiniAVC v1.0.3.2 So then I start wondering if you've got other install issues. I've been under the impression that only top-level folders count for this (MM does search through them and read their contents, of course) - and I know I came to that conclusion after trying to write MM patches. Quote Link to comment Share on other sites More sharing options...
voicey99 Posted May 9, 2017 Share Posted May 9, 2017 If you don't see KolonyTools then something has gone very wrong. USITools.dll is from USI Core, MKS has its own KolonyTools.dll (both should be there). Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted May 9, 2017 Share Posted May 9, 2017 Every folder inside of GameData is potentially a mod folder. I also have a mod whose main folder is 2 levels down: GameData\X\Y\ and I also use :NEEDS[MKS] and :NEEDS[!MKS] in it and that worked just fine. Quote Link to comment Share on other sites More sharing options...
N3N Posted May 9, 2017 Share Posted May 9, 2017 1 minute ago, DStaal said: Odd... I definitely have KolonyTools listed in my list: Konstruction v0.0.0.0 USILifeSupport v1.0.0.0 KolonyTools v1.0.0.0 Undockinator v0.2.1.0 / v0.2.1 MiniAVC v1.0.3.2 So then I start wondering if you've got other install issues. I've been under the impression that only top-level folders count for this (MM does search through them and read their contents, of course) - and I know I came to that conclusion after trying to write MM patches. What?? Why?? 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? Quote Link to comment Share on other sites More sharing options...
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