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[1.12.x] - Modular Kolonization System (MKS)


RoverDude

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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!! :wink:

I'm always willing to help! And with this great mod it's a pleasure. :wink:

 

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...)

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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.

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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).

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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.)

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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.

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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. :wink:

 

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. :wink:

:NEEDS[MKS&Karbonite]

 

Edited by N3N
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10 minutes ago, N3N said:

Yes, that was my thought, too.

So I did it like this. :wink:


: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'.  :wink:

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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'.  :wink:

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. :wink:

 

But I'm Ok with it, so I will use the DLL-Name: "KolonyTools" from now on.

 

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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 by JadeOfMaar
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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].

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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 by N3N
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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?

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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. :wink:

I'm wondering how it worked.  :wink:  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 by DStaal
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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.  :wink:  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". :P

 

And I saw, that "Karbonite" is defined in the included files, that's why I used it. :wink:

 

 

Thanks for your help, I'm just learning about MM. :wink:

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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". :P

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.

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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 by voicey99
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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
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ConfigurableContainers v2.4.0.5
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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
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BasicOrbit.Unity v1.0.5.0
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BonVoyage v0.12.0.0
CareerManager v1.3.2.0
CCK v1.2.1.0
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modularFuelTanks v5.8.3.0 / v5.8.3
Scale v2.3.4.0
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IONRCS v0.1.6.0
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SafeChute v2.1.6.0 / v2.1.6
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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
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[x] Science! v5.6.6303.22012

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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... :P )

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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 by voicey99
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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 by N3N
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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.

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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".

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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... :P )

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.  :wink:

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.

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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.

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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.  :wink:

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? 

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