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


RoverDude

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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 by voicey99
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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 by N3N
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(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).

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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. :wink:

(Balancing is still ongoing, maybe one day there will be only one set of drills for MKS and Karbonite/Karborundum. :P )

 

Hope it's OK for @RoverDude, I want to know, what he thinks about it. :wink:

Edited by N3N
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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 by voicey99
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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... :wink:

 

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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... :wink:

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.

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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. :wink:

 

Edited by N3N
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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.

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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).

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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.

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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).

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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 by voicey99
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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 ?

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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 by voicey99
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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.

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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

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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 by N3N
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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]] {}
}

 

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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 by N3N
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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.

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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! :wink:

It wasn't easy, but now it works! :P

Edited by N3N
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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! :wink:

It wasn't easy, but now it works! :P

Somewhat ironic now Irish has gone and made the Karbonite req part of the main mod anyway, rendering it entirely pointless :P.

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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 :huh:

Edited by voicey99
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