Murdabenne Posted April 9, 2017 Share Posted April 9, 2017 (edited) Background: Spoiler I'm using a lot of Roverdude's USI suite - and now that includes Configurable Containers core. I had a lot of problems with IFS and CC along side Firespitter duplicating functions (some got one type of tank edit, some go the other, Z-Fighting, etc), so I ended up having to delete IFS and any mods that depend on it - one of which was Fuel Tanks Plus. I run several NecroBones mods that work just fine, but I really miss Fuel Tanks Plus. I have Firespitter core installed because it comes with USI, same goes with Configurable Containers Core. Now that I have used it, I prefer Configurable Container's fuel tank manager editing over IFS, so I don't miss IFS at all. I also run Tweakscale to resize parts, but for fuel tanks I prefer stick with whatever size the part has natively. For anything else I use Procedural Parts to make tanks for specific situations (usually interstage adapters). TL;dr: I have Firespitter (FS) core installed, and want to install Fuel Tanks Plus (FTP). I do not want to install Interstellar Fuel Switch (IFS). Necrobones verified FTP will work with FS-core in the absence of IFS. The problem is CKAN has IFS as a requirement for FTP. Is there a way in netkan to to make CKAN do a "at least FS-core OR IFS-core" choice for required mods? EDIT: thanks to @linuxgurugamer there is an example in the netkan of KWRocketry of just this sort of thing. Edited April 9, 2017 by Murdabenne Got an answer elsewhere, thanks! Link to comment Share on other sites More sharing options...
Murdabenne Posted April 9, 2017 Share Posted April 9, 2017 (edited) OK, I see the trick - virtual dependency (Thanks @linuxgurugamer). In the main netkan, establish a depends for "FueTanksPlus-FuelSwitch" (which doesn't exist) in place of the current IFS depends clause. I looked at KWRocketryRedux netkan files for an example. in FuelTanksPlus.netkan "depends": [ { "name": "ModuleManager" }, -- { "name": "InterstellarFuelSwitch-Core"} ++ { "name": "FuelTanksPlus-FuelSwitch"} ], Then make a couple of provider files (FuelTanksPlus-FS-FSCore.netkan and FuelTanksPlus-FS-IFSCore.netkan, which look like this (per the ones I saw in KWRocketryRedux) { "spec_version" : "v1.4", "identifier" : "FuelTanksPlus-Firespitter", "$kref" : "#/ckan/github/Author/FuelTanksPlus", "$vref" : "#/ckan/ksp-avc", "license" : "Proper License Goes Here", "name" : "Fuel Tanks Plus - Firespitter Dependency", "abstract" : "Establishes dependency for Firespitter core", "provides" : [ "FuelTanksPlus-FuelSwitch" ], "conflicts" : [ { "name" : "FuelTanksPlus-FuelSwitch" } ], "depends" : [ { "name" : "FuelTanksPlus" }, { "name" : "FirespitterCore"} ] } Couple questions: Do I need a "conflicts" stanza with the same name of what I am providing? KWRocketyr does this. But I believe this is not needed, because FTP can run with either or both of the fuel switch providers. It needs to have at least one installed, but it pretty much agnostic about which, and if both are installed, that's fine too. Unlike KWRocketyRedux, FTP doesn't control its dependencies, IFS-core or FS-core, do I simply make basically 2 dummy netkan files to satisfy "provides" : [ FuelTanksPlus-FuelSwitch" ], then make a hard dependency? Will that chain depend FS-core or IFS-core, and trigger their install if they are not already installed? Can I leave out the install section since I am not installing anything? Or do I need to "borrow" this from FirespitterCore's netkan? "install" : [ { "find" : "Firespitter/Plugins", "install_to" : "GameData/Firespitter" }, { "find" : "Firespitter.version", "find_matches_files" : true, "install_to" : "GameData/Firespitter" } ] The concept I am having trouble with is how to turn an already existing mod over which I have no control into a virtual depends provider without having to explicitly install I. I don't want to entangle this with the fuel switch mods so I don't have to copy any of their netkan code should they change it. That is a maintenance nightmare I don't want to dump into any mod author's lap via a PR for the above, if they are the one maintaining the netkan/ckan data. Edited April 9, 2017 by Murdabenne Link to comment Share on other sites More sharing options...
mulfucer Posted April 9, 2017 Share Posted April 9, 2017 8 hours ago, politas said: İndirmek istediğiniz büyük modların "İçindekiler" sekmesine giderseniz, bulduğum bunları önceden yükleyebilirsiniz, zayıf Internet bağlantılarıyla çok yardımcı olur. İlişkili olmayan bir modülde Bulunan Modül Bulunamadı için hata mesajının bağlantısı için imzamı gör. Bu şimdiye kadar çözülme çabalarından kaçıyor. Bu geçici çözümü izleyen talimatları izleyerek diğer sorunlarınızı da çözmeniz gerekiyor. Thank you Link to comment Share on other sites More sharing options...
Benjamin Kerman Posted April 14, 2017 Share Posted April 14, 2017 Would we post here if we would like our mods to be listed? I would like my mod LPS added, if possible. Link to comment Share on other sites More sharing options...
politas Posted April 15, 2017 Author Share Posted April 15, 2017 21 hours ago, Benjamin Kerman said: Would we post here if we would like our mods to be listed? I would like my mod LPS added, if possible. I'll be happy to add that, but it won't appear in the main repo until you publish a full release on GitHub. We don't list pre-release mod versions on CKAN. Link to comment Share on other sites More sharing options...
Benjamin Kerman Posted April 15, 2017 Share Posted April 15, 2017 Ok, thanks! I'll send you a PM when it is "ready" Link to comment Share on other sites More sharing options...
Lilienthal Posted April 15, 2017 Share Posted April 15, 2017 FASA dependencies seem to be wrong. Hi, when I look at the latest FASA release (awesome mod, btw :)), it shows in ckan as compatible with 1.0.5. However, it has been released as compatible with 1.2.2, which also shows here: https://github.com/KSP-CKAN/CKAN-meta/blob/master/FASA/FASA-v7.0.ckan any idea what's happening and what can be done? Thanks in advance, Gustav Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 15, 2017 Share Posted April 15, 2017 19 hours ago, politas said: We don't list pre-release mod versions on CKAN. Ummm, this may not be as iron clad as it appears The BDAc team released v0.2.0.0 for both KSP v1.2.2 as well as the 1.2.9 pre-release and it appears that ckan is giving users of v1.2.2 the pre-release version which is crashing their game Link to comment Share on other sites More sharing options...
stibbons Posted April 16, 2017 Share Posted April 16, 2017 13 hours ago, DoctorDavinci said: The BDAc team released v0.2.0.0 for both KSP v1.2.2 as well as the 1.2.9 pre-release and it appears that ckan is giving users of v1.2.2 the pre-release version which is crashing their game This release contains a .version file that declares KSP_VERSION and KSP_VERSION_MAX to be 1.2.2. The CKAN will list pre-releases if you've declared them to be stable and for a mismatched version of the game. Link to comment Share on other sites More sharing options...
Nerfclasher Posted April 16, 2017 Share Posted April 16, 2017 3 hours ago, stibbons said: This release contains a .version file that declares KSP_VERSION and KSP_VERSION_MAX to be 1.2.2. The CKAN will list pre-releases if you've declared them to be stable and for a mismatched version of the game. As a former BDAc team member you and the ckan team need to get your act together because when I was on the team we handed any issues dealing with ckan to ckan Link to comment Share on other sites More sharing options...
raxo2222 Posted April 16, 2017 Share Posted April 16, 2017 Apparently there is longstanding bug in CKAN database: It lists these mods: as if they were for version v1.1 Link to comment Share on other sites More sharing options...
stibbons Posted April 16, 2017 Share Posted April 16, 2017 (edited) 6 hours ago, Nerfclasher said: As a former BDAc team member you and the ckan team need to get your act together because when I was on the team we handed any issues dealing with ckan to ckan I have nothing to do with either CKAN or BDAC. Precisely what are you expecting me to do about a BDAC release that claims to be compatible with a KSP version it segfaults? Are you having this same conversation with the AVC maintainers? Because it's also affected. Edited April 16, 2017 by stibbons Link to comment Share on other sites More sharing options...
Nerfclasher Posted April 16, 2017 Share Posted April 16, 2017 24 minutes ago, stibbons said: I have nothing to do with either CKAN or BDAC. Precisely what are you expecting me to do about a BDAC release that claims to be compatible with a KSP version it segfaults? Are you having this same conversation with the AVC maintainers? Because it's also affected. okay we don't have this conversation with AVC but we don't deal with ckan issues when it is a installing issue that is not the BDAC team's problem when ckan caused the issue when I was on the team and if I'm not mistaken that policy is still in place Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 16, 2017 Share Posted April 16, 2017 (edited) Ckan uses the .version file if it is there, so if that file is wrong, there is no easy way for CKAN to know. And the .version file (used by AVC) is totally under the control of the mod authors The .version file being shipped with BDArmory is wrong. I just downloaded the latest release for 1.2.9, and the .version file says it's still for 1.2.2 Don't blame CKAN for your mistakes. This is affecting EVERYBODY who uses the AVC mod as well as CKAN. { "NAME":"BDArmory", "URL":"https://github.com/PapaJoesSoup/BDArmory/raw/master/BahaTurret/Distribution/GameData/BDArmory/BDArmory.version", "DOWNLOAD":"https://github.com/PapaJoesSoup/BDArmory/releases", "GITHUB": { "USERNAME":"PapaJoesSoup", "REPOSITORY":"BDArmory", "ALLOW_PRE_RELEASE":false }, "VERSION": { "MAJOR":0, "MINOR":2, "PATCH":0, "BUILD":0 }, "KSP_VERSION": { "MAJOR":1, "MINOR":2, "PATCH":2 }, "KSP_VERSION_MIN": { "MAJOR":1, "MINOR":2, "PATCH":0 }, "KSP_VERSION_MAX": { "MAJOR":1, "MINOR":2, "PATCH":2 } } Edited April 16, 2017 by linuxgurugamer Link to comment Share on other sites More sharing options...
stibbons Posted April 16, 2017 Share Posted April 16, 2017 1 hour ago, Nerfclasher said: when it is a installing issue that is not the BDAC team's problem when ckan caused the issue Apparently I'm not explaining myself very well, which could also be why you seem to have taken offense by me pointing out where the problem is. Apologies. As the guru has much more eloquently described, it's an issue with the release, that is affecting everything that tries to automatically index that release, and there isn't a great deal the CKAN indexer can do to correct it. The NetKAN spec does allow version-specific overrides to correct things like the supported KSP version, but that won't work in this instance as the prerelease is also identifying as exactly the same version as the stable release. I'm really not sure if there's anything that can be done externally, but I'd love to be corrected by somebody who knows the NetKAN spec better than I. So, the only option is to correct the BDArmoryContinued .version file. And for that, I would direct you to PR #169. But even after making those changes, a new release would be required. Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 17, 2017 Share Posted April 17, 2017 (edited) On Sunday, April 16, 2017 at 11:59 AM, Nerfclasher said: As a former BDAc team member you and the ckan team need to get your act together because when I was on the team we handed any issues dealing with ckan to ckan Please do not use your former status as a BDAc team member to qualify your personal views as this implies that the BDAc team holds the same views 19 hours ago, Nerfclasher said: okay we don't have this conversation with AVC but we don't deal with ckan issues when it is a installing issue that is not the BDAC team's problem when ckan caused the issue when I was on the team and if I'm not mistaken that policy is still in place Please do not speak for the BDAc team in regards to our policies or procedures as we are quite capable of speaking for ourselves Edited April 17, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 17, 2017 Share Posted April 17, 2017 For anyone who's interested, I've just updated CKAN with the correct information for BDArmoryContinued Link to comment Share on other sites More sharing options...
Nerfclasher Posted April 17, 2017 Share Posted April 17, 2017 3 hours ago, DoctorDavinci said: Please do not use your former status as a BDAc team member to qualify your personal views as this implies that the BDAc team holds the same views Please do not speak for the BDAc team in regards to our policies or procedures as we are quite capable of speaking for ourselves Okay I will be silent on this issue Link to comment Share on other sites More sharing options...
DoctorDavinci Posted April 17, 2017 Share Posted April 17, 2017 (edited) 17 minutes ago, Nerfclasher said: Okay I will be silent on this issue No need to be silent on any issue that concerns you All that is being asked is to not imply that you are speaking for the BDAc team ... nothing more, nothing less Edited April 17, 2017 by DoctorDavinci Link to comment Share on other sites More sharing options...
N3N Posted April 18, 2017 Share Posted April 18, 2017 (edited) Hey, Sorry if it's a stupid question, but what is the best procedure to add a new mod to CKAN, if the mod-maker is OK with it, but doesn't want to do the extra work? Like with this one: 13 minutes ago, DStaal said: Thanks. As for CKAN - I don't use it, and I'm reluctant to support anything like that (especially when it's complicated by dependencies like this is) without being able to test it myself. If someone wants to put it on CKAN that's fine with me, but that is not going to be an official release channel. Or is it better to don't add it to CKAN? ---------------------- And what can we do, if we see a mod on "spacedock.info", that says it's listed for CKAN, but it doesn't show in CKAN? Like this one: new reaction wheels -------------------------- Sorry, if I made mistakes, but english is only my third language. Edited April 18, 2017 by N3N Link to comment Share on other sites More sharing options...
Olympic1 Posted April 18, 2017 Share Posted April 18, 2017 59 minutes ago, N3N said: Sorry if it's a stupid question, but what is the best procedure to add a new mod to CKAN, if the mod-maker is OK with it, but doesn't want to do the extra work? Not a stupid question at all. Looks like the mod is hosted on GitHub, so this section will explain how to add a mod from GitHub. Further down the wiki page is explained how to add AVC and dependencies. 1 hour ago, N3N said: And what can we do, if we see a mod on "spacedock.info", that says it's listed for CKAN, but it doesn't show in CKAN? Like this one: new reaction wheels There is already a Pull Request open for that mod but needs fixing. I you want you can add that mod too. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 18, 2017 Share Posted April 18, 2017 3 hours ago, N3N said: Hey, Sorry if it's a stupid question, but what is the best procedure to add a new mod to CKAN, if the mod-maker is OK with it, but doesn't want to do the extra work? Like with this one: Or is it better to don't add it to CKAN? ---------------------- And what can we do, if we see a mod on "spacedock.info", that says it's listed for CKAN, but it doesn't show in CKAN? Like this one: new reaction wheels -------------------------- Sorry, if I made mistakes, but english is only my third language. Or ask me, I can generate good netkan files pretty easily. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2017 Share Posted April 19, 2017 @Olympic1 I make the following as a start for the KPBStoMKS, but it's going to need some work. specifically, it needs to have at least one of the following mods installed: MKS, Konstruction, USI-LS, or OSE Workshops So I'm wondering if you could help: { "spec_version": "v1.4", "install": [ { "install_to": "GameData", "find": "KPBStoMKS" } ], "depends": [ { "name": "ModuleManager" }, { "name": "KerbalPlanetaryBaseSystems" }, { "name": "FirespitterCore" } ], "$vref": "#/ckan/ksp-avc", "$kref": "#/ckan/github/DanStaal/KPBStoMKS", "x_via": "Automated Linuxgurugamer CKAN script", "identifier": "KPBStoMKS", "license": "MIT" } Link to comment Share on other sites More sharing options...
N3N Posted April 19, 2017 Share Posted April 19, 2017 (edited) 12 hours ago, linuxgurugamer said: Or ask me, I can generate good netkan files pretty easily. Hey linuxgurugamer, Do you want to help us? I think CKAN is a great project and I think it's important to help CKAN to become greater and better with more mods, so that more people want to use it. I will read me in the CKAN netkan files, but it may take a while (english is only my third language, sorry). Here a list with mods that want to get into CKAN, but need help: KPBStoMKS more controllable and engine parts / new reaction wheels UpgradesGUI NK-33 Engine (there a 2 different mods/sizes on spacedock.info) Extended Antenna Progression _____________________________________________ @linuxgurugamer Sorry, now I saw your last post. Thank you!! Edited April 19, 2017 by N3N Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 19, 2017 Share Posted April 19, 2017 10 minutes ago, N3N said: Here a list with mods that want to get into CKAN, but need help: KPBStoMKS more controllable and engine parts / new reaction wheels UpgradesGUI NK-33 Engine (there a 2 different mods/sizes on spacedock.info) Extended Antenna Progression First one is difficult, I've started, but asked for help 2nd one (new reaction wheels) is done I'll look into why the UpgradeGUI isn't there yet Why don't you merge the two NK-33 mods into one? Doesn't make sense to have a single part in a mod. What I'd do is have a single directory (for now, call it MadScientist) as follows: GameData/MadScientist/Parts/NK33 GameData/MadScientist/Parts/NK33_125 Last one (antenna progression), I've asked the author for permission. Link to comment Share on other sites More sharing options...
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