severedsolo Posted May 20, 2018 Share Posted May 20, 2018 (edited) 1 hour ago, magico13 said: I added an event for that a while back, I thought I tagged you when I posted about it but maybe not. Anyway, you'll need to subscribe to OnSYInventoryAppliedToPart which is fired whenever you apply an inventory part or choose "New Part". It passes the part along as the only parameter. If you're not seeing that event being fired then something's definitely wrong. Derp. Sorry, I knew about that new event. I thought I'd subscribed to all the events, but somehow I was seeing "OnSYInventoryAppliedToPart" and "OnSYInventoryAppliedToVessel" as the same thing. I'm going to assume that event is working, because if it wasn't KCT would have an issue. I'll let you know if I find out differently. Edited May 20, 2018 by severedsolo Link to comment Share on other sites More sharing options...
dlrk Posted May 23, 2018 Share Posted May 23, 2018 Are the new versions backwards compatible? Link to comment Share on other sites More sharing options...
magico13 Posted May 23, 2018 Author Share Posted May 23, 2018 31 minutes ago, dlrk said: Are the new versions backwards compatible? With 1.3.x? No, but I might make a build that is at some point. I believe current builds would work with anything from 1.4.0 to 1.4.3 but I haven't tried all of them. Link to comment Share on other sites More sharing options...
DarkSlimus Posted May 28, 2018 Share Posted May 28, 2018 Hi, in first I would thanks you for your mod, because I use it, it's useful , and a thanks is the minimum I can do . I use it with KCT and Oh Scrap! I search a way to sell parts in one click. or perhaps configure it to automatically sell some type of parts. I explain. I don't want my chutes fail, so I want to always use new chute on each builds. This seem to be already how it works, cause at each build/launch, chute are tagged as new parts. In my inventory I have more than 100 chutes used only one time and to gain some funds (cause I use budget mod too and to finish the month I need funds, but because having all this chutes used one time and never reused it take a lot of place in my hangars (and in a no RP way in my RAM I assume)) So I have sell all this chutes one by one, it take me more than 20 minutes a lot of clicks, my finger and my mouse are heating Is there a way to do it at once or if not can I suggest to add a button "sell all" thanks in advance and sorry for my poor english, not my native language Link to comment Share on other sites More sharing options...
SomeWebDevGuy Posted June 3, 2018 Share Posted June 3, 2018 Hi Love this set of mods! Gives a ton more depth to this game Just curious if it's possible now or in the future to disable the Unity theme for Scrapyard Inventory & OhScrap! GUI. I really dislike the transparent unity theme. Thanks! Link to comment Share on other sites More sharing options...
severedsolo Posted June 4, 2018 Share Posted June 4, 2018 21 hours ago, SomeWebDevGuy said: Just curious if it's possible now or in the future to disable the Unity theme for Scrapyard Inventory & OhScrap! GUI. I really dislike the transparent unity theme. Thanks! Oh Scrap will be moving to PopUpDialog at some point, when that happens it will be changed to use the KSP skin Link to comment Share on other sites More sharing options...
Shinsaka Posted June 27, 2018 Share Posted June 27, 2018 (edited) Hi ! I just started a new career on 1.4.4 with KCT, StageRecovery and ScrapYard, plus several other mods, and the part recovery to the inventory is not working. When recovering a vessel, I have the following error log: Quote [LOG 19:32:16.366] [ScrapYard] Recovered [ERR 19:32:16.367] Exception handling event onVesselRecovered in class EventListeners:System.NullReferenceException: Object reference not set to an instance of an object at ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) [0x00000] in <filename unknown>:0 at ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) [0x00000] in <filename unknown>:0 at EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) [0x00000] in <filename unknown>:0 [EXC 19:32:16.367] NullReferenceException: Object reference not set to an instance of an object ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(ProtoVessel, Boolean) VesselRetrieval:recoverVessel(Vessel) VesselRetrieval:recoverVessels() <OnLevelLoaded>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) KCT is build #69 and StageRecovery is #7. I tested with ScrapYard #107 and #109, got the same error. Strange, the recovery works fine on a sandbox save. It only bugs on career mode. EDIT: Also, a single part can be recovered, but a multi-parts vessel cannot. If you need more info ask me. I really love these mods, can't play a career without them ^^ Edited June 29, 2018 by Shinsaka Link to comment Share on other sites More sharing options...
jfjohnny5 Posted June 29, 2018 Share Posted June 29, 2018 (edited) Looks like I'm getting a similar error: [ERR 20:32:01.217] Exception handling event onVesselRecovered in class EventListeners:System.NullReferenceException: Object reference not set to an instance of an object at ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) [0x00000] in <filename unknown>:0 at ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) [0x00000] in <filename unknown>:0 at EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) [0x00000] in <filename unknown>:0 [EXC 20:32:01.219] NullReferenceException: Object reference not set to an instance of an object ScrapYard.InventoryPart..ctor (.ProtoPartSnapshot originPartSnapshot) ScrapYard.EventListeners.VesselRecovered (.ProtoVessel vessel, Boolean someBool) EventData`2[ProtoVessel,System.Boolean].Fire (.ProtoVessel data0, Boolean data1) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(ProtoVessel, Boolean) VesselRetrieval:recoverVessel(Vessel) VesselRetrieval:recoverVessels() <OnLevelLoaded>c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ScrapYard ver. 1.1.0.107 KCT ver. 1.4.0.69 Stage Recovery ver. 1.8.0 EDIT: It's odd. I can go so far as to construct a rocket, do it's Rollout, followed by a Rollback, then Scrap it - and the parts show up in the ScrapYard inventory. However, if I Recover a vessel, the parts don't show up, and I see the above error in the logs. Edited June 29, 2018 by jfjohnny5 new info from testing Link to comment Share on other sites More sharing options...
infinite_monkey Posted July 30, 2018 Share Posted July 30, 2018 I'm not sure if ScrapYard is the culprit, but I noticed that sometimes when recovering parts I get negative refunds - sometimes much more than tha actual value of the vessel. I was testing a MKS miner on the launchpad, so it might have to do with the resources I gathered. Does someone experience similar issues? Link to comment Share on other sites More sharing options...
magico13 Posted August 24, 2018 Author Share Posted August 24, 2018 Hello again everyone, as you may have noticed I've been pretty distant from the KSP community and KSP modding for some time. I am sorry to say that I am going to be stepping back from modding entirely. I love KSP, I love the community, and I love making mods that help others enjoy KSP as well, but I haven't actively played KSP for more than a month or so in a few years and I'd like to play other games and work on other projects. I have a game idea I might pursue that is inspired by KSP and Terraria, so if I do end up making progress on that I will let you all know. I originally started modding just because I wanted to play with a mod (KCT) that needed some work before it was really playable. That evolved into several related mods and served as a great way to learn programming. I have now been a professional .NET developer for over two years as a result of what I learned while modding and I am eternally grateful to this community for helping me bring my mods to life and pushing me to learn more. When I started I just barely understood how to write C# and now I do it professionally. I do not have specific successors in place for my mods. If you are interested in taking over development of any of my mods, please send me a PM. I will ping some specific people now who might be interested or might know people who are, but this is open to everyone. @Starwaster, @severedsolo, @NathanKell, @linuxgurugamer Thank you all for your support over the years, you've been great Hopefully I'll see you around Link to comment Share on other sites More sharing options...
razark Posted August 24, 2018 Share Posted August 24, 2018 Thank you for what you've done. Good luck, and I hope you enjoy whatever you decide to take up next. Link to comment Share on other sites More sharing options...
severedsolo Posted August 24, 2018 Share Posted August 24, 2018 (edited) *drops to knees and cries dramatically* Nooooooooo! Aww man, I'm really sad to see you go. It's been a long journey since those early days of the KCT beta and noob me bugging you for features (before I started doing this stuff for myself and realising how difficult it was obviously ). In terms of taking over, realistically I may have to take ScrapYard if nobody else picks it up, for Oh Scrap!, but I feel like KCT, ScrapYard and StageRecovery need to go as a suite which I'm not sure I can do justice to right now (although I'm sure I could learn!). I will wait and see if anyone else expresses an interest, and throw my hat in if nobody offers. Edited August 24, 2018 by severedsolo Link to comment Share on other sites More sharing options...
magico13 Posted August 24, 2018 Author Share Posted August 24, 2018 1 hour ago, severedsolo said: I feel like KCT, ScrapYard and StageRecovery need to go as a suite StageRecovery is far enough removed that it can live entirely independently. KCT is just removed enough that it can be independent, but it's definitely designed with ScrapYard in mind. KCT also shares the same MagiCore dependency as ScrapYard so that could get weird, but that's also a small enough dll that just the parts ScrapYard uses could be dropped into ScrapYard itself. I can also help out with any issues that come up during the transition. Link to comment Share on other sites More sharing options...
severedsolo Posted August 25, 2018 Share Posted August 25, 2018 (edited) @magico13 - If I'm going to do it, I'll take all 4 (KCT, SY, SR and Magicore) - but I will have to wait a few weeks. My daughter starts school on 7 September, at which point I will have my free time back and will make a decision (tbh my own modding has fallen by the wayside recently, Summer Holidays are hard work for all parents, but doubly so when you have an autistic kid). On a personal note - thank you for your work over the years. I consider all your mods to be essential to my install, and can't possibly imagine playing without them. You have helped me learn loads about KSP modding over the last couple of years. Good luck with whatever you do next, and I'd be interested to see/test your game when/if you get it working. Edited August 25, 2018 by severedsolo Link to comment Share on other sites More sharing options...
Nightside Posted August 29, 2018 Share Posted August 29, 2018 @magico13, Thanks for your contributions to KSP, your work has added a dimension (time) and opened up new worlds of creativity-inspiring challenges. Good luck in your creative endeavors, I'd certainly be interested in the kind of game you describe! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 29, 2018 Share Posted August 29, 2018 On 8/25/2018 at 1:30 AM, severedsolo said: @magico13 - If I'm going to do it, I'll take all 4 (KCT, SY, SR and Magicore) - but I will have to wait a few weeks. My daughter starts school on 7 September, at which point I will have my free time back and will make a decision (tbh my own modding has fallen by the wayside recently, Summer Holidays are hard work for all parents, but doubly so when you have an autistic kid). On a personal note - thank you for your work over the years. I consider all your mods to be essential to my install, and can't possibly imagine playing without them. You have helped me learn loads about KSP modding over the last couple of years. Good luck with whatever you do next, and I'd be interested to see/test your game when/if you get it working. @severedsolo If all are too much, then maybe I can help with one or two Link to comment Share on other sites More sharing options...
PataSolar Posted September 8, 2018 Share Posted September 8, 2018 On 5/24/2018 at 11:47 AM, magico13 said: With 1.3.x? No, but I might make a build that is at some point. I believe current builds would work with anything from 1.4.0 to 1.4.3 but I haven't tried all of them. I'm currently on 1.3.1 with RO etc. and KCT. Scrapyard is working! Except the procedural parts don't seem to work. Recovered a tank, applied it, it said it was applied but didn't effect construction time or price. Apart from that, it seems to be working fine for me! Link to comment Share on other sites More sharing options...
dlrk Posted September 8, 2018 Share Posted September 8, 2018 Does Scrapyard work alright with 1.4.5? KCT seems to. Link to comment Share on other sites More sharing options...
severedsolo Posted September 9, 2018 Share Posted September 9, 2018 10 hours ago, dlrk said: Does Scrapyard work alright with 1.4.5? KCT seems to. Works fine for me, but I haven't tried it with procedural parts. Link to comment Share on other sites More sharing options...
gsamelon Posted September 16, 2018 Share Posted September 16, 2018 Can't get scrapyard to actually populate with parts after recovery? Any ideas? Using KCT and Scrapyard together. Link to comment Share on other sites More sharing options...
gsamelon Posted September 16, 2018 Share Posted September 16, 2018 (edited) Update to previous post - as with previous posts, scrap inventory works in sandbox, does not work in career, hoping that help narrow down the issue. Thanks! UPDATE - after adding mods one by mod, found the issue to be with toolbar mod. When i deleted it, it worked fine. And im not trying to imply that this mod needs fixed because of this, just want others to see what the solution was for me to see if it helps them. Thanks for a great mod and great fun! Edited September 17, 2018 by gsamelon Link to comment Share on other sites More sharing options...
Jacke Posted September 17, 2018 Share Posted September 17, 2018 2 hours ago, gsamelon said: Update to previous post - as with previous posts, scrap inventory works in sandbox, does not work in career, hoping that help narrow down the issue. Thanks! UPDATE - after adding mods one by mod, found the issue to be with toolbar mod. When i deleted it, it worked fine. And im not trying to imply that this mod needs fixed because of this, just want others to see what the solution was for me to see if it helps them. Thanks for a great mod and great fun! Perhaps you could provide log files for both the runs in which there's a failure and one in which it works after removing said toolbar mod, that removal being the only change. I'm assuming you mean this mod, which means @linuxgurugamer should be told about it too. And I'd imagine he'd like log files too. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 17, 2018 Share Posted September 17, 2018 4 hours ago, gsamelon said: Update to previous post - as with previous posts, scrap inventory works in sandbox, does not work in career, hoping that help narrow down the issue. Thanks! UPDATE - after adding mods one by mod, found the issue to be with toolbar mod. When i deleted it, it worked fine. And im not trying to imply that this mod needs fixed because of this, just want others to see what the solution was for me to see if it helps them. Thanks for a great mod and great fun! Have you tried the minimal? ie: just Scrapyard and the ToolbarController.? BTW, “toolbar mod” is the Blizzy Toolbar, mine is the ToolbarController What is the minimal mods which causes the problem? Link to comment Share on other sites More sharing options...
magico13 Posted September 17, 2018 Author Share Posted September 17, 2018 Just a heads up, but @severedsolo will be taking over development of ScrapYard! He's the developer of Oh Scrap!, a mod built on top of ScrapYard, and was a guiding force during most of ScrapYard's development. He's probably the second most knowledgeable person on Earth about ScrapYard, so I can't think of anyone better to take over development. He's a busy guy though, so don't expect sweeping changes at first, but hopefully some of the half-finished parts of ScrapYard will be able to be completed through his hands. Please join me in saying congrats to @severedsolo! Link to comment Share on other sites More sharing options...
dlrk Posted September 17, 2018 Share Posted September 17, 2018 Thanks/congrats @severedsolo Link to comment Share on other sites More sharing options...
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