Aelfhe1m Posted September 30, 2017 Author Share Posted September 30, 2017 @Doctor Axel I'd never heard of Gold Standard before but it looks like a fairly straight forward mod. Unless you have another mod installed that is also trying to modify the converter recipe then you shouldn't need to do anything special to change the resources used to make material kits. For an example of a recipe patch see USI MKS: https://github.com/UmbraSpaceIndustries/MKS/blob/master/FOR_RELEASE/GameData/UmbraSpaceIndustries/MKS/Patches/OSE.cfg#L422-L501 Link to comment Share on other sites More sharing options...
Doctor Axel Posted October 2, 2017 Share Posted October 2, 2017 @Aelfhe1m that is a fantastic guideline - I think I've got the right idea from there. Thanks! Link to comment Share on other sites More sharing options...
B-STRK Posted October 4, 2017 Share Posted October 4, 2017 Hi Aelfhe1m, I'd like to ask if there's a way for the joint parts and socket of IgorZ's KAS (beta) mod to be made manufacturable in the OSE Workshop mod? I could not find the mod's TJ-1 or 2, the TB-60, or JS-1 parts in the build menu (but could find its PCB-1, though). I'm not sure if the answer would lie with the OSE mod or with KAS-beta (whether the parts have to be exposed to OSE from KAS' end, or OSE needs to be able to recognize these parts from this end), so I'm asking here as well as in the KAS (beta) forum just in case. Thanks! Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 4, 2017 Author Share Posted October 4, 2017 6 hours ago, B-STRK said: Hi Aelfhe1m, I'd like to ask if there's a way for the joint parts and socket of IgorZ's KAS (beta) mod to be made manufacturable in the OSE Workshop mod? I could not find the mod's TJ-1 or 2, the TB-60, or JS-1 parts in the build menu (but could find its PCB-1, though). I'm not sure if the answer would lie with the OSE mod or with KAS-beta (whether the parts have to be exposed to OSE from KAS' end, or OSE needs to be able to recognize these parts from this end), so I'm asking here as well as in the KAS (beta) forum just in case. Thanks! Replied on KAS thread: Link to comment Share on other sites More sharing options...
Johould Posted October 8, 2017 Share Posted October 8, 2017 (edited) Hello. It looks like this may have some incompatibility with either KIS 1.7 or KSP 1.3.1 - the game is crashing just before displaying the main menu, with only Workshop 1.2.1c, KIS 1.7 and dependencies installed. Here are logs https://ufile.io/bjrz7. I didn't get an error.log, but I never have (maybe that doesn't work on Linux 64 bit?). KSP loads fine if the Workshop directory is moved away. That's OSE Workshop 1.2.1c (1.2.1 according to Workshop.version) with the included dependencies CommunityResourcePack 0.7.2, ModuleManager 2.8.1, and Firespitter 7.6.0, and KIS 1.7 (1.7.6468 build 41490 in KIS.version) with its included dependencies CommunityCategoryKit 2.0.1 and ModuleManager 2.8.1 (identical to your DLL). Edited October 8, 2017 by Johould Link to comment Share on other sites More sharing options...
Space Kadet Posted October 8, 2017 Share Posted October 8, 2017 54 minutes ago, Johould said: Hello. It looks like this may have some incompatibility with either KIS 1.7 or KSP 1.3.1 - the game is crashing just before displaying the main menu, with only Workshop 1.2.1c, KIS 1.7 and dependencies installed. Here are logs https://ufile.io/bjrz7. I didn't get an error.log, but I never have (maybe that doesn't work on Linux 64 bit?). KSP loads fine if the Workshop directory is moved away. That's OSE Workshop 1.2.1c (1.2.1 according to Workshop.version) with the included dependencies CommunityResourcePack 0.7.2, ModuleManager 2.8.1, and Firespitter 7.6.0, and KIS 1.7 (1.7.6468 build 41490 in KIS.version) with its included dependencies CommunityCategoryKit 2.0.1 and ModuleManager 2.8.1 (identical to your DLL). this hasn't been recompiled for 1.3.1 yet, there was a change so all mods need a recompile, you'll have to wait until someone gets too it. Link to comment Share on other sites More sharing options...
justspace103 Posted October 9, 2017 Share Posted October 9, 2017 18 hours ago, Johould said: Hello. It looks like this may have some incompatibility with either KIS 1.7 or KSP 1.3.1 - the game is crashing just before displaying the main menu, with only Workshop 1.2.1c, KIS 1.7 and dependencies installed. Here are logs https://ufile.io/bjrz7. I didn't get an error.log, but I never have (maybe that doesn't work on Linux 64 bit?). KSP loads fine if the Workshop directory is moved away. That's OSE Workshop 1.2.1c (1.2.1 according to Workshop.version) with the included dependencies CommunityResourcePack 0.7.2, ModuleManager 2.8.1, and Firespitter 7.6.0, and KIS 1.7 (1.7.6468 build 41490 in KIS.version) with its included dependencies CommunityCategoryKit 2.0.1 and ModuleManager 2.8.1 (identical to your DLL). This happened to me too. Its a problem with OSE Workshop bc KIS works fine for me. we just have to wait until it is fixed for 1.3.1 Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 9, 2017 Author Share Posted October 9, 2017 New version 1.2.2 for KSP 1.3.1 (download from SpaceDock or GitHub) Recompile for 1.3.1 (not compatible with earlier versions) New category icons courtesy of Alshain New workshop models by Enceos The workshops all behave identically at the moment but future versions will limit part construction by type of workshop Animation work on new workshop models is incomplete NEW: add search function to workshop parts filter FIX: paging no longer hides some parts Changed the way the mod writes to the game logs. Some messages are now written only if verbose logging is enabled in the system settings. NOTE: Dependencies are no longer bundled - please download them separately Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 9, 2017 Author Share Posted October 9, 2017 I've figured out what I did wrong with the animations (real dumb mistake) and the update is in the GitHub source if anyone wants to grab it (just three lines of config to update). I've decided not to push out another update so quickly but will roll it into the next feature release instead which will hopefully be coming out next weekend. Link to comment Share on other sites More sharing options...
cyberKerb Posted October 9, 2017 Share Posted October 9, 2017 (edited) 1 hour ago, Aelfhe1m said: I've figured out what I did wrong with the animations (real dumb mistake) and the update is in the GitHub source if anyone wants to grab it (just three lines of config to update). I've decided not to push out another update so quickly but will roll it into the next feature release instead which will hopefully be coming out next weekend. All OK - checked the changes and updated my copy easily enough. I've seen way worse with error, so don't beat yourself up over it. I'm also seeing an issue where it's coming up with an error in the log about a missing icon search file: [ERR 09:20:44.034] [OSE] - Filter - Unable to load texture file Workshop/Assets/Icons/icon_search The error is under both this mods parts as well and MKS and KPBS part that use workshop in their mod support. I checked githib and that file isn't there - guessing it got missing with the icon update? Edited October 9, 2017 by wile1411 Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 9, 2017 Author Share Posted October 9, 2017 19 minutes ago, wile1411 said: I'm also seeing an issue where it's coming up with an error in the log about a missing icon search file: [ERR 09:20:44.034] [OSE] - Filter - Unable to load texture file Workshop/Assets/Icons/icon_search The error is under both this mods parts as well and MKS and KPBS part that use workshop in their mod support. I checked githib and that file isn't there - guessing it got missing with the icon update. @wile1411 Thanks for the report. I was going to add a button for the new search feature and added that line into the code with a placeholder icon. But I decided it wasn't needed and deleted the placeholder icon but forgot to remove the line from the code. It should be harmless and safely ignored. It will be fixed in the next update (GitHub commit). Link to comment Share on other sites More sharing options...
cyberKerb Posted October 9, 2017 Share Posted October 9, 2017 (edited) 3 minutes ago, Aelfhe1m said: @wile1411 Thanks for the report. I was going to add a button for the new search feature and added that line into the code with a placeholder icon. But I decided it wasn't needed and deleted the placeholder icon but forgot to remove the line from the code. It should be harmless and safely ignored. It will be fixed in the next update (GitHub commit). okies - I actually modified a copy of the play button into a magnifying glass and gave it the correct name to get rid of the error. On the off change I use the search button, I'll PM you Edited October 9, 2017 by wile1411 Link to comment Share on other sites More sharing options...
sh1pman Posted October 11, 2017 Share Posted October 11, 2017 @Aelfhe1m is there a way to turn off the funds cost of printing items? I'm asking because some items have unreasonably high cost, like 700,000 for a USI 3.75m Reactor. Why do you need money to print stuff off-world anyway? Link to comment Share on other sites More sharing options...
Aelfhe1m Posted October 11, 2017 Author Share Posted October 11, 2017 1 hour ago, sh1pman said: is there a way to turn off the funds cost of printing items? Not currently. (At least in career - science and sandbox of course don't have funds) 2 hours ago, sh1pman said: I'm asking because some items have unreasonably high cost, like 700,000 for a USI 3.75m Reactor. Yes, I just recently printed one of those myself and noticed the extreme cost. (It's even worse with NFE installed!) Part of the problem with the reactors is a bug where parts that are prefilled with resources in the VAB/SPH are not having the cost of those resources taken into account during printing in the workshop (since the resources aren't included in the final product you shouldn't be charged for them). 2 hours ago, sh1pman said: Why do you need money to print stuff off-world anyway? As I understand it the original mod author used cost in career as a way to balance printing for parts that are much more expensive than the materials needed to print them. Otherwise you could just stick a manufacturing plant on the grass next to the runway and give it occasional shipments of cheap material kits while recovering expensive produced parts (some time warping would be required but a fairly painless way of making unlimited funds). This could perhaps be offset by having the funds cost only be triggered if you're on the homeworld (Kerbin) or adding "distance" as a multiplier on the cost somehow. Although from a "realism" point of view should it be cheaper to make things in a distant colony than at home? Obviously some balancing is required and maybe there also needs to be something for parts that "should" be more complex to produce - lot's of little parts to print and assemble or parts that need to be produced to very fine manufacturing tolerances. One thought I've had is introducing a time factor based on some assessment of the "complexity" of a part - although how that would be calculated is unclear. Another possibility is adding wastage so that you need more than an equal mass of material kits to produce a part. I'd be happy to hear other users thoughts on this subject. Link to comment Share on other sites More sharing options...
sh1pman Posted October 11, 2017 Share Posted October 11, 2017 12 minutes ago, Aelfhe1m said: Part of the problem with the reactors is a bug where parts that are prefilled with resources in the VAB/SPH are not having the cost of those resources taken into account during printing in the workshop (since the resources aren't included in the final product you shouldn't be charged for them). Maybe it is possible to exclude the resource costs from their final cost? The radical approach would include a requirement for a rare resource (in addition to material kits) to every part's printing cost. That resource should be absent on Kerbin or difficult to mass-produce to prevent money printing. MKS already does that, actually. It adds a requirement of SpecializedParts, which are rather hard to manufacture, to every printing recipe. In this approach, the amount of material kits is tied to an object's mass, and the amount of a secondary resource is determined by its cost. So, the way I'd set it up is as follows. Add a requirement of an expensive resource from CRP (say, Rare Metals). Add an ability to mine it to stock drills with a MM patch (only if MKS is not installed, because its drills can already mine it). Link to comment Share on other sites More sharing options...
DStaal Posted October 11, 2017 Share Posted October 11, 2017 6 minutes ago, sh1pman said: Maybe it is possible to exclude the resource costs from their final cost? The radical approach would include a requirement for a rare resource (in addition to material kits) to every part's printing cost. That resource should be absent on Kerbin or difficult to mass-produce to prevent money printing. MKS already does that, actually. It adds a requirement of SpecializedParts, which are rather hard to manufacture, to every printing recipe. In this approach, the amount of material kits is tied to an object's mass, and the amount of a secondary resource is determined by its cost. So, the way I'd set it up is as follows. Add a requirement of an expensive resource from CRP (say, Rare Metals). Add an ability to mine it to stock drills with a MM patch (only if MKS is not installed, because its drills can already mine it). The MaterialKits/SpecializedParts breakdown actually originally came from *this* mod, and MKS adopted it. Link to comment Share on other sites More sharing options...
sh1pman Posted October 11, 2017 Share Posted October 11, 2017 7 minutes ago, DStaal said: The MaterialKits/SpecializedParts breakdown actually originally came from *this* mod, and MKS adopted it. It did adopt MaterialKits, but SpecializedParts came originally with MKS. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted December 14, 2017 Author Share Posted December 14, 2017 Minor update: Version 1.2.3 for KSP 1.3.1 (SpaceDock, GitHub) FIX: misconfigured animations FIX: blacklist config FIX: Remove unused search icon references ADD: show info in editor part menu for Workshop and Recycler modules Link to comment Share on other sites More sharing options...
brusura Posted January 2, 2018 Share Posted January 2, 2018 (edited) Hello wonder if you can help, I always had this bug, even when obivandamme mantained it , the game freeze sometimes when I open the workbench, from the logs: NullReferenceException: Object reference not set to an instance of an object at Workshop.OseModuleRecycler.DrawWindowContents (Int32 windowId) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) The error could be missleading, because I have it also when the game do not freeze. I was recyicling and engine then opened the workbech and the game looped.. OUTPUT LOG: https://drive.google.com/file/d/1tnKQEiO-rjLifmPO5YpGPadGaqmBVAnF/view?usp=sharing MODLIST: https://drive.google.com/file/d/1WV_fe8hfhLDnfgMHzKPB4ZvQ154yNetV/view?usp=sharing SAVE: https://drive.google.com/file/d/0B4kd548FeSEpV3dpb191eTEwUjg/view?usp=sharing BUG n.2 the next button in the recycler does not work as it was in the previous release, stay in the same page hiding parts execind the list Edited January 3, 2018 by brusura Link to comment Share on other sites More sharing options...
canisin Posted January 4, 2018 Share Posted January 4, 2018 Hello, Is there any way to limit the parts that can be printed in the workshop? For example, based on mass or volume? I think I remember seeing such a setting in a part config in this mod or in a MKS file, but I cannot quite remember it and even then I am not sure if the setting was actually functional. Thanks! Link to comment Share on other sites More sharing options...
cyberKerb Posted January 4, 2018 Share Posted January 4, 2018 (edited) 11 hours ago, canisin said: Hello, Is there any way to limit the parts that can be printed in the workshop? For example, based on mass or volume? I think I remember seeing such a setting in a part config in this mod or in a MKS file, but I cannot quite remember it and even then I am not sure if the setting was actually functional. Thanks! I may be wrong, but doesn't that already happen based on what size KIS container is available on the craft the OSEworkshop is on? Edited January 4, 2018 by wile1411 Link to comment Share on other sites More sharing options...
canisin Posted January 5, 2018 Share Posted January 5, 2018 12 hours ago, wile1411 said: I may be wrong, but doesn't that already happen based on what size KIS container is available on the craft the OSEworkshop is on? I think it does, but that is not exactly what I am looking for. I am looking for a limitation that is based on the printer, so that I can have different printers with different capabilities. Link to comment Share on other sites More sharing options...
cyberKerb Posted January 5, 2018 Share Posted January 5, 2018 1 hour ago, canisin said: I think it does, but that is not exactly what I am looking for. I am looking for a limitation that is based on the printer, so that I can have different printers with different capabilities. From memory it currently doesn't do that, but I know it IS planned. The release notes a few posts above yours mentions the idea of using the extra workshop models from @Enceos "future versions will limit part construction by type of workshop". Link to comment Share on other sites More sharing options...
Enceos Posted January 5, 2018 Share Posted January 5, 2018 (edited) @canisin If you look at the config of the workshop parts they have this list of modules: Spoiler MODULE { name = OseModuleCategoryAddon Category = Aero IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advaerodynamics } MODULE { name = OseModuleCategoryAddon Category = Communication IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advunmanned } MODULE { name = OseModuleCategoryAddon Category = Control IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_largecontrol } MODULE { name = OseModuleCategoryAddon Category = Coupling IconPath = Squad/PartList/SimpleIcons/cs_size3 } MODULE { name = OseModuleCategoryAddon Category = Electrical IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_electrics } MODULE { name = OseModuleCategoryAddon Category = Engine IconPath = Squad/PartList/SimpleIcons/RDicon_propulsionSystems } MODULE { name = OseModuleCategoryAddon Category = FuelTank IconPath = Squad/PartList/SimpleIcons/RDicon_fuelSystems-advanced } MODULE { name = OseModuleCategoryAddon Category = Ground IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advancedmotors } MODULE { name = OseModuleCategoryAddon Category = Payload IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_composites } MODULE { name = OseModuleCategoryAddon Category = Pods IconPath = Squad/PartList/SimpleIcons/RDicon_commandmodules } MODULE { name = OseModuleCategoryAddon Category = Science IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_advsciencetech } MODULE { name = OseModuleCategoryAddon Category = Structural IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generalconstruction } MODULE { name = OseModuleCategoryAddon Category = Thermal IconPath = Squad/PartList/SimpleIcons/fuels_monopropellant } MODULE { name = OseModuleCategoryAddon Category = Utility IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_generic } MODULE { name = OseModuleCategoryAddon Category = none IconPath = Squad/PartList/SimpleIcons/R&D_node_icon_robotics } You can delete the module with the category you don't want to appear in the workshop manufacturing menu. There's also a file OSE_Filters.cfg which is a blacklist where you can manually add part names to exclude them from appearing in the manufacturing list. No other way to exclude parts currently. Edited January 6, 2018 by Enceos Link to comment Share on other sites More sharing options...
ObiVanDamme Posted January 8, 2018 Share Posted January 8, 2018 Hey guys, I just wanted to stop by and let you know that I am very happy that you still maintain the mod and that you where able to integrate the new models by enceos, they look gorgous. I still hope that maybe some day I can come back and work on this project again. It is one of the best things I ever did in my free time ;-) Keep up the good work and have a save flight. Link to comment Share on other sites More sharing options...
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