linuxgurugamer Posted November 10, 2016 Share Posted November 10, 2016 (edited) This is the thread for the new release of Dang It! Continued DANG IT! A random failures mod for KSP Install it using CKAN! CKAN is the awesome package manager for KSP. The new version for KSP 1.4.1 has new dependencies New Dependencies Click Through Blocker ToolbarController New Dependency added for version 0.7.20.5 SpaceTuxLibrary CKAN has been updated to install the dependencies, if needed. Or install manually. SpaceDock: http://spacedock.info/mod/1055/Dang It! Continued Source Code: https://github.com/linuxgurugamer/DangIt License: GPLv3 Donations gratefully accepted https://www.patreon.com/linuxgurugamer Javascript is disabled. View full album Having problems / questions? There's a WIKI! With explanations, troubleshooting, and... well nothing much really. INCOMPATIBLE WITH: Mod Effect FAR Control surfaces won't fail Procedural Parts Procedural tanks are not recognized What is this? It is a mod that will cause the parts on your ship to fail randomly, and you will need to repair them before you can use them again. Be careful... some failures might be relatively harmless, but others might seriously ruin your day. The more you use a part, the less reliable it will become: so don't be too throttle happy with those mainsails! This mod requires Module Manager to function: it will also target ANY part mod that you have installed. (As long as some conditions are respected) My thanks to @Coffeeman, who graciously gave me permission to merge his Entropy addon into this mod. The original thread for Entropy is here: What's changed in the latest update? 0.7.2 Updated ModuleManager to 2.7.3 Updated WheelMotor.cfg & Wheeltire.cfg, changed ModuleWheel to ModuleWheelBase Added WheelMotor Added WheelTire Fixed glow to work even when going EVA Added ability to enable or disable failure mode for each type of module Fixed bug where switching to vessel in flight wouldn't properly initialize the popup buttons Updated the Radial bay to only allow access if it is opens Added spare parts to cargo bays Added code so that any cargo bay with parts will have to be open before accessing the parts Added DeployableAntenna Removed requirement for the Community Resource Pack, but is still compatible with it Following are from Entropy, originally by @Coffeeman Added Parachutes Added Motors (Animations) Added Generators Added Solar Panels Added SRBs 0.7.0 Compatible with KSP 1.2.1 Added config file for the Snacks! parts Unfortunately at this point nothing is refunded for having bought upgrades to Kerbal Experience. Sorry! (You can hack your funds up, it's ok, you have my permission ) Credits The original mod was written by @Ippo A large amount of work was done by @Coffeeman Report a problem on the issue tracker Edited May 27, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
millahhhh Posted November 10, 2016 Share Posted November 10, 2016 I'm thrilled to see this mod being resurrected! Should be a very fun weekend mixing this into my hard mode career. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 10, 2016 Share Posted November 10, 2016 Gasp! Quote Link to comment Share on other sites More sharing options...
razark Posted November 10, 2016 Share Posted November 10, 2016 20 minutes ago, linuxgurugamer said: Compatible with KSP 1.0.2 Umm... Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 10, 2016 Share Posted November 10, 2016 13 minutes ago, razark said: Umm... to be released this weekend... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2016 Author Share Posted November 10, 2016 13 minutes ago, razark said: 34 minutes ago, linuxgurugamer said: Compatible with KSP 1.0.2 Umm... LOL Page is under construction, I fixed that. As you can tell, it was mostly a copy/paste for now 18 minutes ago, millahhhh said: I'm thrilled to see this mod being resurrected! Should be a very fun weekend mixing this into my hard mode career. I usually release on Sunday, but I'll see if I can get this out on Friday Quote Link to comment Share on other sites More sharing options...
Quodios Kerman Posted November 10, 2016 Share Posted November 10, 2016 I was eager for this mod! I DO Love it Quote Link to comment Share on other sites More sharing options...
Spike88 Posted November 10, 2016 Share Posted November 10, 2016 At work today I was contemplating asking you if you could update this. I got home to find out you are planning too. You truly are 'da real MVP'. Will you include entropy too? Quote Link to comment Share on other sites More sharing options...
Benji13 Posted November 10, 2016 Share Posted November 10, 2016 (edited) YES! I have had my eye on this since 1.0.5. Didn't get the chance to try it before updating to 1.1. I never thought it was going to be updated. Thanks so much. Edit: How exactly do you download this? The manual installation link leads you to the wiki page. Clicking the 'code' button at the top of the github page takes you to an older version. Thanks. Edited November 10, 2016 by Benji13 Quote Link to comment Share on other sites More sharing options...
Pilotmaster Posted November 10, 2016 Share Posted November 10, 2016 I wait for a long time.Thank you for updating this!!! Quote Link to comment Share on other sites More sharing options...
Spike88 Posted November 10, 2016 Share Posted November 10, 2016 7 hours ago, Benji13 said: YES! I have had my eye on this since 1.0.5. Didn't get the chance to try it before updating to 1.1. I never thought it was going to be updated. Thanks so much. Edit: How exactly do you download this? The manual installation link leads you to the wiki page. Clicking the 'code' button at the top of the github page takes you to an older version. Thanks. He said he's releasing either Friday or over the weekend. Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 10, 2016 Share Posted November 10, 2016 oh you glorious....*links to wiki* This weekend? very well. So it must be. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2016 Author Share Posted November 10, 2016 6 minutes ago, Deimos Rast said: oh you glorious....*links to wiki* This weekend? very well. So it must be. Friday, I'm aiming for before 9am Quote Link to comment Share on other sites More sharing options...
Errol Posted November 10, 2016 Share Posted November 10, 2016 Will this be able to target any part from any mod? Specifically I'm hoping it can target the mechjeb module. That would be fun. Quote Link to comment Share on other sites More sharing options...
monstah Posted November 10, 2016 Share Posted November 10, 2016 Ha, I never played with one of these mods. Seems fun! Reading the wiki, I noticed parts can fail more frequently when temperature is high. What about electronics and fuel-related hardware failing at extremely low temperatures, too? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2016 Author Share Posted November 10, 2016 9 minutes ago, monstah said: Ha, I never played with one of these mods. Seems fun! Reading the wiki, I noticed parts can fail more frequently when temperature is high. What about electronics and fuel-related hardware failing at extremely low temperatures, too? Boy, you are really a glutton for punishment. Assuming I can solve a license issue, I'll probably be merging Entropy into DangIt sometime in the future, and will then have options to be able to specify which, if any, module groups can and cannot have failures Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2016 Author Share Posted November 10, 2016 48 minutes ago, monstah said: Ha, I never played with one of these mods. Seems fun! Reading the wiki, I noticed parts can fail more frequently when temperature is high. What about electronics and fuel-related hardware failing at extremely low temperatures, too? Ummm, define "low" temperatures. I don't know how cold things get in the game, not sure if it's worth it. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted November 10, 2016 Share Posted November 10, 2016 Make sure you credit @Ippo in the OP Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2016 Author Share Posted November 10, 2016 7 minutes ago, CobaltWolf said: Make sure you credit @Ippo in the OP Done, and thanks for the reminder Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 10, 2016 Author Share Posted November 10, 2016 Fyi, once the release is stable, I'll be merging in the code from Entropy, which was an addon written by @coffeeman. Quote Link to comment Share on other sites More sharing options...
Galenmacil Posted November 10, 2016 Share Posted November 10, 2016 Hurray! All hail linuxgurugamer, KSP mod ressurecter extraordinaire! Thank you. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 11, 2016 Author Share Posted November 11, 2016 Hi Everybody. Guess what? I lied! Just released DangIt! 0.7.0 on SpaceDock and Github, OP will be updated in a couple of minutes Quote Link to comment Share on other sites More sharing options...
Benji13 Posted November 11, 2016 Share Posted November 11, 2016 1 hour ago, linuxgurugamer said: Hi Everybody. Guess what? I lied! Just released DangIt! 0.7.0 on SpaceDock and Github, OP will be updated in a couple of minutes Great stuff! Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted November 11, 2016 Share Posted November 11, 2016 (edited) 4 hours ago, linuxgurugamer said: Hi Everybody. Guess what? I lied! Just released DangIt! 0.7.0 on SpaceDock and Github, OP will be updated in a couple of minutes unacceptable! Also, the spacedock forum link links to the middle of the thread. p.s. ty edit: MM is outdated. Edit2: Now that antenna no longer use animate generic, you could probably make the new module deployable antenna fail,no? Also, I would be tempted to add in checks for crew capacity to the ModuleLight & ModuleReactionWheel patches. Lastly, the spareparts patch still seems to do the weird cost setting behavior. Double lastly: ModuleWheel is now ModuleWheelBase. You also seem to be missing the spare parts container by Daishi (one of the universal storage guys). Thanks again for doing this. Edited November 11, 2016 by Deimos Rast Quote Link to comment Share on other sites More sharing options...
NotAgain Posted November 11, 2016 Share Posted November 11, 2016 @linuxgurugamer, you are some kind of deity. I can't thank you enough for ressurecting this! Quote Link to comment Share on other sites More sharing options...
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