SkyFall2489 Posted August 12, 2022 Share Posted August 12, 2022 20 minutes ago, theJesuit said: You know what? Yes! Probably. It is just the time... I'm thinking IFI (maintained by LGG), and Snacks are the two to support in this endeavour. Not MKS as it is quite complicated and was designed specifically with CRP in mind. Time in front of the computer is quite limited currently, and there are a bunch of updates stacked up. I also had an idea which I'm bashing out in spare time at work which I'm about to write a development post for. So, yup? Maybe sometime over the next month? If you go for USI-LS without MKS, you could just add in the definitions for Fertilizer, Mulch, and Supplies (or patch USI-LS to use simplex's resources), and change the ISRU patch to use HydrateOre instead of Ore. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 12, 2022 Author Share Posted August 12, 2022 1 hour ago, SkyFall2489 said: If you go for USI-LS without MKS, you could just add in the definitions for Fertilizer, Mulch, and Supplies (or patch USI-LS to use simplex's resources), and change the ISRU patch to use HydrateOre instead of Ore. Any coding suggestions to that effect wod be appreciated. The issues are also if mks looks for CRP in its own patching. Quote Link to comment Share on other sites More sharing options...
SkyFall2489 Posted August 12, 2022 Share Posted August 12, 2022 27 minutes ago, theJesuit said: Any coding suggestions to that effect wod be appreciated. The issues are also if mks looks for CRP in its own patching. NOT MKS, USI-LS. USI-LS works without MKS in a simplified way, but still works. It needs USI tools as a dependency, but not USI Core. MKS is an incredibly complex mod that would be very hard to support with such a major change to the game like SIMPLEX Resources. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 12, 2022 Author Share Posted August 12, 2022 32 minutes ago, SkyFall2489 said: NOT MKS, USI-LS. USI-LS works without MKS in a simplified way, but still works. It needs USI tools as a dependency, but not USI Core. MKS is an incredibly complex mod that would be very hard to support with such a major change to the game like SIMPLEX Resources. Ah. I understand. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 17, 2022 Author Share Posted August 17, 2022 Working on some tweaks and rebalancing. The main tweak is the SMX tiny ISRU. I'm going to make it a HydrateOre/Saturate to LiquidFuel to balance the Oxidizer only miniISRU so that with SMX you can process the HydrateOre/Saturate to LiquidFuel, in the same technode, but need different drills. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted September 4, 2022 Author Share Posted September 4, 2022 Still slowly working on this next update. I'm adding a couple of fission reactors, inspired by NearFuture Electrical, but NOT requiring NearFuture Electrical. Using the NCS adapter and CubicOctoStut models and using some rescaling, a 1.25m and 2.5m fission reactor that will produce ~30EC/s and ~180EC/s. There will be a requirement for heat dissipation, and they will work using a ISRU converter module, with INPUT of NuclearFuel and output of EC and NuclearWaste. The heavy ISRU will be able to convert RareOre to NuclearFuel. Not sure yet how I want to deal with NuclearWaste. Possibly 50% more much power to convert it back? Both reactors will have high EC storage too. Simplex Kerbalism will allow these to operate in background in the same way as it does with the NearFuture Electrical. I'm hoping to make a slight retexture for the NCS adapter model to put a nuclear symbol trefoil on the side to make it look obvious. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted November 17, 2022 Author Share Posted November 17, 2022 Updated. New nuke reactors in place. Enjoy. Quote Link to comment Share on other sites More sharing options...
UltraJohn Posted August 18, 2023 Share Posted August 18, 2023 There's a problem with one of your configs. Specifically SIMPLEXResources - CryoTanks.cfg on line 40 contains a misuse of the keyword :FOR Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 19, 2023 Author Share Posted August 19, 2023 Yup. 5 hours ago, UltraJohn said: There's a problem with one of your configs. Specifically SIMPLEXResources - CryoTanks.cfg on line 40 contains a misuse of the keyword :FOR Yup. When i get a chance I'll sort it. Maybe even this weekend RL permitting Quote Link to comment Share on other sites More sharing options...
theJesuit Posted August 28, 2023 Author Share Posted August 28, 2023 On 8/19/2023 at 8:58 AM, UltraJohn said: There's a problem with one of your configs. Specifically SIMPLEXResources - CryoTanks.cfg on line 40 contains a misuse of the keyword :FOR Fixed. Updated! Thank you! Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted January 10 Share Posted January 10 (edited) Installing SimplexResources, CryoTanks, and Near Future Construction together causes a fatal b9ps error. The bug is in SIMPLEXResources - CryoTanks.cfg: // Near Future Construction // ---- // @leonardfactory: cleanup to remove eventual CryoTanks support from NF Construction @PART[truss-octo-01,truss-octo-02,truss-hex-01,truss-hex-02]:NEEDS[CryoTanks&NearFutureConstruction]:AFTER[NearFutureConstruction] { !SUBTYPE[LH2Cryo] {} !SUBTYPE[LH2OCryo] {} // TODO: Add CryoFuel B9PS subtypes since NFC adds them only if CRP is installed. } There's a missing @MODULE node there. These patches could probably be more robust if they just targeted any part with a b9ps module that has a subtype that uses cryotanks tank types, right? Edited January 10 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
Bimo1D Posted January 17 Share Posted January 17 Hi! Here is russian localisation file for ur mod https://drive.google.com/file/d/194f9Gybwwd0im8ilsSkKZA_TaHZD6FAD/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Shadow Wolf TJC Posted March 28 Share Posted March 28 I'd also like to mention that, apparently, SimplexResources - CryoTanks B9PS.cfg tries to modify the B9 Tank Type "ht2_02" from HabTech2 with empty brackets, which I have reason to suspect is causing the "ht2_02" tank type to become "undefined", causing a fatal error, which causes KSP to crash. !B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } // Check this NEEDS as it used to be FOR @PART[ht2_questPod]:FOR[HabTech2] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { @SUBTYPE[02] { @name = Air @tankType = KSAir @title = #simplexresources_air } } } For the time being, I've commented out the line with the empty brackets, though if any more such fatal errors pop up, then I may have to uninstall this mod. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 28 Share Posted March 28 (edited) 1 hour ago, Shadow Wolf TJC said: !B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } The exclamation mark at the front of that line tells Module Manager to delete the element it refers to. If there aren't other patches that replace the ht2_02 tank type with something else in part definitions then that would be a problem. EDIT: Actually looking at this further I think it might be the following line that is more of a problem. Mods should not be using FOR clauses for other mods. That FOR[HabTech2] should be changed to a NEEDS[HabTech2] or AFTER[HabTech2] (it depends on how HabTech2 itself is configured. Edited March 28 by Aelfhe1m Quote Link to comment Share on other sites More sharing options...
Shadow Wolf TJC Posted March 29 Share Posted March 29 12 hours ago, Aelfhe1m said: The exclamation mark at the front of that line tells Module Manager to delete the element it refers to. If there aren't other patches that replace the ht2_02 tank type with something else in part definitions then that would be a problem. EDIT: Actually looking at this further I think it might be the following line that is more of a problem. Mods should not be using FOR clauses for other mods. That FOR[HabTech2] should be changed to a NEEDS[HabTech2] or AFTER[HabTech2] (it depends on how HabTech2 itself is configured. Interesting. Thanks for the information about what that line was supposed to do. I'll consider replacing that FOR with NEEDS or AFTER, and then trying to load the game once more, before having to consider uninstalling the mod. By the way, I'm only recently starting to learn how to develop mods for KSP, but I don't know where to find an in-depth guide on how to make mod patches like these. Any idea where to look? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 29 Share Posted March 29 2 hours ago, Shadow Wolf TJC said: Any idea where to look? https://github.com/sarbian/ModuleManager/wiki Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 29 Share Posted March 29 4 hours ago, Shadow Wolf TJC said: Any idea where to look? In addition to the official documentation linked by @JonnyOThan, you may also find this thread useful: Quote Link to comment Share on other sites More sharing options...
Shadow Wolf TJC Posted March 29 Share Posted March 29 (edited) Much appreciated, both of you! @JonnyOThan @Aelfhe1m Anyways, I tried making the suggested changes to the code, but it seems I'm still experiencing crashes. However, I'll try one more time, this time commenting out all of the code that makes changes to the HabTech2 mod. --- B9PartSwitch - Fatal Error --- Fatal exception while loading fields on module ModuleB9PartSwitch on part Exception while loading fields on module ModuleB9PartSwitch on part Exception while loading fields on subtype PartSubtype 02 Exception while loading field tankType on type B9PartSwitch.PartSubtype No tank type named 'ht2_02' exists Please see KSP's log for additional details The code looked like this at the time: !B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } // Check this NEEDS as it used to be FOR @PART[ht2_questPod]:NEEDS[HabTech2] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { @SUBTYPE[02] { @name = Air @tankType = KSAir @title = #simplexresources_air } } } As you can see, I changed that FOR out for NEEDS, but it still resulted in a crash. Maybe HabTech2 is more dependent on ht2_02 than any of us might've believed? Edited March 29 by Shadow Wolf TJC Forgot to add in log messages. Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted March 29 Share Posted March 29 @Shadow Wolf TJC There are two parts in the HabTech2 mod that use ht2_02 tanks. The patch you list only fixes one of them. Try this - if I got it right it should fix both (untested): !B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } // Check this NEEDS as it used to be FOR @PART[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[@SUBTYPE:HAS[#tankType[ht2_02]]]]:NEEDS[HabTech2] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { @SUBTYPE:HAS[#tankType[ht2_02]] { @name = Air @tankType = KSAir @title = #simplexresources_air } } } Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted March 29 Share Posted March 29 3 minutes ago, Aelfhe1m said: @Shadow Wolf TJC There are two parts in the HabTech2 mod that use ht2_02 tanks. The patch you list only fixes one of them. Try this - if I got it right it should fix both (untested): !B9_TANK_TYPE[ht2_02]:NEEDS[HabTech2] { } // Check this NEEDS as it used to be FOR @PART[*]:HAS[@MODULE[ModuleB9PartSwitch]:HAS[@SUBTYPE:HAS[#tankType[ht2_02]]]]:NEEDS[HabTech2] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[tankSwitch]] { @SUBTYPE:HAS[#tankType[ht2_02]] { @name = Air @tankType = KSAir @title = #simplexresources_air } } } A few notes: [*] is unnnecessary since you’re filtering by modules. NEEDS[Habtech2] is unnecessary as well, although it may improve performance when habtech2 isnt installed. But once patches are cached it won’t matter. The @MODULE patch should filter on subtypes rather than moduleID. And finally the inner patches should probably have ,* in case there’s more than one affected module or subtype. Quote Link to comment Share on other sites More sharing options...
Shadow Wolf TJC Posted March 30 Share Posted March 30 Alrighty then! I'll apply these changes, and then tomorrow, I'll go and see if KSP would no longer crash because of this mod. Thank you kindly, @Aelfhe1m and @JonnyOThan. For now, I'd say good night.-{zzz) Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 17 Author Share Posted April 17 Thanks @JonnyOThan, @Aelfhe1m and @Shadow Wolf TJC, Haven't had time to kerbal this year really so I'm hopefully able to offer a patch soon to include this fix. Thank you @Bimo1D for the translation! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted May 28 Author Share Posted May 28 (edited) New Parts coming! I am wanting to divulge my saves of the excellent Keridian Dynamics mod. It has served me will, but I am wanting to add an SimplexAssembly Plus mod which would shamelessly borrow from Simple Construction version of extraplanetary launchpads to offload some more of the texture extras that aren't used for so much of a playthrough. As a result, I was wanting some Furnaces for making MetalParts from Natural Ore - I was contemplating borrowing the files for the KD Furnaces, but instead made my own, similar styling as the nuclear reactors. I think I might also use the Science Lab for the creation of CustomParts - or design a 3D printer perhaps. Not sure yet. The furnaces come in 1.25, 2.5 and 3.75 diameter parts. I should also say here that Simplex Colonies will soon have some extra functionality - resources! They will basically be a free harvesting ISRU facility. Not sure yet about additional parts to add in for this, but it will be an end game significant goal. Maybe not Consumables and Air, but certainly local resources. Harvesting whatever the base is landed on as long as Colonists are present. So an arcology on top of NaturalOre produce copious amounts of Oxidizer and MetalParts. On top of HydrateOre, then Liquid Fuel. On top of Rare Ore, Custom Parts. Saves on at the end game having to refine your own, instead you'll be able to hook up and fill up. At a cost of sharing stories perhaps. That is if you can get an arcology there (they are quite heavy)! If you can get an asteroid to the Space Habitat it would just DEVOUR it. Nom Nom Nom. Edited May 28 by theJesuit Simplex Colonies news Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 8 Author Share Posted July 8 Hi everyone, Updated this again. The previous update happened, now for 1.16 I came across the SimpleFuelSwitch mod. This again has given me some thoughts on updating the MetalParts and CustomParts tanks, and Ore tanks too. May not be for a while. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 12 Author Share Posted July 12 Hi everyone, Next update will jump to 1.20. This may be save breaking as I've gotten rid of some old SimplexOre tanks, and the way I'm doing textures has changed. This knocks out nearly three quarters of the storage amount, and is much more stockish, with better ReStock Support. With ReStockPlus installed, there is now a thin 'Tiny' tank. The MetalParts and Custom Part tanks have a new design and are much better! The PowderFuel tanks are now also redesigned. With the SIMPLEX Propulsion update to the PALOX engines, I needed a new thing. This update will come Monday night - I don't quite have time to finish this weekend. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.