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[1.7.3 Breaking Ground] Stop Breaking Ground Notification Spam


ASCIInerd73

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Notification spam is no longer an issue with KSP 1.8. Therefore, this mod will not be updated. Do not post asking about KSP 1.8, as this mod's functionality is handled by the stock game in that version.

 

Github Repo

Tired of the spam of notifications resulting from using the new surface experiments in the new expansion?

I was. So I made this mod which decreases the rate of notifications for those experiments to once per Kerbin day, which eases up the spam.

To Install

Download the latest version of Module Manager and install it. Then, download the latest version and unzip it into the GameData folder of your copy of KSP.

Issues

This mod only changes the rate for experiments which are deployed after you install the mod. To change for already deployed experiments, you need to open your persistent.sfs file and change the value under ScienceTimeDelay for each such experiment.

EDIT (9/22): I am getting some complaints that this mod seems to no longer work for some people. I will try to figure out what is happening as soon as I can; in the meantime, you may need to manually adjust the ScienceTimeDelay in your persistent.sfs for every science experiment you put down.

EDIT (10/16): It has been alleged that ksp 1.8 fixes this bug. This will, therefore, likely be the end of this mod.

Edited by ASCIInerd73
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Ten thousand million thanks.  From me.

Twenty thousand million thanks.  From my mouse button.

 

EDIT: It seems this will solve the issue for _new_ science clusters - if you want to reduce the spam from existing clusters in a save, you'll need to edit the same line in the persistent file as well.

Edited by AlexinTokyo
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  On 8/11/2019 at 2:13 AM, AlexinTokyo said:

Ten thousand million thanks.  From me.

Twenty thousand million thanks.  From my mouse button.

 

EDIT: It seems this will solve the issue for _new_ science clusters - if you want to reduce the spam from existing clusters in a save, you'll need to edit the same line in the persistent file as well.

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Yeah, that's a known thing. I should probably make a note of that in the original post.

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  • 1 month later...

It does not even work for the experiments set after the mod install in the same save.

Have yet to try to create an other game from the beginning to check.

 

Seems that science cluster functions by celestial body. So every other instruments that you set on the same celestial body than the first ones, (for example the Mun in my case) will have the same issue.

And the science cluster seems to be applied by the science control station.

One cumbersome fix you could apply is to delete the science stations on the said celestial body and install new ones either with a new mission or with hyperedit or whatever teleportation cheat you may have at your disposal.

It is just a hunch of course. If I were you I'd try to delete de stations, save the game and then set up the new ones.

Edited by Quoniam Kerman
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  On 9/19/2019 at 11:51 PM, Quoniam Kerman said:

It does not even work for the experiments set after the mod install in the same save.

Have yet to try to create an other game from the beginning to check.

 

Seems that science cluster functions by celestial body. So every other instruments that you set on the same celestial body than the first ones, (for example the Mun in my case) will have the same issue.

And the science cluster seems to be applied by the science control station.

One cumbersome fix you could apply is to delete the science stations on the said celestial body and install new ones either with a new mission or with hyperedit or whatever teleportation cheat you may have at your disposal.

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Is this in KSP 1.7.3? If so, could you check ScienceTimeDelay value for each such experiment you have in your save and reply with the values?

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There is no such delay for each experiment in each instrument value paragraph,there is only one set of value set for the entire scenario (aka save) and it always resets itself despite me changing it. For now, in my current save, I have put multiple experiments on the Mun only. (four sets of experiments to be precise, so I get four times more message spam.  I'm under the impression that the the number of experiment sets you install on any given celestial body is unimportant to the final upmost science number you'll gain, you just collect it faster It doesn't work as SEP mod was, aka biome dependant.

Hence why I suspect that it is set at game launch when you begin a new save, like other hard preference settings you customize at save launch but can't access after you have begun the game on that particular save.

Look for yourself:  (and yes, this is 1.7.3 with stopmessage spam mod installed but Installed it after having already 3 culsters on the Mun.

  Reveal hidden contents

One thing is sure Squad should make those messages not related to the meassge app just like asteroid research by the IR telescope because it is where these messages belong after all. You can still check the overall science gathering progress in the RéD center in the archive section. That is precise enough to make people understand that the research is classified by celestial body and that the max number of science points does't relate to the number of experiment cluster you've installed on the said celestial body.

I know I should lose the habit to put experiment clusters in each biom I visit just like I used to do with SEP.

One funny thing though is that it still works fine for passive seismic experiment, have more than one helps you to gather crashed vessel seismic science much faster... without any message spam... but be sure to have at least one relay comsat in orbit or the absence of com will generate an ultra message spam from those ten times higher than the Goo normal message spam hance why I found 9333 messages in the app after a few IG hours timewarp only...

Edited by Quoniam Kerman
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  On 9/19/2019 at 11:46 PM, ASCIInerd73 said:

Is this for experiments which were already deployed before installing the mod? I already know that it doesn't do anything then.

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Ups... yes, experiments  are already deployed...

 

  On 9/20/2019 at 12:07 AM, ASCIInerd73 said:

Is this in KSP 1.7.3? If so, could you check ScienceTimeDelay value for each such experiment you have in your save and reply with the values?

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interesting - how to do it?

 

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  • 2 weeks later...

It seems, that editing save is - at this time - the only feasible way to limit "Screen Message spam"

To edit save you will use a text editor for "plain text" eg notepad ++, but the editor from windows also works. The text string "ScienceTimeDelay" appears in save just once on at line around 350-360 (in my save). I recommend editing the save while running KSP in the "second home screen" and I recommend editing the freshly created quicksave.sfs file, not persistent.sfs - as is usually recommended. Damage to the quicksave.sfs game will survive without serious problems, but damage to persistent.sfs will cause the save game not to load at all.

Edit this:

        ScienceTimeDelay = 21600  //60 <- one message per Kerbin day
        DataSendFailedTimeDelay = 3600  //60 <- if message transfer fail (eclipse ect.), try repeat transfer after 1 hour, not 1 minut

If this does not help, you will have to make a harder decision - and edit directly the file

...Steam\steamapps\common\Kerbal Space Program\GameData\SquadExpansion\Serenity\Resources\DeployedScience.cfg

in the same manner:

        ScienceTimeDelay = 21600
        DataSendFailedTimeDelay = 3600 

Edited by kyklop
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@ASCIInerd73 I've submitted a pull request that should fix things. The original patch was adding another ScienceTimeDelay value instead of modifying the existing one. Note that this is purely a syntax PR to actually modify the value instead of adding another one.

edit: 1.8 released, finally fixing this bug officially. GG :D 

Edited by Jognt
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@Jognt I'm staying with 1.7.3 for a good while, the following lines should work properly, I hope?

  Reveal hidden contents

 

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  On 10/19/2019 at 11:45 AM, VoidSquid said:

Thanks for the Like, I understand that as a "yes" to  my question then. :) 

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It was a “just woke up, the syntax is correct, I haven’t triple checked the values, but you can also use this mod itself, though I noticed it hasn’t added the retry delay, what should I reply? I’ll go with a like for now” kind of response. :P 
 

now.. coffee... 

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