severedsolo Posted January 29, 2020 Author Share Posted January 29, 2020 (edited) Bureaucracy 1.1.3 Released Fix Kerbal Deaths not being registered. Add Launch Costs to the UI Known Issue: Crew Report won't show unhappy Kerbals, and Kerbals aren't actually quitting either (kinda related). That will have to wait though, I'm not very well and can't concentrate right now, but I felt the death penalty was important enough to warrant a partial fix. Edited January 29, 2020 by severedsolo Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 29, 2020 Share Posted January 29, 2020 (edited) 14 minutes ago, severedsolo said: Bureaucracy 1.1.3 Released Fix Kerbal Deaths not being registered. Known Issue: Crew Report won't show unhappy Kerbals, and Kerbals aren't actually quitting either. That will have to wait though, I'm not very well and can't concentrate right now, but I felt the death penalty was important enough to warrant a partial fix. Hope you get to feeling better soon, thanks for the partial fix, no one would have faulted you for waiting till you were better. A question when you feel like it, is there a way to see how much the maintenance costs of a building increase when it's leveled up? some line in a config somewhere? is it configurable? I don't know if there is already something there I'm just missing or not. Edited January 29, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 29, 2020 Author Share Posted January 29, 2020 (edited) 1 minute ago, vardicd said: A question when you feel like it, is there a way to see how much the maintenance costs of a building increase when it's leveled up? some line in a config somewhere? is it configurable? I don't know if there is already something there I'm just missing or not. It's just BaseCost*FacilityLevel*<any random event multipliers> - so while it doesn't actually show you, it is linear. Edited January 29, 2020 by severedsolo Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 29, 2020 Share Posted January 29, 2020 So I started a new save to try the Kerbalism mod, and I don't know if it was just KSP being KSP, if it was some artifact of me just upgrading Bureaucracy, or if there is some {random/occasional?} interaction with Kerbalism going on, but I couldn't add the runway to the upgrade list. I was able to add the launchpad, VAB and SPH, but when I tried to add the runway, nothing happened, no popup. Removing Kerbalism allowed me to put it in for upgrade, so I cancelled it and I re-added kerbalism to test it, and the second time around, it worked no problems. https://www.dropbox.com/s/hb6x1twgq55zgsw/Player B-K.log?dl=0 Throwing the log in here just in case. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 29, 2020 Author Share Posted January 29, 2020 (edited) 6 minutes ago, vardicd said: So I started a new save to try the Kerbalism mod, and I don't know if it was just KSP being KSP, if it was some artifact of me just upgrading Bureaucracy, or if there is some {random/occasional?} interaction with Kerbalism going on, but I couldn't add the runway to the upgrade list. I was able to add the launchpad, VAB and SPH, but when I tried to add the runway, nothing happened, no popup. Removing Kerbalism allowed me to put it in for upgrade, so I cancelled it and I re-added kerbalism to test it, and the second time around, it worked no problems. https://www.dropbox.com/s/hb6x1twgq55zgsw/Player B-K.log?dl=0 Throwing the log in here just in case. According to your log it worked.... do me a favour and pass me your save too please. Edit: Never mind you said it worked the second time, so what I'm looking for won't be there. Anyway, according to the log it worked, so maybe just a visual bug. Edited January 29, 2020 by severedsolo Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 29, 2020 Share Posted January 29, 2020 5 minutes ago, severedsolo said: According to your log it worked.... do me a favour and pass me your save too please. Edit: Never mind you said it worked the second time, so what I'm looking for won't be there. Anyway, according to the log it worked, so maybe just a visual bug. I figured there was just a chance it was KSP being KSP, strange nonsense events. I'll let you know if it pops up again. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 29, 2020 Author Share Posted January 29, 2020 Just now, vardicd said: I figured there was just a chance it was KSP being KSP, strange nonsense events. I'll let you know if it pops up again. If it does happen again, save the game (do a quicksave if you don't want to risk your persistence) and ping me the save and the log. Oh, also (just a general tip) - to save me wading through the log, when something happens, can you put something like: BUG HAPPENED HERE in the console? (if you open the debug menu it will let you type). Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 29, 2020 Share Posted January 29, 2020 3 hours ago, severedsolo said: If it does happen again, save the game (do a quicksave if you don't want to risk your persistence) and ping me the save and the log. Oh, also (just a general tip) - to save me wading through the log, when something happens, can you put something like: BUG HAPPENED HERE in the console? (if you open the debug menu it will let you type). I'll try that Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 30, 2020 Share Posted January 30, 2020 (edited) @severedsolo I just had random event fire: {trying to hid beneath spoiler, in case anyone reading doesn't want details for random events spoiled, never done this before so hope i get it right} Spoiler 'Strike" happen, some accident occurred and I'm suddenly paying James Westmoreland 20% more funds to prevent him from suing me. But I'm not seeing this reflected in the astronaut complex. I don't know if it's just not working, or if 20% is so small of an amount that KSP isn't adding it to the display? Now admittedly, I'm not good with math, and my engineer room-mate isn't awake to check my math, but at a base rate of 750 funds per cycle, I think a 20% boost would put him near 900 funds per cycle, and I zipped along to the start of the next budget cycle to see if it would change with the next month's payroll but no dice. https://www.dropbox.com/s/fe59t4oc004610v/Player Event.log?dl=0 I forgot to post the link to the log Edited January 30, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 30, 2020 Share Posted January 30, 2020 (edited) @severedsolo Just had the bug with being unable to upgrade the runway, got a log, and remembered to add "bug occurred here" in the console, at least i hope i did that right. save file too https://www.dropbox.com/sh/jdey5ojbyerixhg/AACufF67fcT9PUZ3O_6Gbwj-a?dl=0 https://www.dropbox.com/s/6xnky4h8c9rwvr0/Player Runway bug again.log?dl=0 Exiting KSP and restarting again seems to have cleared the issue, allowing me to order an upgrade of the runway, of note, however, upon restart, all the upgrades I'd already ordered, launchpad, VAB, and SPH, had disappeared out of the construction tab and had to be re-ordered. it was a fresh start so there was no progress on them, just the orders had vanished. don't know if that's relevant. Edited January 30, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 30, 2020 Share Posted January 30, 2020 (edited) snip Edited January 30, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 30, 2020 Author Share Posted January 30, 2020 Bureaucracy 1.1.4 Released Fix Unhappy Kerbals not being processed. Potential fix for an NRE when upgrading a building Fix Morale showing NegativeInfinity when a kerbal is about to quit Fixed Wage Modifiers from random events not applying properly (I think) @vardicd - I think this fixes all the outstanding issues you had? Let me know if I missed one. If you could go one night without finding a bug that would be great (in case it's not clear, that's a joke) Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted January 30, 2020 Share Posted January 30, 2020 Just in time! I'm expecting to finally put some kerbals into action in my test game, so I'll confirm/deny all the fixes as well Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 7 hours ago, severedsolo said: Bureaucracy 1.1.4 Released Fix Unhappy Kerbals not being processed. Potential fix for an NRE when upgrading a building Fix Morale showing NegativeInfinity when a kerbal is about to quit Fixed Wage Modifiers from random events not applying properly (I think) @vardicd - I think this fixes all the outstanding issues you had? Let me know if I missed one. If you could go one night without finding a bug that would be great (in case it's not clear, that's a joke) I mean, I can't promise anything. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 (edited) @severedsolo I'm afraid I may be about to not wait a day before dropping some bugs on you, first, a question about kerbal morale: Is Kerbal morale supposed to drop to 0 with a single death? or is it supposed to step down slightly? because 1 dead Kerbal later, Melba seems completely done. Second, it seems that after upgrading versions, my buildings have decided they are all maintenance free, as my facility maintenance costs are now 0? The save specific config for Bureaucracy: AutoBalanceSettings = False ShowKCTWarning = False ContractInterceptorEnabled = True HandleKSCUpgrades = True HandleScience = True StopTimeWarp = True UseItOrLoseIt = True HardModeEnabled = False RepDecayEnabled = False AstronautTrainingEnabled = True RandomEventsEnabled = True RandomEventChance = 0.100000001 TimeBetweenBudgetsDays = 30 RepToFundsMultiplier = 2227 ScienceToFundsMultiplier = 1000 RepDecayPercent = 0 AdminFacilityBaseCost = 3000 AstronautComplexBaseCost = 3000 MissionControlBaseCost = 3000 SPHBaseCost = 2000 TrackingStationBaseCost = 4000 RndBaseCost = 6000 VABBaseCost = 3000 ModFacilityBaseCost = 6000 BaseLaunchCostSPH = 500 BaseLaunchCostVAB = 3000 CrewBaseWage = 1500 LongTermMissionBonusPerYear = 5000 LongTermMissionBonusPerDay = 30 BaseStrikesBeforeKerbalQuits = 6 StrikeMemoryMonths = 6 DeadKerbalRepPenaltyPercent = 5 And hey, here's a log: https://www.dropbox.com/s/iqfbzlgb0013v81/Player dead kerbal and maintenance bug.log?dl=0 EDIT: I just rolled back to the previous version and started a new save to check the maintenance costs display and it's still showing 0 costs there, but i feel like i remember that having a cost value at one time, going to jump back a few versions, may even go back to a beta version and test again, see if I'm remembering wrong and that field was always blank, and if not, which version it went blank on. EDIT 2: I decided to test on the previous version by upgrading a couple of facilities and discovered, facility maintenance costs start showing a value once a facility has been upgraded to level 2, level 1 facilities are just maintenance free>? that can't be right, is that how it's supposed to work? EDIT 3: I just rolled back to the earliest version of Bureaucracy I have saved, which is one of the early beta versions, and the maintenance cost show 0 funds for level 1 facilities even that far back, so at this point I'm not sure if that was intentional design plan, or oversight? Edited January 31, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 31, 2020 Author Share Posted January 31, 2020 41 minutes ago, vardicd said: Is Kerbal morale supposed to drop to 0 with a single death? or is it supposed to step down slightly? because 1 dead Kerbal later, Melba seems completely done. Melba is an exceptionally clever kerbal, with very low courage, she has little tolerance for danger. (working as intended, but one shot is probably a little harsh, especially considering you can't save them from quitting at the moment). Level 1 facilities is a new one on me, I didn't change that so I'm intrigued, can I get the save please Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 (edited) 16 minutes ago, severedsolo said: Melba is an exceptionally clever kerbal, with very low courage, she has little tolerance for danger. (working as intended, but one shot is probably a little harsh, especially considering you can't save them from quitting at the moment). Level 1 facilities is a new one on me, I didn't change that so I'm intrigued, can I get the save please https://www.dropbox.com/sh/hrvw06k261sw5ib/AABX-CErhRmgC1pQ0QR0T69Ba?dl=0 Here's the save, I've tested multiple versions of Bureaucracy, from the first beta version I tested for you, all the way up to the current version, and I see 0 fund costs for level 1 facilities, from the earliest versions all the way up to now, I don't know if I never noticed it, or if I've got some mod that's messing with how Bureaucracy works. Was about to do a clean install test to see if it's there with just Bureaucracy and maybe KCT. Edited January 31, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 Tested on a clean install, Bureaucracy and KCT only, and level 1 facilities continue to show no maintenance costs. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 31, 2020 Author Share Posted January 31, 2020 1 hour ago, vardicd said: Tested on a clean install, Bureaucracy and KCT only, and level 1 facilities continue to show no maintenance costs. Same save or a new one? Because it was definitely working in Beta. My working theory is the upgrade NRE stopped Bureaucracy from saving and it's messed up your save. I can code a fix to put it right, but I need to know whether it's a "your save" problem, or an "all saves" problem. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 Just now, severedsolo said: Same save or a new one? Because it was definitely working in Beta. My working theory is the upgrade NRE stopped Bureaucracy from saving and it's messed up your save. I can code a fix to put it right, but I need to know whether it's a "your save" problem, or an "all saves" problem. I tested on a clean install Bureaucracy and KCT only, new save. Is there some change I've made to the Bureaucracy settings that might be causing problems? Also, after I noticed it on my main saves, every test I did, including all the older version tests, were on new saves. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 31, 2020 Author Share Posted January 31, 2020 2 minutes ago, vardicd said: I tested on a clean install Bureaucracy and KCT only, new save. Is there some change I've made to the Bureaucracy settings that might be causing problems? Also, after I noticed it on my main saves, every test I did, including all the older version tests, were on new saves. So much for my working theory... Alright that sounds reproducible enough, I have a suspicion I know what the problem is, I will look at it in a bit. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 (edited) 1 hour ago, severedsolo said: So much for my working theory... Alright that sounds reproducible enough, I have a suspicion I know what the problem is, I will look at it in a bit. @severedsolo I've done some further tests, for double checking my own results: Install list: Spoiler Each version tested below will involve completely deleting the Bureaucracy folder and installing a different version clean, no drag drop and overwrite. Each test will be a new save, and I will delete the MM files after each test to ensure it's not some how ghosting things between versions. {don't know if that can be a thing, just being OCD about it. KCT+ Dependencies and Bureaucracy beta version 0.2 + Dependencies Default settings= Maintenance Costs show Custom settings= Maintenance Costs show KCT+ Dependencies and Bureaucracy version 1.1.4 + Dependencies Default settings= No facility maintenance costs. Spoiler KCT+ Dependencies and Bureaucracy version 1.1.3 + Dependencies Default settings= No facility maintenance costs. Spoiler KCT+ Dependencies and Bureaucracy version 1.1.2 + Dependencies Default settings= No facility maintenance costs. Spoiler KCT+ Dependencies and Bureaucracy version 1.1.1 + Dependencies Default settings= No facility maintenance costs. Spoiler KCT+ Dependencies and Bureaucracy version 1.1 + Dependencies Default settings= No facility maintenance costs. Spoiler KCT+ Dependencies and Bureaucracy Beta release candidate 1 + Dependencies Default settings= No facility maintenance costs. Spoiler and one final time, just to verify I get the same results as my first test: KCT+ Dependencies and Bureaucracy beta version 0.2 + Dependencies Default settings= Maintenance Costs show Spoiler I only see maintenance costs with the older beta version that identifies itself as 0.2 in the default settings config This version: https://www.dropbox.com/s/oghj917srcypprq/Bureaucracy3.zip?dl=0 Every version I load after that one, I don't see any maintenance costs. Sadly I didn't save all of the beta versions, so i'm not sure what changed after that version, nor where it changed, to affect my results. I will be happy to redo these tests as my time allows, and provide you with any additional information you want, logs save files, whatever. I was running through the tests pretty quick, as I needed to leave, 10 minutes before i started the tests, so i didn't stop to save logs, but my own OCD wouldn't let me walk away till I had double checked myself, and these are the results. I guess I just hadn't noticed all this time that the costs had stopped showing up, I only noticed this time, because a random event fired that was supposed to increase my facility costs by 20% and was curious what that was going to put me at, looked and saw 0 cost. Edited January 31, 2020 by vardicd Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 31, 2020 Author Share Posted January 31, 2020 2 hours ago, vardicd said: Every version I load after that one, I don't see any maintenance costs. Sadly I didn't save all of the beta versions, so i'm not sure what changed after that version, nor where it changed, to affect my results. I Based on what I just fixed, when I wrote the mod I realised the facility level is a 0 based index, but for some reason removed that extra check before release Bureaucracy 1.1.5 Released Fix Maintenance Costs being applied for one level below actual facility level. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 5 minutes ago, severedsolo said: Based on what I just fixed, when I wrote the mod I realised the facility level is a 0 based index, but for some reason removed that extra check before release Bureaucracy 1.1.5 Released Fix Maintenance Costs being applied for one level below actual facility level. will check after work today. and who knows, maybe this time I'll manage a full 24 hours with no bugs. Quote Link to comment Share on other sites More sharing options...
vardicd Posted January 31, 2020 Share Posted January 31, 2020 Well, looks good starting off. I see buildings are costing me money, and I'm going into the hole if I don't make some rep soon and get that government money coming in. Quote Link to comment Share on other sites More sharing options...
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