zer0Kerbal Posted January 31, 2023 Author Share Posted January 31, 2023 (edited) 6 hours ago, StormxWolf said: Found the log, I was having an issue with one of my MM patches preventing a patch from being created. Fixed that but sadly still having issues with SCON. I added it to the github issue report. @StormxWolf see GitHub issue for more details https://youtu.be/RTAjIIlEpyE https://www.twitch.tv/videos/1724272738 you can watch the entire test on those links. No Kerbals were harmed in the launch of SCON-One; however their return to Kerbin is questionable. I had no issues with building, releasing SSPX centrifuges; either retracted or extended - spinning or not - landed and while in orbit. Wasn't full vessels - but that shouldn't matter concerning SCON. Plenty of other issues, again see GitHub issue for more details. Edited January 31, 2023 by zer0Kerbal flocking the trees Quote Link to comment Share on other sites More sharing options...
Athur Dent Posted March 3, 2023 Share Posted March 3, 2023 For some reason, when using this mod, my game freezes at some point. The last entries of the log are always: [ERR 14:33:54.387] ExperienceTrait: Cannot add effect 'ELSurveySkill' as it does not exist. [ERR 14:33:54.388] ExperienceTrait: Cannot add effect 'ELConstructionSkill' as it does not exist. [LOG 14:33:54.388] [KerbalHealth] OnKerbalAdded('Lurey Kerman') [LOG 14:33:54.388] [KerbalHealth] The kerbal is Unowned. Skipping. [ERR 14:33:54.388] ExperienceTrait: Cannot add effect 'ELSurveySkill' as it does not exist. [ERR 14:33:54.388] ExperienceTrait: Cannot add effect 'ELSurveySkill' as it does not exist. It seems to me as if the game tries to spawn new kerbals, but the presumed non-existence of this "ELConstructionSkill"/ "ELSurveySkill" make it fail. Could this have something to do with this mod? I installed it by downloading the zip file from GitHub and placing the "ExtraplanetaryLaunchpads" and "SimpleConstruction" folders into the GameData folder, am I missing some dependency? Quote Link to comment Share on other sites More sharing options...
whyalwaysmike Posted March 6, 2023 Share Posted March 6, 2023 (edited) @zer0KerbalBeen racking my brain over this all day -- can't figure out why almost every part has no rocketpart cost or build time with? The only exception seems to be heat-shields which cost the correct amount of rocketparts and take time to build. Update: After a lot of investigation I believe there is a conflict with KSPCommunityFixes Edited March 6, 2023 by whyalwaysmike New information Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 7, 2023 Author Share Posted March 7, 2023 (edited) On 3/3/2023 at 7:42 AM, Athur Dent said: For some reason, when using this mod, my game freezes at some point. The last entries of the log are always: [ERR 14:33:54.387] ExperienceTrait: Cannot add effect 'ELSurveySkill' as it does not exist. [ERR 14:33:54.388] ExperienceTrait: Cannot add effect 'ELConstructionSkill' as it does not exist. [LOG 14:33:54.388] [KerbalHealth] OnKerbalAdded('Lurey Kerman') [LOG 14:33:54.388] [KerbalHealth] The kerbal is Unowned. Skipping. [ERR 14:33:54.388] ExperienceTrait: Cannot add effect 'ELSurveySkill' as it does not exist. [ERR 14:33:54.388] ExperienceTrait: Cannot add effect 'ELSurveySkill' as it does not exist. It seems to me as if the game tries to spawn new kerbals, but the presumed non-existence of this "ELConstructionSkill"/ "ELSurveySkill" make it fail. Could this have something to do with this mod? I installed it by downloading the zip file from GitHub and placing the "ExtraplanetaryLaunchpads" and "SimpleConstruction" folders into the GameData folder, am I missing some dependency? @Athur DentAm unable to help or comment more without logs. The plan is to do an update pass on SCON shortly and will look into it. Kindly file an issue on GitHub and include the logs the bug report requests. Please note, that my assistance will be limited if KSPCF or Harmony is installed due to legal restrictions. On 3/5/2023 at 8:19 PM, whyalwaysmike said: @zer0KerbalBeen racking my brain over this all day -- can't figure out why almost every part has no rocketpart cost or build time with? The only exception seems to be heat-shields which cost the correct amount of rocketparts and take time to build. Update: After a lot of investigation I believe there is a conflict with KSPCommunityFixes correct @whyalwaysmike KSPCF mucks around inside KSP through Harmony and, well that statement is self explanatory; KSPCF fixes are well intentioned, but the laws of unintended consequences have bit them in the rear of their space suits. I will state this in plain English - KSPCF is probably incompatible with most addons that don't use Harmony, and even some of those. Too many monkey patches affecting too many things. Edited March 7, 2023 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
Athur Dent Posted March 7, 2023 Share Posted March 7, 2023 @zer0KerbalSorry for no providing an update sooner, I solved the issue. I installed the mod from github and wasn't aware that github does not contain all necessary files (the extraplanetary lauchpads folder is missing some). Is this intended? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 7, 2023 Author Share Posted March 7, 2023 2 hours ago, Athur Dent said: @zer0KerbalSorry for no providing an update sooner, I solved the issue. I installed the mod from github and wasn't aware that github does not contain all necessary files (the extraplanetary lauchpads folder is missing some). Is this intended? @Athur Dent glad to hear that! for legal and liability reasons am not putting archives (releases) on GitHub - and not including anything compiled in the repo itself. SCON bundles (with permission) the XPL dll - which is currently in a pre-release form so am only releasing on CurseForge; once XPL is in a release state will consider releasing on SpaceDock; but only if ckan is fully functioning first. https://github.com/KSP-CKAN/NetKAN/pulls Quote Link to comment Share on other sites More sharing options...
Guest Posted March 14, 2023 Share Posted March 14, 2023 (edited) Hey, when I an ready to smelt the ore there is no option on the ISRU to smelt them into metal or even anything new at all, what am I doing wrong? Do I have to be on 1.12.4 for this to work? Running on 1.12.5 right now so that definitely could be the problem Edited March 14, 2023 by JebNotFound Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted March 20, 2023 Share Posted March 20, 2023 This mod doesn't work at all. Nothing has changed when I install it. I'm running the 1.12.4 version of this mod on KSP 1.12.4, and nothing new has been added or changed and I have no idea what to do. Please help!!! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted March 20, 2023 Author Share Posted March 20, 2023 (edited) 1 hour ago, Toaster355 said: This mod doesn't work at all. Nothing has changed when I install it. I'm running the 1.12.4 version of this mod on KSP 1.12.4, and nothing new has been added or changed and I have no idea what to do. Please help!!! where did you download it from? CKAN and SpaceDock are no longer supported; and no longer updating this forum due to recent changes. On 3/14/2023 at 1:15 PM, Guest said: Hey, when I an ready to smelt the ore there is no option on the ISRU to smelt them into metal or even anything new at all, what am I doing wrong? Do I have to be on 1.12.4 for this to work? Running on 1.12.5 right now so that definitely could be the problem Sorry to hear that, need more information from you to answer. 1.12.5 works. Edited March 20, 2023 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted March 20, 2023 Share Posted March 20, 2023 1 hour ago, zer0Kerbal said: where did you download it from? CKAN and SpaceDock are no longer supported; and no longer updating this forum due to recent changes. Sorry to hear that, need more information from you to answer. 1.12.5 works. Yeah, I downloaded it from Spacedock. I'll try Github. Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted March 20, 2023 Share Posted March 20, 2023 Yep. The mod still doesn't work, and I'm absolutely braindead on what to do next. Quote Link to comment Share on other sites More sharing options...
urturino Posted May 2, 2023 Share Posted May 2, 2023 I have CommunityCategoryKit, and this mod move al lot of parts (command pods, docking ports, ecc) in its category. I tryed to remove "SimpleConstruction/Compatibility/CommunityCategoryKit.cfg" but this remove those parts from all category. How can i fix this? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 2, 2023 Author Share Posted May 2, 2023 (edited) 1 hour ago, urturino said: I have CommunityCategoryKit, and this mod move al lot of parts (command pods, docking ports, ecc) in its category. I tryed to remove "SimpleConstruction/Compatibility/CommunityCategoryKit.cfg" but this remove those parts from all category. How can i fix this? easiest way is to adjust the tags is to create a personal ModularManagement patch: something like @PART[SmallTank,LargeTank,RadialOreTank]:NEEDS[SimpleConstruction]:FINAL { @tags ^= :\s*cck-sc cck-el\s*: : // removes tags so parts won't show up if CCK is installed } replace the items between the brackets `[]` with the internal part names of the parts you don't want in the CCK listing and save to a discrete directory under GameData. The example above would remove the three parts from that category. Edited May 2, 2023 by zer0Kerbal flocking the trees Quote Link to comment Share on other sites More sharing options...
urturino Posted May 2, 2023 Share Posted May 2, 2023 8 minutes ago, zer0Kerbal said: easiest way is to adjust the tags is to create a personal ModularManagement patch: something like @PART[SmallTank,LargeTank,RadialOreTank]:NEEDS[SimpleConstruction]:FINAL { @tags ^= :\s*cck-sc cck-el\s*: : // removes tags so parts won't show up if CCK is installed } replace the items between the brackets `[]` with the internal part names of the parts you don't want in the CCK listing and save to a discrete directory under GameData. The example above would remove the three parts from that category. Thanks for the fast response. If i put @PART[*] it will remove all the parts from the category, isn't? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 2, 2023 Author Share Posted May 2, 2023 (edited) 36 minutes ago, urturino said: Thanks for the fast response. If i put @PART[*] it will remove all the parts from the category, isn't? YVMW. for better response GitHub issues/discussions is currently better. yes, for all installed parts - so if that is the case - just remove CCK. Best to not use wildcards in patches because of best practices and law of unintended consequences. if you just want to remove all parts that have `cck-sc` or `cck-el` then the patch would read something like (off the top of my kerbal head) @PART[*]:HAS[#tags[cck-sc,cck-el]:NEEDS[SimpleConstruction]:FINAL { @tags ^= :\s*cck-sc cck-el\s*: : // removes tags so parts won't show up if CCK is installed } I use similar tech in other patches. @urturinoNow included in the FAQK section of the GitHub repo - will add to the FAKQ page next update (plan is soon™) https://github.com/zer0Kerbal/SimpleConstruction/discussions/187 @urturino kindly keep me informed to how it works so I can update the FAKQ and if needed help adjust the patch. On 3/20/2023 at 6:46 PM, Toaster355 said: Yep. The mod still doesn't work, and I'm absolutely braindead on what to do next. @Toaster355kindly submit a bug report [here] make sure to include the KSP.log and ModuleManager.configcache, modulemanager.log, and the MMPatch.log (zip/rar and drag-n-drop into issue) Edited May 2, 2023 by zer0Kerbal update links and lasso the birds Quote Link to comment Share on other sites More sharing options...
urturino Posted May 3, 2023 Share Posted May 3, 2023 13 hours ago, zer0Kerbal said: @urturino kindly keep me informed to how it works so I can update the FAKQ and if needed help adjust the patch. Unfortunately it didn't work. The only way i found out to move back to their category all the parts is removing from every patch every "@tags = #$tags$ cck-el cck-sc" i found. But i didn't check if the three parts provide by the mod are showen in some other category after this crude and drastic fix. Quote Link to comment Share on other sites More sharing options...
Izeau Posted June 2, 2023 Share Posted June 2, 2023 If (like me) you are having issues with SCON listing all crafts as having 0 parts and no thumbnails, please make sure you are not bypassing the Private Division launcher. Details here: Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 20, 2023 Author Share Posted June 20, 2023 (edited) On 3/5/2023 at 8:19 PM, whyalwaysmike said: @zer0KerbalBeen racking my brain over this all day -- can't figure out why almost every part has no rocketpart cost or build time with? The only exception seems to be heat-shields which cost the correct amount of rocketparts and take time to build. Update: After a lot of investigation I believe there is a conflict with KSPCommunityFixes did you bypass the new loader? if so, kindly try with using the new loader - seems that that is the problem. (from the XPL thread) On 6/4/2023 at 7:14 PM, Izeau said: Hello @Pie Guy, are you bypassing the Private Division launcher, or launching KSP using a script or another non-conventional method? If that's the case, your game might be running with an incorrect working directory, which confuses this mod — among others. See if you can correct that first, then give it another try! @Izeau +1 (thank you) Edited June 20, 2023 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 20, 2023 Author Share Posted June 20, 2023 (edited) Version 4.0.99.34-prerelease <Preventative Maintenance> edition Pinned new prereleases of SimpleConstruction! (SCON) ONLY available on CurseForge Dependencies: ModularManagement (MM) or Module Manager Kerbal Space Program [Launchpad.dll] 6.99.3 PRERELEASe (minimum KSP version: 1.12.x) SCON will remain prerelease until taniwha releases Extraplanetary Launchpads as release instead of alpha/beta/prerelease [WIP] XPL/SC/NSSC manual link and is based on work by taniwha, thank you! Known issue(s) If the offset/rotation gizmo's are used on the docking ports, the spawn location might be off. This is a known issue and a feature request has been sent to taniwha Kerbalism compatibility is considered EXPERIMENTAL. bypassing the PD Launcher for starting the game might result builds may require no RocketParts and time to complete other odd behavior We are aware of this and any assistance with this issue would be appreciated. SPECIAL THANK YOU TO eengie Released 18 Jun 2023 for Kerbal Space Program 1.12.5 by zer0Kerbal For best results - DO A CLEAN INSTALL; DELETE EXISTING INSTALLATION THEN RE-INSTALL Download only from CurseForge Change Summary Spoiler General linting and preventative maintenance Update pass on all passes Synchronized all localization files (not xpl-*.cfg) More Gremlin's have been removed from the prevented the Laboratory from printing RocketParts Bad gremlins! NEW: compatibility Behemoth Aerospace Engineering (BAE) Asteroid Cities (AC) Special Parts Division (SPD) See More Spoiler Pages for so much more (WIP) Parts Catalog for part pictures Marketing Slicks ChangeLog for more details of changes Discussions or forums for discussions and news Known Issues for known issues and feature requests Online Manual (heavily a WIP) Localization SimpleConstruction! (SCON) English Dutch - bedankt x13x54 French (Français) - merci beaucoup izeau (Jean Dupouy) Chinese (简体中文) - xièxiè - wèizhī (谢谢 - 未知) your translation here HELP WANTED: See the README's in the Localization folder for instructions for adding or improving translations. There is also the quick start guide(s). GitHub push is the best way to contribute. Additions and corrections welcome! Extraplanetary Launchpads English Brazilian (Português Brasil) Chinese (简体中文) Dutch French (Français) your translation here Kindly help translate Extraplanetary Launchpads by taniwha See above for instructions. Github Repo red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date How to support this and other great mods by zer0Kerbal Comment, click, like, share, up-vote, subscribe Edited June 20, 2023 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Xt007 Posted October 21, 2023 Share Posted October 21, 2023 Thank you @zer0Kerbal this mod integrates itself easily into RP-1 Here's a quick and dirty MM patch to add Metal and RocketParts to the procedural tanks @TANK_DEFINITION:HAS[#addLead[true]]:FIRST { %TANK[Metal] {} %TANK[RocketParts] {} } Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 25, 2023 Author Share Posted October 25, 2023 On 10/20/2023 at 8:33 PM, Xt007 said: Thank you @zer0Kerbal this mod integrates itself easily into RP-1 Here's a quick and dirty MM patch to add Metal and RocketParts to the procedural tanks @TANK_DEFINITION:HAS[#addLead[true]]:FIRST { %TANK[Metal] {} %TANK[RocketParts] {} } Thank you @Xt007!! working on adding/releasing this. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 27, 2023 Author Share Posted October 27, 2023 @Xt007 released: https://www.curseforge.com/kerbal/ksp-mods/simpleconstruction Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted March 20 Share Posted March 20 Hi @zer0Kerbal! I've downloaded the Version 4.0.99 from CurseForge on game version 1.12.2 and installed as it supposed, but gave me this fatal error. I have a heavy modded game but i want to know if this actually happen to someone before before post the log file... Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted March 20 Share Posted March 20 Is it possible that this version doesn't support 1.12.2 somehow? I recommend updating to 1.12.5, the loader isn't really as bad as we originally thought. More annoying than anything. Quote Link to comment Share on other sites More sharing options...
Ariel Kerman Posted March 20 Share Posted March 20 19 minutes ago, AtomicTech said: Is it possible that this version doesn't support 1.12.2 somehow? I recommend updating to 1.12.5, the loader isn't really as bad as we originally thought. More annoying than anything. It looks like more like a B9 error that i cant figure it out right now. Usually i resolve most of my mod incompatibilities by firstly: avoiding them, secondly: identifying them for myself. None of this was possible in this case... 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.