The Lone Wolfling Posted September 9, 2013 Share Posted September 9, 2013 Is there any way to change something that another mod changes with MM? Final doesn't seem to be working for me. I'm currently overwriting the other mod's MM config file, but that seems a bit drastic.Specificially: @PART[crewCabin]{ MODULE { name = IonModuleCrewSupport ION_SUPPORT_POD_RESOURCE { name = ElectricCharge rate = 0.0041666667 } } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } RESOURCE { name = Oxygen amount = 2000 maxAmount = 2000 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 50 }}I want to get rid of all of this. (Well, not the electric charge). I tried the following:@PART[crewCabin]:Final{ !MODULE[IonModuleCrewSupport] !RESOURCE[Oxygen] !RESOURCE[CarbonDioxide]}But it doesn't seem to work. Relevant KSP.log lines:[LOG 18:53:39.746] ModuleManager loading cfg patches...[LOG 18:53:39.763] Applying node IoncrossCrewSupport/ModuleManager_Squad/@PART[crewCabin][LOG 18:53:39.766] Applying node IonTac/IT_Squad/@PART[crewCabin]:FinalSo it does seem to be loading it in the correct order (my first thought as to why it wasn't working), but when I launch it doesn't seem to have done the changes. Link to comment Share on other sites More sharing options...
Starwaster Posted September 10, 2013 Share Posted September 10, 2013 Is there any way to change something that another mod changes with MM? Final doesn't seem to be working for me. I'm currently overwriting the other mod's MM config file, but that seems a bit drastic.Specificially: @PART[crewCabin]{ MODULE { name = IonModuleCrewSupport ION_SUPPORT_POD_RESOURCE { name = ElectricCharge rate = 0.0041666667 } } RESOURCE { name = ElectricCharge amount = 300 maxAmount = 300 } RESOURCE { name = Oxygen amount = 2000 maxAmount = 2000 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 50 }}I want to get rid of all of this. (Well, not the electric charge). I tried the following:@PART[crewCabin]:Final{ !MODULE[IonModuleCrewSupport] !RESOURCE[Oxygen] !RESOURCE[CarbonDioxide]}But it doesn't seem to work. Relevant KSP.log lines:[LOG 18:53:39.746] ModuleManager loading cfg patches...[LOG 18:53:39.763] Applying node IoncrossCrewSupport/ModuleManager_Squad/@PART[crewCabin][LOG 18:53:39.766] Applying node IonTac/IT_Squad/@PART[crewCabin]:FinalSo it does seem to be loading it in the correct order (my first thought as to why it wasn't working), but when I launch it doesn't seem to have done the changes.try !MODULE[ionModuleCrewSupport]{}Note the {} at the end. I think that will do it. (if it doesn't then that means my ownn config is broken...) Link to comment Share on other sites More sharing options...
The Lone Wolfling Posted September 10, 2013 Share Posted September 10, 2013 try !MODULE[ionModuleCrewSupport]{}Note the {} at the end. I think that will do it. (if it doesn't then that means my ownn config is broken...)Because that's intuitive. (Clarification in the OP might be nice.) Works, thanks. Link to comment Share on other sites More sharing options...
Designer225 Posted September 14, 2013 Share Posted September 14, 2013 OP, can I use the plugin for another mod as long as I credit your work? I'm making a mod that will modify the stock parts... Link to comment Share on other sites More sharing options...
NathanKell Posted September 14, 2013 Share Posted September 14, 2013 IIRC It's released under "feel free to include the DLL [with credit] in any mod you release, but if you want to extend the plugin, please make it dependent on the original DLL, don't release a new combined DLL" Link to comment Share on other sites More sharing options...
Designer225 Posted September 14, 2013 Share Posted September 14, 2013 Working on a part mod now. Testing begins at anytime. Link to comment Share on other sites More sharing options...
Designer225 Posted September 15, 2013 Share Posted September 15, 2013 Well, it didn't work. I was thinking about establishing a gasoline-to-power-wheel system... Link to comment Share on other sites More sharing options...
Starwaster Posted September 15, 2013 Share Posted September 15, 2013 (edited) Well, it didn't work. I was thinking about establishing a gasoline-to-power-wheel system...MFS will let you do the gAsoline portion easily enough, and the configuring ofmthe fuel tanks. I assume you ran into trouble with the engines which are pretty exclusively rocket powered?Edit oops crap. I thought I was replying in MFS.... so inpgnore this if not applicable Edited September 15, 2013 by Starwaster Link to comment Share on other sites More sharing options...
Designer225 Posted September 15, 2013 Share Posted September 15, 2013 I'll see if MFS is a dependency... I'm working on the wheels, however.Back to the drawing board... Link to comment Share on other sites More sharing options...
OmegaCenti Posted September 16, 2013 Share Posted September 16, 2013 Uh, I generally searched over the thread, but something concerned me in the OP. is the part about module manager not knowing if you reloaded thing in the debug menu... Um, so I should never use reload parts from the debug terminal under database, since it would delete all mods stuff or something? What should I do? I actually need this function (I have used this function from the debug terminal before for testing parts) Link to comment Share on other sites More sharing options...
Bizz Keryear Posted September 29, 2013 Share Posted September 29, 2013 I personally second the Idea of this:@PART[*]:HAS[@MODULE[ModuleEngines]:HAS[@PROPELLANT[Oxidizer]]It would be an easy way to add something e.g. to all command pods or probe cores at once. Without having to know what parts are installed. Link to comment Share on other sites More sharing options...
LawnDartLeo Posted October 2, 2013 Share Posted October 2, 2013 Here are the contents of a file, ModuleManager_MechJeb_pods.cfg that I have placed in the ModuleManager folder.... It does not work. What am I not getting about the usage of module manager?@part[advSasModule]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[asasmodule1-2]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[avionicsNoseCone]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[crewCabin]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[cupola]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[landerCabinSmall]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[Mark1Cockpit]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[Mark2Cockpit]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[mark3Cockpit]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[Mk1-2Pod]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[mk1pod]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[mk2LanderCabin]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[probeCoreCube]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[probeCoreHex]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[probeCoreOcto]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[probeCoreOcto2]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[probeCoreSphere]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[probeStackLarge]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[probeStackSmall]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[sasModule]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }}@part[seatExternalCmd]:final{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }} Link to comment Share on other sites More sharing options...
LawnDartLeo Posted October 2, 2013 Share Posted October 2, 2013 Even tried.... no joy. Help!@PART[*]:HAS[@MODULE[ModuleCommand]]{ MODULE { name = MechJebCore } MODULE { name = kOSProcessor }} Link to comment Share on other sites More sharing options...
Starwaster Posted October 2, 2013 Share Posted October 2, 2013 capitalize PART and double check capitalization on all part names.the other stuff you tried with wild cards and HAS will only work if you have ModuleManager extensions installed. folder location of cfg files used for MM dont matter. Link to comment Share on other sites More sharing options...
LawnDartLeo Posted October 2, 2013 Share Posted October 2, 2013 Here is the directory structure I am using... Volume in drive C has no label. Volume Serial Number is 9C64-0BDA Directory of C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\ModuleManager10/02/2013 05:22 PM <DIR> .10/02/2013 05:22 PM <DIR> ..10/02/2013 07:38 AM 7,680 MMSarbianExt.dll10/02/2013 05:26 AM 137 ModuleManager_AllPods.cfg10/01/2013 02:47 AM 820 ModuleManager_ProceduralFairings.cfg10/02/2013 05:22 PM 0 t.txt 4 File(s) 8,637 bytes 2 Dir(s) 629,086,494,720 bytes freeHere is the contents of ModuleManager_AllPods.cfg...@PART[*]:HAS[@MODULE[ModuleCommand]]{ MODULE { name = MechJebCore RESOURCE { name = ElectricCharge rate = 0.005 } }}I really don't know what it is I am missing. Link to comment Share on other sites More sharing options...
LawnDartLeo Posted October 2, 2013 Share Posted October 2, 2013 Sigh! Yes, I do.Put the .dll one directory level too deep. All is well now. Link to comment Share on other sites More sharing options...
Taverius Posted October 8, 2013 Share Posted October 8, 2013 Anyone know what the defined behaviour of @foo is if there is no 'foo' value pair defined in the base part? Does it create it or ignore the line? Link to comment Share on other sites More sharing options...
NathanKell Posted October 8, 2013 Share Posted October 8, 2013 Fails gracefully (logs the error but continues). No k/v created. Link to comment Share on other sites More sharing options...
MissMolly Posted October 14, 2013 Share Posted October 14, 2013 OMG my brain is fried im so lost lol.im sorry to have to ask this really dumb question.where do i put this thingy? iv put it in to my ksp/gamedata nothing happen, so i came here and from what i have red im not sure where to put it. i thought maybe it was to go in to to ksp show package contents if so where? and after that what do i need to do if any thing?just a side note yes i can edit .cfg files Link to comment Share on other sites More sharing options...
Starwaster Posted October 14, 2013 Share Posted October 14, 2013 OMG my brain is fried im so lost lol.im sorry to have to ask this really dumb question.where do i put this thingy? iv put it in to my ksp/gamedata nothing happen, so i came here and from what i have red im not sure where to put it. i thought maybe it was to go in to to ksp show package contents if so where? and after that what do i need to do if any thing?just a side note yes i can edit .cfg filesIt goes in your GameData directory/folder right where you put it.By itself it does nothing. It is used by several mods (such as ModularFuelTanks and others) and it can also be used by you to change parts without editing the actual part configuration file.Let's say you think the stock RTG generates power too slowly. You would create a configuration file anywhere in your GameData folder. Edit it as follows:@PART[rtg]{ //indented because starwaster hates unindented lines even in example code @MODULE[ModuleGenerator] { @OUTPUT_RESOURCE { @rate = 2.5 } }} Link to comment Share on other sites More sharing options...
MissMolly Posted October 14, 2013 Share Posted October 14, 2013 ok i think i got this just to be safe instead of editing the .cfg part it self i.e. iv edit the roverWheel1 part in squads part list all i have to do is make a new .cfg file named @part [roverWheel1]{ // so is this all that i need to add and is the (@) required @module[modulegenrator] { @braketorgue = 300 @impacttolerance = 2000 @overspeeddamage = 600 }} do i have it this is the most iv done to a .cfg i usually just change a few values Link to comment Share on other sites More sharing options...
Fitzy3 Posted October 15, 2013 Share Posted October 15, 2013 Does "resacleFactor" work with this? Link to comment Share on other sites More sharing options...
NathanKell Posted October 15, 2013 Share Posted October 15, 2013 The great thing about MM is that _anything_ works with it. MissMolly, that's not quite right.First of all, KSP is case sensitive. Every letter has to be the same as as it was originally for it to work. So PART, MODULE, brakeTorque, etc.You're trying to apply those changes to the MODULE modulegenrator [sic], but I think you mean to apply it to MODULE[ModuleWheel].The use of @, the brackets, etc., however, is correct.And you just put all that in a new, blank cfg file, call it something.cfg, and put it somewhere in GameData. Like, you could call it WheelTweaks.cfg, and put it under a folder called MissMollyTweaks in the GameData folder. Link to comment Share on other sites More sharing options...
MissMolly Posted October 17, 2013 Share Posted October 17, 2013 The great thing about MM is that _anything_ works with it. MissMolly, that's not quite right.First of all, KSP is case sensitive. Every letter has to be the same as as it was originally for it to work. So PART, MODULE, brakeTorque, etc.You're trying to apply those changes to the MODULE modulegenrator [sic], but I think you mean to apply it to MODULE[ModuleWheel].The use of @, the brackets, etc., however, is correct.And you just put all that in a new, blank cfg file, call it something.cfg, and put it somewhere in GameData. Like, you could call it WheelTweaks.cfg, and put it under a folder called MissMollyTweaks in the GameData folder.Thank you NathanKell for your help Link to comment Share on other sites More sharing options...
sumghai Posted October 17, 2013 Share Posted October 17, 2013 A most handy add-on - kudos to ialdabaoth.I do hope you someday figure out how to over come the Debug Menu "Reload All" issue, though - as a addon author, it's rather inconvenient to reload my mod assets in-game, only for my test vessels to lose MechJeb functionality. Link to comment Share on other sites More sharing options...
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