NathanKell Posted November 8, 2013 Share Posted November 8, 2013 Note how in the first case you don't use @? That means addIn the second case, you have @, which means change (and fails if the key/node isn't there).If KAS containers don't have those keys, you need to not use @ Link to comment Share on other sites More sharing options...
Kinote Posted November 8, 2013 Share Posted November 8, 2013 (edited) The @ is to edit something that exist. Since the TechRequired properties is not here you need to do@PART[KAS_Container1]{ TechRequired = start}That would be a mild case of derp on my part, I just posted the latest version I had whipped up. Since I had manually put each line into the part.cfg's at this point, I tried adding the @'s into the latest version to see if I could change the locations in the tree around. The first few versions had the syntax you showed.@PART[KAS_CPort2]{ TechRequired = generalConstruction}@PART[KAS_Hook_Anchor]{ TechRequired = landing}But, no dice. Will MM only read instructions from one custom .cfg? I've never tried combining all my smaller projects into one larger one with the functioning pod version. Edited November 8, 2013 by Kinote Link to comment Share on other sites More sharing options...
Starwaster Posted November 8, 2013 Share Posted November 8, 2013 That would be a mild case of derp on my part, I just posted the latest version I had whipped up. Since I had manually put each line into the part.cfg's at this point, I tried adding the @'s into the latest version to see if I could change the locations in the tree around. The first few versions had the syntax you showed.@PART[KAS_CPort2]{ TechRequired = generalConstruction}@PART[KAS_Hook_Anchor]{ TechRequired = landing}But, no dice. Will MM only read instructions from one custom .cfg? I've never tried combining all my smaller projects into one larger one with the functioning pod version.MM doesn't care how many cfg files you have. It doesn't even look at the files, at least not literally. Check capitalization. It's case sensitive, both node names and their values. Link to comment Share on other sites More sharing options...
Kinote Posted November 8, 2013 Share Posted November 8, 2013 For a little test, I decided to try something out. The start of the part.cfg looks like so:PART{name = KAS_CPort2module = Partauthor = KospYTechRequired = specializedConstructionThe little test .cfg I dropped into GameData:@PART[KAS_CPort2]{ @TechRequired = start}My understanding is that since there is a TechRequired entry in the original .cfg, this new file should change that node from Specialized Construction, to Start, for the part CPort2. In practice, this doesn't seem to be the case. Link to comment Share on other sites More sharing options...
KerbMav Posted November 8, 2013 Share Posted November 8, 2013 Just because it happened to me once - and as you seem to be doing everything right - do you have more than one copy of KSP installed and is the file you are editing in the gamedata folder of the KSP copy you are running afterwards? Link to comment Share on other sites More sharing options...
sarbian Posted November 8, 2013 Share Posted November 8, 2013 (edited) Do you start a new career mode to test, or do you load a save ?Edit : this works fine here when I start a new career mode.@PART[KAS_CPort2]{ TechRequired = start} Edited November 8, 2013 by sarbian Link to comment Share on other sites More sharing options...
Kinote Posted November 8, 2013 Share Posted November 8, 2013 (edited) Just because it happened to me once - and as you seem to be doing everything right - do you have more than one copy of KSP installed and is the file you are editing in the gamedata folder of the KSP copy you are running afterwards?I used too, but I deleted my other two KSP copies shortly after the latest patch was released. Back to just one and launching either through Steam or Mod Admin.Do you start a new career mode to test, or do you load a save ?Edit : this works fine here when I start a new career mode.@PART[KAS_CPort2]{ TechRequired = start}One career for normal use, and one for testing with only the Start node unlocked. I think I might make a whole copy of a stock KSP folder, start a new career in that and then throw in just KAS and a few lines for one or two parts.EDIT: Starting a fresh campaign (within my original, fully modded KSP folder) with the following .cfg resulted in a big pile 'o nothing. What I'm curious about more than anything is why it worked perfectly for adding Engineer/Protractor/MechJeb to all the pods with that neat little module trick, but adding a simple line to a part is failing terribly when copy pasting the same line into the actual part.cfg works fine. The names all look right, most parts are copy/pasted right from the part.cfg itself.@PART[stretchyTank05m] { TechRequired = start}@PART[stretchyTank1m] { TechRequired = start}@PART[stretchyTank2m] { TechRequired = start }@PART[stretchyTank3m] { TechRequired = start }@PART[stretchyTank4m] { TechRequired = start } Edited November 8, 2013 by Kinote Link to comment Share on other sites More sharing options...
KerbMav Posted November 8, 2013 Share Posted November 8, 2013 Is entryCost = mandatory? Link to comment Share on other sites More sharing options...
Kinote Posted November 8, 2013 Share Posted November 8, 2013 Is entryCost = mandatory?I want to say no. I believe without an entry it just defaults to 0, but I could be wrong. Link to comment Share on other sites More sharing options...
MedievalNerd Posted November 8, 2013 Share Posted November 8, 2013 Is entryCost = mandatory?I think it is. Also, are you using TreeEdit or TreeLoader? That seems to supersede some of the changes MM does since TL will apply changes to TechRequired post MM loading. Link to comment Share on other sites More sharing options...
Virtualgenius Posted November 9, 2013 Share Posted November 9, 2013 Is there tutorial on how to install this and use it as I dont understand how to Link to comment Share on other sites More sharing options...
mys_721tx Posted November 10, 2013 Share Posted November 10, 2013 Have anyone tried to modify INTERNAL with ModuleManager? I tried to make a cfg for the mk2cockpit and mk3cockpit interiors and apparently the file does not work. The following codes could not delete the node either.@PART[Mark2Cockpit]{ !MODULE[INTERNAL]} Link to comment Share on other sites More sharing options...
skips Posted November 10, 2013 Share Posted November 10, 2013 I believe that the correct syntax is@PART[Mark2Cockpit]{ !INTERNAL[GenericSpace1]} Link to comment Share on other sites More sharing options...
NathanKell Posted November 10, 2013 Share Posted November 10, 2013 Actually it's !INTERNAL {} Link to comment Share on other sites More sharing options...
mys_721tx Posted November 10, 2013 Share Posted November 10, 2013 Thank both of you! Now the interior patch works too. Link to comment Share on other sites More sharing options...
sal_vager Posted November 11, 2013 Share Posted November 11, 2013 (edited) Closed at ialdabaoth and sarbian's request Please see the new module manager here. Edited January 26, 2014 by sal_vager Link to comment Share on other sites More sharing options...
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