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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


sarbian

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Is modulemanager known to break in a way that removes most/all parts from the VAB? I've been dealing with that problem trying to install Realism Overhaul, and I've narrowed it down to 4 config files within that mod. With any one of them installed, even if my only mods are that and MM, I get the problem. If I install the rest of RO without those configs then all my parts are there like usual.

The files from RO that break things are:

\RO_Squad_Engines.cfg

\RedAV8R\FASA\RedAV8R_FASA_Mercury_Pod.cfg

\RedAV8R\KerbX\RedAV8R_KerbX.cfg

\RedAV8R\LazTek\RedAV8R_Laztek_Launch.cfg

And here's a logfile where I recreated the issue. Can anyone shed some light on this for me? Thanks!

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Thanks for the quick reply! It's happening on a perfectly fresh (deleted and redownloaded) installation of KSP. The only things in my gamedata folder are squad, nasamission, modulemanager, and one of those config files. Without the config, there's no problem. With the config, problem. Those 4 files have something in common that nothing else in RO does.

It's not about what I believe; I'm willing to try anything at this point! If it's an install issue, what are the things that could affect KSP that aren't in the KSP folder?

I appreciate the help.

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I would prefer off by default and toolbar integration. I seem to be able to hide it with right click but it comes back every time.

I'll improve it, this version was to get a useful functionality out. It changes nothing else, so you can use the previous version if the menu annoys you.

Unfortunately, you have to dump the database immediately after applying all the changes. For some oddball reason, KSP removes entries from the configs as it loads.

Err, I'll combine it with the new reload system to do it then

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If I place a ! before "MODULE", what does it do?

!MODULE[NamedModule]{}

deletes the the first module named 'NamedModule' that it finds on the part.

Traches: well, it's definitely going to be causing problems if you try including those config files without all the stuff they reference.

It should just silently be failing if the nodes are missing that a config patch operates on. Something would have to be malformed somewhere to cause parts loss and that would be logged if it caused parts to not compile.

Edited by Starwaster
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I can't access to log (dropbox blocked at work) but I had a look at the .cfg and I don't see how they could delete anything stock. I won't comment more before reading the logs.

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I finally worked it out-- after chopping a config file down to the shortest one that could cause my problem, it all came down to where it's changing engines to use kerosene instead of liquidfuel. Somehow I'd gotten a corrupted/incomplete copy of realfuels, which didn't have all the configs it was supposed to. I wasn't re-downloading the zip file every time I reinstalled, I was just extracting from the one I'd already downloaded. When the RO configs tried to change engine resources and couldn't find the new ones, the whole thing pitched a fit.

If you find it interesting, this config will remove all of your parts from the VAB if you don't have realfuels installed:

// ##########################################################################################	Kerbodyne KR-2L Advanced Engine
@PART[Size3AdvancedEngine]:FOR[RealismOverhaul]
{
@MODULE[ModuleEngines*]
{
@PROPELLANT[LiquidFuel]
{
@name = Kerosene
}
}
}

Obviously you wouldn't ever do that on purpose, but it was a bear to troubleshoot! Anyway, thanks Nathan and Sarbian for the help. Sorry to be a bother!

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I finally worked it out-- after chopping a config file down to the shortest one that could cause my problem, it all came down to where it's changing engines to use kerosene instead of liquidfuel. Somehow I'd gotten a corrupted/incomplete copy of realfuels, which didn't have all the configs it was supposed to. I wasn't re-downloading the zip file every time I reinstalled, I was just extracting from the one I'd already downloaded. When the RO configs tried to change engine resources and couldn't find the new ones, the whole thing pitched a fit.

If you find it interesting, this config will remove all of your parts from the VAB if you don't have realfuels installed:

// ##########################################################################################    Kerbodyne KR-2L Advanced Engine
@PART[Size3AdvancedEngine]:FOR[RealismOverhaul]
{
@MODULE[ModuleEngines*]
{
@PROPELLANT[LiquidFuel]
{
@name = Kerosene
}
}
}

Obviously you wouldn't ever do that on purpose, but it was a bear to troubleshoot! Anyway, thanks Nathan and Sarbian for the help. Sorry to be a bother!

That makes absolutely no sense. The configuration only grabs the "Size3AdvancedEngine" part to make the change. I've certainly run configurations similar to that one without it removing all my parts completely.

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That makes absolutely no sense. The configuration only grabs the "Size3AdvancedEngine" part to make the change. I've certainly run configurations similar to that one without it removing all my parts completely.

KSP might be choking on the #

illegal characters can kill the parser and it's likely a KSP issue and not a module manager.

It it is totally possible to either halt the game from loading or kill the parts lists with malformed configs. (Or an empty config for the first issue, halting the loader)

know that for sure.

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Just dropping by to add my vote to getting rid of/hiding that in-game menu.

Agreed. Get rid of the damned thing. Make it a blizzy Toolbar option. I'm looking for previous 2.2 version of the DLL

EDIT: found 2.2 in an EmbeddedJeb distro. Now I'm running KSP without that MM annoyance.

Edited by Apollo13
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The only problem I get with that is that it hangs on part compiling because the ressource type does not exist (but I did not remove everything to go back a upre stock).

Agreed. Get rid of the damned thing. Make it a blizzy Toolbar option. I'm looking for previous 2.2 version of the DLL

EDIT: found 2.2 in an EmbeddedJeb distro. Now I'm running KSP without that MM annoyance.

Did you have a irresistible urge to upgrade to a version that added nothing you needed ? Followed by an even more irresistible urge to be an jerk ?

If you don't like what MM provide feel free to delete it and edit your file by hand.

Edited by sarbian
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Accidentally clicked "Reload Database" while in R&D. Backed out to space center, then clicked back in to R&D, and all of the parts now showed as unresearched. Is that something that could be caused by the database reload, or do I need to look for some other mod conflict?

Edit: Further information. The parts remained unresearched after quitting and restarting KSP. I haven't seen any adverse effects yet from just using Research Them All.

Edited by undercoveryankee
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Ah, I forgot that the R&D screen was part of the space center scene. I'll see how I can handle that. Not sure it related to your problem, but I should fix it anyway.

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Loaded up 2.2.1. Works great - in spite of all the angst I managed to survive seeing a little two-button menu in the top left of the screen when I'm at the KSC view. While it's quite possible that having to see it in the top left corner of that one screen for a few seconds when moving between locations at KSC may end up destroying western civilization I'm willing to give it the benefit of the doubt. Been rock solid so far.

I load a lot of mods that have absolutely no business being in the same save and I do it in x64. Prior to 2.2.1 I had a lot of crashes and mod-introduced components that would stop responding when clicked or engine parts that would show up with a cowl. All that went away after I switched and used the Reload Database option.

I've had the 'all R&D parts need researched' again issue each time I've used the Reload Database and write to file feature. However doing so fixed a number of what I suspect were conflict related issues associated with multiple mods having been installed (likely in the wrong order, cuz that's just how I roll) and has my game running fine. However, between KAS, MKS and TAC I had something like 90 or so individual little boxes to click. Anything to make that faster would be good but I'll put up with it if it means after I do so all my stuff WORKS.

Good work Sarbian, I had some hundred + hours invested into this save (with FF too; you get attached your kerbals) and really, REALLY didn't want to have to scorch earth and reinstall.

You_9d84b5_503544.png

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I've had the 'all R&D parts need researched' again issue each time I've used the Reload Database and write to file feature. However doing so fixed a number of what I suspect were conflict related issues associated with multiple mods having been installed (likely in the wrong order, cuz that's just how I roll) and has my game running fine. However, between KAS, MKS and TAC I had something like 90 or so individual little boxes to click. Anything to make that faster would be good but I'll put up with it if it means after I do so all my stuff WORKS.

Sarbian has you covered on making the researching faster, too: http://forum.kerbalspaceprogram.com/threads/78067

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Hi, I'm getting this error on the debug toolbar on game start:

[Exception]: InvalidProgramException: Assembly: ModuleManager.2.2.1 at location: D:\Alpha Games\KSP_win64\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems.

It's not causing a crash on load, but whatever it is, it seems to be serious. What does it mean?

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The only problem I get with that is that it hangs on part compiling because the ressource type does not exist (but I did not remove everything to go back a upre stock).

Did you have a irresistible urge to upgrade to a version that added nothing you needed ? Followed by an even more irresistible urge to be an jerk ?

If you don't like what MM provide feel free to delete it and edit your file by hand.

Ok, really, just put it as an option. There is no reason it should reappear all the time, and there are at least 3 good easy ways to toggle a dialog. Also mod creators seem to bundle it, so it's rarely the end user's uncontrollable urge to upgrade.

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...

As I said in an earlier post : I'll improve it, this version was to get a useful functionality out. It changes nothing else, so you can use the previous version if the menu annoys you.

This patch is extremely useful to any modders who write MM patch. And before you start start telling me there are other way to hide hide can I remind you that I MM is not exactly my first mod and I know how many ways there is to hide a freaking button.

At first I wanted to show it only when the debug menu is shown but the bool to do that is private (big surprise) so you get in on you screen all the time. To bad seeing it WILL actually end up destroying western civilization.

So can we move on to real bugs and features talk or shall I add a button that popup in flight too ?

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To bad seeing it WILL actually end up destroying western civilization.

When you see the button menu from Module Manager you must right click it to make it go away.

When you right click the Module Manager button too many times, your middle finger gets tired.

When your middle finger is tired, you can't flip off that jerk who cut you off in traffic.

When you don't flip off that jerk who cut you off in traffic, he thinks that what he did was morally okay.

When jerks who cut people off in traffic think that what they do is morally okay, the moral center of Humanity shifts towards jerkitude.

When the moral center of Humanity shifts far enough towards jerkitude, Western Civilization collapses.

Keep Western Civilization from collapsing. Auto hide your buttons.

(sorry, sarbian. your post just made me think of those commercials and that entire sequence just popped into my head. I figured better out than in)

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Well to try and offset all the jerks and morons who can't seem to find the ability to read previous posts if not at least one page back...

Sarbian, you are doing a GREAT JOB. Keep it up. MM is absolutely invaluable with my work in RO. And the new features make things even easier! So what there is a little box in a screen or too, I know it'll be fixed in good time, and it's not bad in even the lowest resolutions.

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Hi, I'm getting this error on the debug toolbar on game start:

[Exception]: InvalidProgramException: Assembly: ModuleManager.2.2.1 at location: D:\Alpha Games\KSP_win64\GameData\ModuleManager.2.2.1.dll is not in the expected assembly. Code has been copied and this will cause problems.

It's not causing a crash on load, but whatever it is, it seems to be serious. What does it mean?

Sarbian, just to expand on how this happened:

I have been suffering brutal crashes and save file corruptions over the last week, with exceptions in the logs from almost all installed mods. The message above did not appear in any of those cases. I've gone crazy with it, until this morning, when I updated Karbonite and TweakScale. Since updating these two mods, all exceptions are completely gone, but in exchange the above error appears in the debug console. I blame all the errors I had been having more on TweakScale, rather than Karbonite, but who knows. As that error message above only appeared after updating these mods, could it be that it has something to do with them?

Anyway, as it's not crashing the game, it might not be anything serious. It's just that I go into panic mode when I see red lines in the console since this last horrible week...

By the way, civilization still seems to be running like normal here in western Europe. Only my computer suffered some rage attacks this last week, but it's still kicking. Thanks for this great mod!

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