Crzyrndm Posted April 29, 2015 Share Posted April 29, 2015 remove the "!lh2Amount" line. Patches process all values on a level and then all nodes on a level, not the order in which you put things in the cfg Quote Link to comment Share on other sites More sharing options...
undercoveryankee Posted April 29, 2015 Share Posted April 29, 2015 remove the "!lh2Amount" line. Patches process all values on a level and then all nodes on a level, not the order in which you put things in the cfgThanks! Changed that and removed all but the first # sign in the line with multiple variable lookups. Now it's working.Did the order of evaluation change since the first version with variables? Because the example deletes a temporary variable after referring to it inside a node. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 29, 2015 Share Posted April 29, 2015 unlikely, the example is just wrong in that respect Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 29, 2015 Author Share Posted April 29, 2015 unlikely, the example is just wrong in that respectYeah Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted April 29, 2015 Share Posted April 29, 2015 Yay, we can now edit the tech tree with config files... oh wait, just not with the standard way of editing config files.I think you can make a custom TechTree that KSP loads, but you have to load your tree ingame. I need to check this. Quote Link to comment Share on other sites More sharing options...
rhoark Posted April 29, 2015 Share Posted April 29, 2015 @NODE[name] seems to fail when the name contains a period. Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 29, 2015 Author Share Posted April 29, 2015 And where does this name with a period comes from ? Quote Link to comment Share on other sites More sharing options...
Gaalidas Posted April 29, 2015 Share Posted April 29, 2015 From where all names with periods come from. The land of periodites, where else? Quote Link to comment Share on other sites More sharing options...
A_Burnt_Rodent Posted April 29, 2015 Share Posted April 29, 2015 Quick question! I added the decouple module to the fairing bases using MM and that worked no problem but the decouple module fires when the fairings are jettisoned. Is there any way to put the decouple module onto a different staging event using MM or will that require a plugin? Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 29, 2015 Author Share Posted April 29, 2015 (edited) Version 2.6.2 : Allow for modded Techtree to be used.Downloads : ModuleManager.2.6.2.dllModuleManager-2.6.2.zipA_Burnt_Rodent : plugin most likely Edited April 29, 2015 by sarbian Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted April 29, 2015 Share Posted April 29, 2015 Version 2.6.2 : Allow for modded Techtree to be used.Downloads : ModuleManager.2.6.2.dllModuleManager-2.6.2.zipA_Burnt_Rodent : plugin most likelyYay, let the modding begin Quote Link to comment Share on other sites More sharing options...
A_Burnt_Rodent Posted April 29, 2015 Share Posted April 29, 2015 Version 2.6.2 : Allow for modded Techtree to be used.Downloads : ModuleManager.2.6.2.dllModuleManager-2.6.2.zipA_Burnt_Rodent : plugin most likely 1.)Thank you for the reply, guess I'll have to make a request on the appropriate thread. 2.)ThankYouThankYouThankYou, for the update. This now makes the Tech Tree what it always could have been. It took me all of 2 minutes looking at the .cfg to figure out how to alter existing and add new nodes. Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted April 29, 2015 Share Posted April 29, 2015 Thanks for the awesome update Sarbien! now time to dig into that tech tree! Quote Link to comment Share on other sites More sharing options...
Gfurst Posted April 29, 2015 Share Posted April 29, 2015 Somebody mentioned a lot of changes where made to the underlying techtree mechanics...Has anybody noticed a good tech progress substitute yet? (or at least a announcement so I know where to look)Currently the tech tree seems to be mocking my OCD. Quote Link to comment Share on other sites More sharing options...
rhoark Posted April 30, 2015 Share Posted April 30, 2015 Nevermind, one of the debug screens made underscores look like periods for some reason. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 30, 2015 Share Posted April 30, 2015 Sarbian,Running the current DLL: 2.6.2I'm trying to get the Mechjeb4all working properly, but it seems that this code (which seems to have been copied from your docs) isn't working. What happens is that everything is unlocked immediately, without regard to the tech tree:@PART[*]:HAS[@MODULE[ModuleCommand]]:Final{ %MODULE[MechJebCore] { MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = flightControl } MechJebModuleSmartASS { unlockTechs = flightControl } MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } }any ideas? Quote Link to comment Share on other sites More sharing options...
tntristan12 Posted April 30, 2015 Share Posted April 30, 2015 So this question is more of a technical curiosity than anything, but I've wanted to know for a long time... What does MM actually do, in layman's terms? I have a vague understanding that it makes the modules from different mods work together, but I would really like to know more. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 30, 2015 Share Posted April 30, 2015 (edited) So this question is more of a technical curiosity than anything, but I've wanted to know for a long time... What does MM actually do, in layman's terms? I have a vague understanding that it makes the modules from different mods work together, but I would really like to know more.It allows one to make edits to config nodes (about 99% of what gets put in .cfg files in GameData) without editing the file directly (so no file overwrites which leads to issues reverting, difficulty applying multiple edits, etc.) Edited April 30, 2015 by Crzyrndm Quote Link to comment Share on other sites More sharing options...
tntristan12 Posted April 30, 2015 Share Posted April 30, 2015 It allows one to make edits to config nodes (about 99% of what gets put in .cfg files in GameData) without editing the file directly (so no file overwrites which leads to issues reverting, difficulty applying multiple edits, etc.)Ah, okay. That's why it's so popular! Quote Link to comment Share on other sites More sharing options...
SydKhaos Posted April 30, 2015 Share Posted April 30, 2015 Would have to say part of the fun of coming to KSP forums is seeing what interesting title change has happened to MM thread =)sarbian, as always a big thank you for the HUGE contributions you make to this wonderful game! Quote Link to comment Share on other sites More sharing options...
NecroBones Posted April 30, 2015 Share Posted April 30, 2015 Version 2.6.2 : Allow for modded Techtree to be used.Downloads : ModuleManager.2.6.2.dllModuleManager-2.6.2.zipI posted this in my other thread, but wanted to share here too.... YOU MADE MY DAY! Thank you so very, very much! Quote Link to comment Share on other sites More sharing options...
Dashman Posted April 30, 2015 Share Posted April 30, 2015 Hey gentlemen. Ive looked through the thread since V 1.0 kicked in and havnt seen anyone else with this issue. (My apoligies if there is...)Ive tried everything but MM just dosnt seem to want to work for me in 1.0. Ive gone right to the point of verifying my steam game files (all good) and even just started out with MM and AmbientLightAdjustment to get one mod working...The game shows MM loading at the load screen but no modules loading. Now, back in .90, the AmbientLightAdjustment icon would come up and I was able use the slide to adjust.Nothing shows up and I cant see anything to do with the MM. Am I doing something wrong or is something new I don't know about? Any help greatfully received. Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 30, 2015 Share Posted April 30, 2015 Ambient light adjustment has no dependence on module manager, you'll need to go to the mod thread (with logs) Quote Link to comment Share on other sites More sharing options...
Dashman Posted April 30, 2015 Share Posted April 30, 2015 Thankyou for the response Crzyrndm. I was only using AmbientLightAdjustment as an example. Its all good I have sorted the issue...as usualy happens just after I post the question.Its weird how posting a question can make a light bulb go off in my head lol. Thankyou again Quote Link to comment Share on other sites More sharing options...
sarbian Posted April 30, 2015 Author Share Posted April 30, 2015 What happens is that everything is unlocked immediately, without regard to the tech tree:It's a bug with MJ, not MM. Quote Link to comment Share on other sites More sharing options...
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