Benjamin Kerman Posted May 10, 2017 Share Posted May 10, 2017 Did anyone else notice that v.2.7.6 is out!?! Great job guys! Has there been any changes to usage making patches and the like? Quote Link to comment Share on other sites More sharing options...
JacktoseIntolerant Posted May 10, 2017 Share Posted May 10, 2017 13 minutes ago, Benjamin Kerman said: Did anyone else notice that v.2.7.6 is out!?! Great job guys! Has there been any changes to usage making patches and the like? On 5/5/2017 at 11:20 PM, sarbian said: Version 2.7.6 Fix PartUpgrade System patching by @Shadowmage Downloads : ModuleManager.2.7.6.dll ModuleManager-2.7.6.zip Quote Link to comment Share on other sites More sharing options...
Imma_Stabya Posted May 14, 2017 Share Posted May 14, 2017 Should I delete MM.2.7.5.dll when I put mm.2.7.6.dll in the folder? Or should I leave 2,7,5.dll there, and have both? Quote Link to comment Share on other sites More sharing options...
captinjoehenry Posted May 14, 2017 Share Posted May 14, 2017 Is there a way to apply a patch before all other patches? Or at least in a group of the first patches in the list Quote Link to comment Share on other sites More sharing options...
Starwaster Posted May 14, 2017 Share Posted May 14, 2017 1 hour ago, captinjoehenry said: Is there a way to apply a patch before all other patches? Or at least in a group of the first patches in the list Append :FIRST @PART[somePartName]:HAS[some-has-stuff]:FIRST { <config stuff> } I think also that if you don't schedule the patch that it schedules it even further, in the LEGACY pass. Order of execution is: :LEGACY :FIRST (some-mod-name) :BEFORE[some-mod-name] :FOR[some-mod-name] :AFTER[some-mod-name] (some-mod-name finished its patches, rinse and repeat for the next mod being patched) :FINAL Quote Link to comment Share on other sites More sharing options...
Benjamin Kerman Posted May 14, 2017 Share Posted May 14, 2017 3 hours ago, Imma_Stabya said: Should I delete MM.2.7.5.dll when I put mm.2.7.6.dll in the folder? Or should I leave 2,7,5.dll there, and have both? Remove the older version, only have the newest one in your GameData folder. Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted May 16, 2017 Share Posted May 16, 2017 is it possible to do this with MM?.... I want to read 2 lines from a module node resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant resourceAmounts = 1,2;3;4;5 this is a basic setup of a tank using Interstellar Fuel Switch. what I would like to somehow get the fuel tank volume. as in can read the "resourceNames" line and see the word LiquidFuel, or any other resource for that matter, and then compare it to the resourceAmounts line and set some variable to the amount of liquid fuel, or what ever resource I pick, that the part is able to hold? Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 16, 2017 Share Posted May 16, 2017 1 hour ago, Bit Fiddler said: is it possible to do this with MM?.... I want to read 2 lines from a module node resourceNames = LiquidFuel,Oxidizer;LiquidFuel;Oxidizer;MonoPropellant resourceAmounts = 1,2;3;4;5 this is a basic setup of a tank using Interstellar Fuel Switch. what I would like to somehow get the fuel tank volume. as in can read the "resourceNames" line and see the word LiquidFuel, or any other resource for that matter, and then compare it to the resourceAmounts line and set some variable to the amount of liquid fuel, or what ever resource I pick, that the part is able to hold? It's a bit convoluted but it should be possible I'll write you an example as soon as I have a pc Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 17, 2017 Share Posted May 17, 2017 Is it possible to divide a value using ModuleManager? If so, would "@rate /= 2500000000" be correct? Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 17, 2017 Share Posted May 17, 2017 22 minutes ago, TheRagingIrishman said: Is it possible to divide a value using ModuleManager? If so, would "@rate /= 2500000000" be correct? Yes and yes Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted May 17, 2017 Share Posted May 17, 2017 Just now, blowfish said: Yes and yes Thanks Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted May 18, 2017 Share Posted May 18, 2017 Another question.. Can MM modify my Texture replacer @default.cfg? Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 18, 2017 Share Posted May 18, 2017 (edited) 9 hours ago, Bit Fiddler said: Another question.. Can MM modify my Texture replacer @default.cfg? Yes. MM really doesn't have any knowledge of how any specific configs are used in KSP - KSP loads all configs in GameData (but not inside a folder called PluginData) into memory, then MM looks at which ones are patches and applies them. Then KSP actually does things with them, like creating parts etc. I took a quick peak at Texture Replacer's code and it is set up in a way that allows all of this to work. Actually looks like it might not work since TextureReplacer accesses that stuff before MM has a chance to process it. Edited May 18, 2017 by blowfish Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 18, 2017 Share Posted May 18, 2017 (edited) 44 minutes ago, blowfish said: Yes. MM really doesn't have any knowledge of how any specific configs are used in KSP - KSP loads all configs in GameData (but not inside a folder called PluginData) into memory, then MM looks at which ones are patches and applies them. Then KSP actually does things with them, like creating parts etc. I took a quick peak at Texture Replacer's code and it is set up in a way that allows all of this to work. Last time I tried to edit TR node it didn't work, are you sure? I mean, it works if I write the node, but the mm patches don't seem to affect it Edited May 18, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 18, 2017 Share Posted May 18, 2017 (edited) 49 minutes ago, Sigma88 said: Last time I tried to edit TR node it didn't work, are you sure? Can confirm, just checked my cache file and I see the changes. @TextureReplacer { @paths = KSPRC/PluginData/ KSPRC/Textures/ @visorReflectionColour = 0.55 0.40 0.03 } But @Bit Fiddler you don't have to modify @default with MM - if you just create your own config file TR will overwrite any of its default values with the ones you provide Edited May 18, 2017 by Drew Kerman Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 18, 2017 Share Posted May 18, 2017 21 minutes ago, Drew Kerman said: Can confirm, just checked my cache file and I see the changes. @TextureReplacer { @paths = KSPRC/PluginData/ KSPRC/Textures/ @visorReflectionColour = 0.55 0.40 0.03 } But @Bit Fiddler you don't have to modify @default with MM - if you just create your own config file TR will overwrite any of its default values with the ones you provide when I tried it, the changes were of course applied by MM and the cache file did in fact show them the problem was that TR seemed to either read the cfg directly from the file or anyways read it before MM had a chance to edit it just to be on the safe side I'm going to test it right now Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 18, 2017 Share Posted May 18, 2017 Just now, Sigma88 said: the problem was that TR seemed to either read the cfg directly from the file or anyways read it before MM had a chance to edit it oh! I see what you are saying now. To be honest I never checked if the patch I posted was actually working beyond checking the changes were made via MM Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted May 18, 2017 Share Posted May 18, 2017 but do I need to put this config in the texture replacer folder? or can I keep it separate so reinstalls do not erase it? I guess this is more a question for texture replacer thread. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 18, 2017 Share Posted May 18, 2017 3 minutes ago, Drew Kerman said: oh! I see what you are saying now. To be honest I never checked if the patch I posted was actually working beyond checking the changes were made via MM I would love to have that functionality, but honestly I'm not even sure that it would be possible for TR to do that. I feel like when MM applies the patches is too late to edit the textures succesfully Just now, Bit Fiddler said: but do I need to put this config in the texture replacer folder? or can I keep it separate so reinstalls do not erase it? I guess this is more a question for texture replacer thread. yes you can put a cfg in your folder, but it can't be a MM patch, it has to be a complete node so it gets loaded by KSP at startup Quote Link to comment Share on other sites More sharing options...
blowfish Posted May 18, 2017 Share Posted May 18, 2017 (edited) 7 hours ago, Sigma88 said: when I tried it, the changes were of course applied by MM and the cache file did in fact show them the problem was that TR seemed to either read the cfg directly from the file or anyways read it before MM had a chance to edit it just to be on the safe side I'm going to test it right now Oh wait, you're right. I looked at what TR was doing, but not when it was doing it. The game database is accessed in a KSPAddon which starts up instantly, so MM won't have run at that point https://github.com/ducakar/TextureReplacer/blob/866fc7388412ef7ce6d2a9d6eb453befe3af0364/TextureReplacer/TextureReplacer.cs Edited May 18, 2017 by blowfish Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted May 21, 2017 Share Posted May 21, 2017 Okay, can someone please explain how to use :AFTER properly, because i cant see any issue with what im doing. but it does nothing to the node im trying to edit. @TechTree:NEEDS[AirplanePlus] { @RDNode:HAS[#id[bigPlanes]]:AFTER[STT_Core] { @id = TEST @title = TEST @description = Rocket Engines that use Liquid Hydroned and oxygen to run and provide much greater eficiency. @cost = 100 @hideEmpty = False @nodeName = node60_TEST @anyToUnlock = False @icon = RDicon_rocketry-advanced @pos = 0,0,0 @scale = 0.6 !Parent,* {} Parent { parentID = betterEngines lineFrom = RIGHT lineTo = LEFT } } } Location of mod im trying to edit: C:\...\Desktop\Folders\KSP\Installs\STT Testing\GameData\STT_Core This Patch: C:\...\Desktop\Folders\KSP\Installs\STT Testing\GameData\STT_ModSupport and yes, airplane plus is installed Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted May 21, 2017 Share Posted May 21, 2017 (edited) @ThePhoenixSol I think the AFTER has to go on the root node In your case "TechTree" Edited May 21, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
ThePhoenixSol Posted May 21, 2017 Share Posted May 21, 2017 2 minutes ago, Sigma88 said: @ThePhoenixSol I think the AFTER has to go on the uppermost node swear to god i tried that and nothing, but now i ask for help, and do it to double check, and it works XD. Thanks sigma. I guess i needed it on the upper node, AND some other fixes i tried... idk what ones, but its working. thanks. Quote Link to comment Share on other sites More sharing options...
Das_Sheep Posted May 22, 2017 Share Posted May 22, 2017 (edited) Apologies if this has been asked before, had a rake around and couldn't find something exactly what I'm after - is there a way to add additional resource toggle options to the stock drill? Would like to add an option on the stock drill to mine MetalOre from EPL while retaining the option to mine Ore as well. Something along the lines of the stock IRSU where you have multiple actions that can be toggled on or off independently of each other. Have added the following to DrillUpdates.cfg in the root of the GameData folder - am I missing something very obvious as to why this wouldn't work? @PART[RadialDrill] MODULE,0 MODULE { name = ExExtractor ConverterName = Metal Ore ResourceName = MetalOre Rate = 4 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 24 } } Edited May 22, 2017 by Das_Sheep Further Detail Quote Link to comment Share on other sites More sharing options...
Bit Fiddler Posted May 23, 2017 Share Posted May 23, 2017 (edited) how can I find the proper "name" for :needs[ ] my understanding is that if a mod has a .dll the name of that .dll is used here. however I am also led to believe that if a mod does not have a .dll the mod author can somehow still give MM a "name" so others can use :For[ ] or :After[ ] etc. the question is how can I find this name? how and where is that defined? Edited May 23, 2017 by Bit Fiddler 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.