Jacke Posted August 22, 2017 Share Posted August 22, 2017 16 hours ago, Sigma88 said: I don't think OR have ever worked in HAS And then I stumble across this variant. Will it work? @PART[*]:HAS[@MODULE[ModuleCommand|KerbalSeat]]:NEEDS[MechJeb2]:FINAL { // code block } Tested it. Nope! In fact, it's worse. The 1st code example above at least worked for ModuleCommand. This one doesn't work for either ModuleCommand nor KerbalSeat. Quote Link to comment Share on other sites More sharing options...
miromed Posted August 24, 2017 Share Posted August 24, 2017 (edited) Hello, I need help in writing MM patch: you need to change the texture location folder of one existing part in one part. I make the adaptation for WindowsShine, the detail has several variants of the texture switchable in the game, if I replace the original textures with my own, then the patch works as it should, but I need the original textures to stay in place , But modified in their own folder. Did so Spoiler @PART[*] { @MODULE { @textureRootFolder = New file path } } But it does not work Edited August 24, 2017 by miromed Quote Link to comment Share on other sites More sharing options...
Jacke Posted August 24, 2017 Share Posted August 24, 2017 2 hours ago, miromed said: But it does not work The '@' symbol means to access an existing data parameter or structure. "@PART[*]" means parts with any name. What MODULE do you want to change? I couldn't figure out what MODULE(s) you wanted to change. If it's named "wombat", then you need "@MODULE[wombat]". '*" can be used too. Quote Link to comment Share on other sites More sharing options...
miromed Posted August 24, 2017 Share Posted August 24, 2017 (edited) 40 minutes ago, Jacke said: The '@' symbol means to access an existing data parameter or structure. "@PART[*]" means parts with any name. What MODULE do you want to change? I couldn't figure out what MODULE(s) you wanted to change. If it's named "wombat", then you need "@MODULE[wombat]". '*" can be used too. I understand that, for example, I cited the details without a name Then here's the original file Spoiler PART { name = size2CrewCabin module = Part author = blackheart612 rescaleFactor = 1 node_stack_top = 0.0, 1.875, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.875, 0.0, 0.0, -1.0, 0.0, 2 //node_attach = 1.25, 0.0, 0.0, 0.0, 0.0, 1.0, 1 TechRequired = supersonicFlight entryCost = 2600 cost = 10000 category = Utility subcategory = 0 title = Size 2 Crew Cabin manufacturer = Kerbal Standard description = If you thought that Hitchhikers were just not cutting it for carrying Kerbals, then you need a better 2.5m Cabin. Designed to take up to 16 Kerbals as long as you can afford the very cheap price for comfort and haulage. attachRules = 1,0,1,1,0 mass = 2 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 2 crashTolerance = 40 maxTemp = 1000 skinMaxTemp = 2000 vesselType = Ship CrewCapacity = 16 bulkheadProfiles = size2 noAutoEVAMulti = True tags = base contain outpost passenger statio (stor tour MODEL { model = AirplanePlus/Parts/Structure and Fuel/size2parts/size2cabin texture = size2tex1 , AirplanePlus/Parts/Structure and Fuel/size2parts/size2tex1 } INTERNAL { name = s2cabinInternal } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 usageReqMaskInternal = 5 usageReqMaskExternal = -1 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.5 } MODULE { name = ModuleAnimateGeneric animationName = s2light defaultActionGroup = Light actionGUIName = Toggle Lights startEventGUIName = Lights On endEventGUIName = Lights Off } MODULE { name = ModuleDataTransmitter antennaType = INTERNAL packetInterval = 1.0 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge antennaPower = 5000 optimumRange = 2500 packetFloor = .1 packetCeiling = 5 } MODULE { name = FStextureSwitch2 moduleID = 1 //showListButton = True nextButtonText = Next Paint prevButtonText = Previous Paint statusText = Current Paint textureRootFolder = AirplanePlus\Parts\Structure and Fuel\ textureNames = size2parts\size2tex1;size2parts\size2tex2;size2parts\size2tex3 objectNames = cabin textureDisplayNames = Standard;Striped;End switchableInFlight = false repaintableEVA = false debugMode = false showInfo = false } } My patch Spoiler @PART[size2CrewCabin] { @MODULE { @textureRootFolder = WindowShine\Default\AirplanePlus\Parts\Structure and Fuel\ @textureNames = size2parts\size2tex1;size2parts\size2tex2;size2parts\size2tex3 } } UDP: I realized my mistake had to be specified @MODULE[FStextureSwitch2] The first time I write something like this, and with the English language tight) Thank you. Edited August 24, 2017 by miromed Quote Link to comment Share on other sites More sharing options...
miromed Posted August 24, 2017 Share Posted August 24, 2017 In advance I apologize if this problem has already been considered, with my bad English browsing 200 pages of the topic is hell. There is MM patch Spoiler @PART[HL_Aero_Cockpit]:HAS[!MODULE[TRR_Reflection]]:NEEDS[TextureReplacerReplaced] { %MODULE[TRR_Reflection] { %name = TRR_Reflection %shader = ShaderNG/TR_Reflective_Emissive_Alpha %colour = 0.5 0.5 0.5 %interval = 4 %meshes = } } It should specify the name Meshes as: Merged Exterior. How to do this if the name meshes has a space Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 24, 2017 Share Posted August 24, 2017 Answered @miromed's question via PM. TextureReplacer does not support mesh names with spaces in them. Quote Link to comment Share on other sites More sharing options...
ssss222 Posted September 2, 2017 Share Posted September 2, 2017 NEXT UPG MM MOD FIX 1.3 GAME CRASH BUG Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted September 2, 2017 Share Posted September 2, 2017 9 hours ago, ssss222 said: NEXT UPG MM MOD FIX 1.3 GAME CRASH BUG no. MM doesn't cause any crashes, outdated mods cause crashes Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted September 2, 2017 Share Posted September 2, 2017 (edited) 9 hours ago, ssss222 said: NEXT UPG MM MOD FIX 1.3 GAME CRASH BUG This is just a bunch of words in a row but it doesn't make any sense It's like saying SPACECRAFT BANANA RUNNING 42 TOTAL ANSWER Edited September 2, 2017 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Poodmund Posted September 2, 2017 Share Posted September 2, 2017 5 minutes ago, Sigma88 said: SPACECRAFT BANANA RUNNING 42 TOTAL ANSWER After applying the fix, my FPS doubled. Thank you. Quote Link to comment Share on other sites More sharing options...
Galileo Posted September 2, 2017 Share Posted September 2, 2017 (edited) 6 hours ago, Sigma88 said: This is just a bunch of words in a row but it doesn't make any sense It's like saying SPACECRAFT BANANA RUNNING 42 TOTAL ANSWER I feel like the chutes could have opened a little earlier. I slipped right off the runway Spoiler I said this ship is bananas! Spoiler B-A-N-A-N-A-S! Edited September 2, 2017 by Galileo Quote Link to comment Share on other sites More sharing options...
Jacke Posted September 2, 2017 Share Posted September 2, 2017 (edited) 1 hour ago, Galileo said: I feel like the chutes could have opened a little earlier. I slipped right off the runway Hide contents Somehow I feel your post should be @Vanamonde approved.... Edited September 2, 2017 by Jacke Quote Link to comment Share on other sites More sharing options...
Cetera Posted September 5, 2017 Share Posted September 5, 2017 I'm pulling my hair out trying to figure out MM formatting, and need some help. I don't understand the vernacular at all. I think I need/want to modify existing .cfg files for two different mods, as part of my suit pack. I want to modify mods TextureReplacerReplaced, and CommunityTraitIcons. I have built a bunch of suits and have a config that works for TexutreReplacerReplacer, but I need my config to overwrite the TextureReplacerReplacer default config, and at the same time not screw up anyone else's TRR config for any pack they distribute. My suit pack will be in folder "Cetera" with subfolders "Suits" and "Default" (GameData/Cetera/Suits, GameData/Cetera/Default) TRR's default config example is here. It is in the GameData/TextureReplacerReplaced folder. My Config file so far is here. My config file is named CeteraSuits.cfg, and is in the GameData/Cetera/ directory. As part of my suit pack, I want to integrate matching icons into the PortraitStats/CommunityTraitIcons mods. I have created new icons to be used. They are in folder GameData/Cetera/Icons. I have created a new config file, CeteraIcons.cfg, example here. It is in the GameData/Cetera directory. My config needs to overwrite/modify the CTI config here. This config is in the GameData/CommunityTraitIcons directory. If I copy and paste the contents of my icons folder and config into the CTI folder and remove the CTI files, everything works. I can't get anything to work from my own mod folder, however. I believe I specifically need help with the @ commands in MM, and the AFTER: commands, and how to name my configs something that MM then knows. None of my patches apply to a part, though, and I've not found an example of something like what I'm trying to do, nor have I been able to figure this out after a great many attempts via trial and error. Would anyone have time to be able to guide me through this step by step? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted September 5, 2017 Share Posted September 5, 2017 55 minutes ago, Cetera said: As part of my suit pack, I want to integrate matching icons into the PortraitStats/CommunityTraitIcons mods. // @ at beginning to specify we want to edit an existing config node // :NEEDS is there to stop an error in the log if CTI is not installed // :AFTER will make sure the patch's changes occur after CTI has set up the node // if there are multiple mods all using the same :AFTER clause then they will be // applied in alphabetic order with last one winning @CommunityTraitIcons:NEEDS[CommunityTraitIcons]:AFTER[CommunityTraitIcons] { // repeat this block for each trait @Trait[Pilot] // edit the node "Trait" with content "name = Pilot" { @color = 0.588235294,0.070588235,0.031372549,1 // replace existing color value with new value @icon = Cetera/Icons/pilotIcon // replace existing icon path with new path } // other traits here } Quote Link to comment Share on other sites More sharing options...
Cetera Posted September 5, 2017 Share Posted September 5, 2017 4 minutes ago, Aelfhe1m said: // @ at beginning to specify we want to edit an existing config node // :NEEDS is there to stop an error in the log if CTI is not installed // :AFTER will make sure the patch's changes occur after CTI has set up the node // if there are multiple mods all using the same :AFTER clause then they will be // applied in alphabetic order with last one winning @CommunityTraitIcons:NEEDS[CommunityTraitIcons]:AFTER[CommunityTraitIcons] { // repeat this block for each trait @Trait[Pilot] // edit the node "Trait" with content "name = Pilot" { @color = 0.588235294,0.070588235,0.031372549,1 // replace existing color value with new value @icon = Cetera/Icons/pilotIcon // replace existing icon path with new path } // other traits here } Ahhhhhh... Just like that, the light goes on, and I see and comprehend. Thank you! Let me whip this up and see how it works. Quote Link to comment Share on other sites More sharing options...
Cetera Posted September 5, 2017 Share Posted September 5, 2017 So with TRR, since it doesn't have nodes with "name = something" sections, do I need to do an @ at the front of each setting? Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted September 5, 2017 Share Posted September 5, 2017 @Cetera Here's the config for TRR: Spoiler // define your suit pack TextureReplacerReplaced { Folders { Default = Cetera/Default/ Suits = Cetera/Suits/ } } // override only the default values that you need to change @TextureReplacerReplaced:AFTER[TextureReplacerReplaced] { // each value to be overridden starts with an @ @isCompressionEnabled = never // added values don't have an @ at the start of the line generateMipmaps = /Cetera // just omit any lines from @Default that you don't want to change visorReflectionColour = // updating a node so start with an @ @CustomKerbals { // another mod may have added the gang of four already so // start each line with % which means "add or edit" %Jebediah Kerman = M DEFAULT OrangePilot %Bill Kerman = M GENERIC OrangeEng %Bob Kerman = M GENERIC OrangeScience %Valentina Kerman = F GENERIC PurplePilot } // see above @ClassSuits { %Pilot = RedPilot %Engineer = YellowEngineer %Scientist = BlueScience %Kolonist = Kolonist %Miner = Miner %Technician = Technician %Mechanic = Mechanic %Biologist = GreenBiologist %Geologist = PinkGeologist %Farmer = BrownFarmer %Medic = RedMedic %Quartermaster = Quartermaster %Scout = Scout %Tourist = DEFAULT } } Quote Link to comment Share on other sites More sharing options...
Cetera Posted September 5, 2017 Share Posted September 5, 2017 6 minutes ago, Aelfhe1m said: @Cetera Here's the config for TRR: Oh, man, thank you so much. This all makes a LOT more sense now. I couldn't understand what a node was before, as I couldn't find a definition that made sense (or at least that I understood) in this thread, the wiki, and lots of searching. Your comments seriously make all the difference. I sincerely appreciate the time and guidance you've given me. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted September 5, 2017 Share Posted September 5, 2017 @iadaboth and @sarbian both deserve a lot for making this mod, practically all KSP mods use this mod and likely wouldn't exist without it, this mod is the heart of the KSP modding community, you guys deserve to be on the KSP Dev team and/or paid heavily by the entire community for making so many great mods possible. How Module Manager isn't stock yet eludes me. On behalf of the entire KSP community, I would just like to say, a personal thank you Anyone know what happened to ialdabaoth? I can't even find the tag for his account when I put the @ Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted September 5, 2017 Share Posted September 5, 2017 2 minutes ago, The-Doctor said: @iadaboth and @sarbian [...], you guys deserve to be [...] paid heavily by the entire community Here's one place where you can do just that: On 10/25/2013 at 8:01 AM, sarbian said: Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted September 5, 2017 Share Posted September 5, 2017 As soon as I'm back working and the category 5 passes Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted September 8, 2017 Share Posted September 8, 2017 Sorry if this is a duplicate issue. I have searched everywhere and can not find an answer. I have always played with Remotetech and in a new playthrough wanted to try CommNet. I have scrubbed remotetech from everywhere i can find, but MM patches for it are still being applied. So many of the antennas are not functional because the Commnet Module, ModuleDataTransmitter, is being replaced with the Remotetech Module, ModuleRTAntenna. The link below is a shared folder on my google drive that contains my output.log, MM cache file, an example cfg of an antenna and an example patch that should not be getting applied. It lists :Needs[Remotetech] properly from what i can tell but I may be missing somethign syntax wise. https://drive.google.com/drive/folders/0B3tLMNmF1UxvVXVnOF9Tcy14N1E?usp=sharing Thanks. Quote Link to comment Share on other sites More sharing options...
DStaal Posted September 8, 2017 Share Posted September 8, 2017 16 minutes ago, terminalmonky said: Sorry if this is a duplicate issue. I have searched everywhere and can not find an answer. I have always played with Remotetech and in a new playthrough wanted to try CommNet. I have scrubbed remotetech from everywhere i can find, but MM patches for it are still being applied. So many of the antennas are not functional because the Commnet Module, ModuleDataTransmitter, is being replaced with the Remotetech Module, ModuleRTAntenna. The link below is a shared folder on my google drive that contains my output.log, MM cache file, an example cfg of an antenna and an example patch that should not be getting applied. It lists :Needs[Remotetech] properly from what i can tell but I may be missing somethign syntax wise. https://drive.google.com/drive/folders/0B3tLMNmF1UxvVXVnOF9Tcy14N1E?usp=sharing Thanks. One of your other mods probably has a line with with ':FOR[Remotetech]' instead of the ':NEEDS' that they meant to use; it's a common problem. You'll need to figure out which mod, and change/remove the line. (And probably tell the mod maintainer.) Quote Link to comment Share on other sites More sharing options...
Aelfhe1m Posted September 8, 2017 Share Posted September 8, 2017 @terminalmonky - I did a quick search of your output_log and @DStaal is correct. The problem is from the OPT Legacy mod (pinging @stali79): Quote Config(@PART[OPTantenna]:FOR[RemoteTech]) OPT_Legacy/MM_Patches/OPT_RT/@PART[OPTantenna]:FOR[RemoteTech] Quote Link to comment Share on other sites More sharing options...
terminalmonky Posted September 8, 2017 Share Posted September 8, 2017 2 hours ago, DStaal said: One of your other mods probably has a line with with ':FOR[Remotetech]' instead of the ':NEEDS' that they meant to use; it's a common problem. You'll need to figure out which mod, and change/remove the line. (And probably tell the mod maintainer.) 1 hour ago, Aelfhe1m said: @terminalmonky - I did a quick search of your output_log and @DStaal is correct. The problem is from the OPT Legacy mod (pinging @stali79): @DStaal and @Aelfhe1m, thank you very much for your help. It worked perfectly. I do not see a git hub on OPT Legacy to report the issue but I will drop a message on the thread. Thank you again. Cheers Quote Link to comment Share on other sites More sharing options...
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