Geonovast Posted December 30, 2019 Share Posted December 30, 2019 A conversation about the development of a new AVC mod has been moved to here: Quote Link to comment Share on other sites More sharing options...
Wildcat111 Posted January 7, 2020 Share Posted January 7, 2020 (edited) Hi @sarbian, I am having a problem with Module Manager where at the end of the loading screen, it says " Verifying making history." In addition to the making history expansion, I also have RasterPropMonitor and Docking Port Alignment, both mods that are updated to 1.8, and I am running the latest version of module manager, so I don't know what is causing the problem. Additionally, it appears that if I delete all the mods, it loads perfectly fine. Do you know what is happening here? Thanks, Wildcat111 Edited January 7, 2020 by Wildcat111 Quote Link to comment Share on other sites More sharing options...
Jacke Posted January 7, 2020 Share Posted January 7, 2020 1 hour ago, Wildcat111 said: Hi @sarbian, I am having a problem with Module Manager.... @Wildcat111, can you upload your logs after a hung game load to a file sharing site and post the link? There's troubleshooting info at the link in my sig, but it may not be updated for the changes in KSP 1.8.x. You want to upload these two files (location for Player.log for Windows) C:/Users/<username>/AppData/LocalLow/Squad/Kerbal Space Program/Player.log GameData/ModuleManager.ConfigCache Quote Link to comment Share on other sites More sharing options...
dangros Posted January 9, 2020 Share Posted January 9, 2020 Trying to update the large truss but not getting something right. The idea is to add the ability to attach a node to the middle of the truss, not just its ends. I added a file: DansMod.cfg which looks like this but I get a missing part error when trying to load: @PART[trussPiece3x] { node_stack_front = 0.1287344, 0.737619, 0.0, 0.0, 1.0, 0.0, 1 node_stack_back = -0.1287344, -0.737619, 0.0, 0.0, -1.0, 0.0, 1 } Quote Link to comment Share on other sites More sharing options...
peteletroll Posted January 9, 2020 Share Posted January 9, 2020 (edited) @dangros, you may be interested in Superfluous Nodes by @Geonovast. Edited January 9, 2020 by peteletroll Link to mod Quote Link to comment Share on other sites More sharing options...
dangros Posted January 10, 2020 Share Posted January 10, 2020 @peteletroll, that will prob do the trick but for others - the answer to my question was a malformed number caused the part to vanish. I had too many digits. In addition, my values were not at center but they work once I truncated a couple decimal values. Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 10, 2020 Share Posted January 10, 2020 I want all command modules in game to have science containers for convenience. I made this patch @PART[*]:HAS[@MODULE[ModuleScienceContainer]] { @MODULE[ModuleScienceContainer] { canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } } Problem is that kerbals have science containers to but I do not want that. I was thinking that if it has ModuleCommand and ModulesScienceContainer it would remove the issue. (All Crewed Parts have ModulesScienceContainer and ModuleCommand) My question is how do I apply a patch so it require 2 modules. .@PART[*]:HAS[@MODULE[ModuleScienceContainer????????ModuleCommand]] or something total different? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 11, 2020 Share Posted January 11, 2020 18 hours ago, dave1904 said: @PART[*]:HAS[@MODULE[ModuleScienceContainer????????ModuleCommand]] You are close. Replace the questionmarks with a comma Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 11, 2020 Share Posted January 11, 2020 6 minutes ago, linuxgurugamer said: You are close. Replace the questionmarks with a comma Tryed both @PART[*]:HAS[@MODULE[ModuleScienceContainer,ModuleCommand]] @PART[*]:HAS[@MODULE[ModuleScienceContainer|ModuleCommand]] It will not work. The patch is simply not being applied. Its driving me insane. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 11, 2020 Share Posted January 11, 2020 19 minutes ago, dave1904 said: Tryed both @PART[*]:HAS[@MODULE[ModuleScienceContainer,ModuleCommand]] @PART[*]:HAS[@MODULE[ModuleScienceContainer|ModuleCommand]] It will not work. The patch is simply not being applied. Its driving me insane. Try this. Not sure about it, not at a computer right now. Have you looked at the wiki? @PART[*]:HAS[@MODULE[ModuleScienceContainer],@MODULE[ModuleCommand]] Quote Link to comment Share on other sites More sharing options...
dave1904 Posted January 11, 2020 Share Posted January 11, 2020 10 minutes ago, linuxgurugamer said: Try this. Not sure about it, not at a computer right now. Have you looked at the wiki? @PART[*]:HAS[@MODULE[ModuleScienceContainer],@MODULE[ModuleCommand]] could have sworn I tried that yesterday but it is working. Thanks man!!! Quote Link to comment Share on other sites More sharing options...
The-Grim-Sleeper Posted January 17, 2020 Share Posted January 17, 2020 Hi, I could use a hand: I am trying to select all items that have at least the tag 'cck-eva-items', but the code below only selects parts which ONLY have the tag. @PART[*]:HAS[#tags[cck-eva-items]]:NEEDS[KIS]:FINAL { @category = none } What is the wildcard token I need to add? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted January 18, 2020 Share Posted January 18, 2020 4 hours ago, The-Grim-Sleeper said: What is the wildcard token I need to add? * *cck-eva-items* will match anything that has "cck-eva-items" anywhere in it Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 29, 2020 Share Posted January 29, 2020 Why am I getting a warning on this MM patch? @PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL { MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = deltemp experimentActionName = #autoLOC_502067 //#autoLOC_502067 = Log Temperature resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Temperature Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.5 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adtemperatureScan experimentID = temperatureScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = engineering101 } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delbaro experimentActionName = #autoLOC_502065 //#autoLOC_502065 = Log Pressure Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Presure Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.5 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorBarometer experimentID = barometerScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = survivability } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delseismic experimentActionName = #autoLOC_502063 //#autoLOC_502063 = Log Seismic Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Seismic Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.45 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorAccelerometer experimentID = seismicScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = electronics } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delgrav experimentActionName = #autoLOC_502066 //#autoLOC_502066 = Log Gravity Data resetActionName = #autoLOC_502064 //#autoLOC_502064 = Delete Data reviewActionName = Review Gravity Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.4 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorGravimeter experimentID = gravityScan useActionGroups = True hideUIwhenUnavailable = False techRequired__ = advScienceTech } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delatmo experimentActionName = #autoLOC_502048 //#autoLOC_502048 = Run Atmosphere Analysis resetActionName = #autoLOC_502049 //#autoLOC_502049 = Discard Data reviewActionName = Review Atmosphere Analysis Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.6 collectActionName = #autoLOC_238018 //#autoLOC_238018 = Take Data dataIsCollectable = True rerunnable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 hideFxModuleUI = False UPGRADES { UPGRADE { name__ = adsensorAtmosphere experimentID = atmosphereAnalysis useActionGroups = True hideUIwhenUnavailable = False techRequired__ = scienceTech } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delgoo experimentActionName = #autoLOC_502053 //#autoLOC_502053 = Observe Mystery Goo resetActionName = #autoLOC_502054 //#autoLOC_502054 = Reset Goo Canister reviewActionName = Review Goo Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.3 rerunnable = False usageReqMaskInternal = 1 hideFxModuleUI = False collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data dataIsCollectable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 UPGRADES { UPGRADE { name__ = adGooExperiment experimentID = mysteryGoo useActionGroups = True hideUIwhenUnavailable = False techRequired__ = start } } } MODULE { name = ModuleScienceExperiment showUpgradesInModuleInfo = True experimentID = delmatlab experimentActionName = #autoLOC_502061 //#autoLOC_502061 = Observe Materials Bay resetActionName = #autoLOC_502062 //#autoLOC_502062 = Reset Materials Bay reviewActionName = Review MatLab Data useStaging = False useActionGroups = False hideUIwhenUnavailable = True xmitDataScalar = 0.35 rerunnable = False usageReqMaskInternal = 1 hideFxModuleUI = False collectActionName = #autoLOC_6004057 //#autoLOC_6004057 = Collect Data dataIsCollectable = True usageReqMaskInternal = 1 usageReqMaskExternal = 8 UPGRADES { UPGRADE { name__ = adMatLabExperiment experimentID = mobileMaterialsLab useActionGroups = True hideUIwhenUnavailable = False techRequired__ = basicScience } } } } this is the warning : zzzz_JPatches/Stock_PATCHES/@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[>0]]:FINAL to Squad/Parts/Command/mk3CockpitShuttle/mk3CockpitShuttle.cfg/PART[mk3Cockpit_Shuttle] [LOG 01:41:12.402] Done patching [WRN 01:41:12.403] 1 warning related to GameData/zzzz_JPatches/Stock_PATCHES.cfg [LOG 01:41:12.403] Saving Cache [LOG 01:41:12.590] Saving cache [LOG 01:41:13.168] ModuleManager: 772 patches applied, found <color=yellow>1 warning</color> Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 29, 2020 Share Posted January 29, 2020 42 minutes ago, Jiraiyah said: Why am I getting a warning on this MM patch? I don't immediately see what's wrong, however the real warning should be farther up in the log (what you posted is just the error/warning counts it prints at the end). If you can't find it just post the full log and I'll look through. Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 30, 2020 Share Posted January 30, 2020 can anyone help me? I'm trying to change the color of the light in Future Suit that comes with the latest expansion pack via MM patch, here is what I tried : @Part[kerbal*Future]:HAS[@MODULE[ModuleColorChanger]]:FINAL { @Module[ModuleColorChanger] { redColor = 0.15 greenColor = 0.79 blueColor = 0.0 } } But it fails not sure why, the color in game is still orange on the suit Quote Link to comment Share on other sites More sharing options...
HansAcker Posted January 30, 2020 Share Posted January 30, 2020 52 minutes ago, Jiraiyah said: I'm trying to change the color of the light in Future Suit that comes with the latest expansion pack via MM patch, here is what I tried The colors are stored with the Kerbal in the save's "ROSTER" section. I don't think they can be changed with an MM patch but I would like to know, too. I vaguely remember seeing a mod that could do that. I don't remember its name, though. Quote Link to comment Share on other sites More sharing options...
Elidnas Posted January 30, 2020 Share Posted January 30, 2020 23 minutes ago, HansAcker said: The colors are stored with the Kerbal in the save's "ROSTER" section. I don't think they can be changed with an MM patch but I would like to know, too. I vaguely remember seeing a mod that could do that. I don't remember its name, though. It might be this one I think it only works per occupation. So, all pilots would get one colour, all engineers another, all scientists another Quote Link to comment Share on other sites More sharing options...
Jiraiyah Posted January 30, 2020 Share Posted January 30, 2020 well, that won't be helpful for me, I am trying to add suits for texture replacer, it would be nice if i could handle the light color from module manager without needing to tweak the squad folder numbers (even that is not working on my instance for time being, not sure why) Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 31, 2020 Share Posted January 31, 2020 (edited) I"m trying to extend the following MM script: @PART[*]:HAS[!MODULE[ModuleGenerator],@MODULE[ModuleA]]:FOR[WarpPlugin] { MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 0 } } } This scipt basicly add a partmodule ModuleGenerator when a specific parmodule ModuleA is present and there isn't an existing part module present already. The question is, how to make it the required partmodule be one of several partmodules? I tried the following which doesn't seem to work: @PART[*]:HAS[!MODULE[ModuleGenerator],@MODULE[ModuleA|ModuleB]]:FOR[WarpPlugin] { MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 0 } } } Edited January 31, 2020 by FreeThinker Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 31, 2020 Share Posted January 31, 2020 On 11/8/2019 at 1:39 AM, Jognt said: You can’t use OR or | in a HAS block. Though it should work but be limited to only the first entry, in this case: Machinery. I guess this explains why | doesn't work Quote Link to comment Share on other sites More sharing options...
Starwaster Posted January 31, 2020 Share Posted January 31, 2020 On 1/30/2020 at 5:31 AM, Jiraiyah said: can anyone help me? I'm trying to change the color of the light in Future Suit that comes with the latest expansion pack via MM patch, here is what I tried : @Part[kerbal*Future]:HAS[@MODULE[ModuleColorChanger]]:FINAL { @Module[ModuleColorChanger] { redColor = 0.15 greenColor = 0.79 blueColor = 0.0 } } But it fails not sure why, the color in game is still orange on the suit @Module should be @MODULE Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 31, 2020 Share Posted January 31, 2020 @FreeThinker If the multiple modules you're targeting are siblings or otherwise a family (have a major commonality in spelling) you can use ? as placeholder for "X character here." And you can use that in combination with * for "any characters, any number of characters here". This example will work assuming you have parts with any of these four modules scattered across them: @PART:HAS[@MODULE[Module???Feature*]] { @MODULE[ModuleABCFeatureGenerator] { // operations } @MODULE[ModuleENBFeatureResourceConverter] { // operations } @MODULE[ModuleGNCFeatureTransmission] { // operations } @MODULE[ModulePQSFeatureResource] { // operations } } Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted January 31, 2020 Share Posted January 31, 2020 9 minutes ago, JadeOfMaar said: @FreeThinker If the multiple modules you're targeting are siblings or otherwise a family (have a major commonality in spelling) you can use ? as placeholder for "X character here." And you can use that in combination with * for "any characters, any number of characters here". This example will work assuming you have parts with any of these four modules scattered across them: @PART:HAS[@MODULE[Module???Feature*]] { @MODULE[ModuleABCFeatureGenerator] { // operations } @MODULE[ModuleENBFeatureResourceConverter] { // operations } @MODULE[ModuleGNCFeatureTransmission] { // operations } @MODULE[ModulePQSFeatureResource] { // operations } } Thanks, that helps. If only there was a way to target all partmodules that inherited from the same class. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted February 1, 2020 Share Posted February 1, 2020 18 hours ago, FreeThinker said: Thanks, that helps. If only there was a way to target all partmodules that inherited from the same class. Yeah, there is. It’s called being an informed responsible modded who writes patches intelligently. Module Manager is already suffering from feature creep and bloat. Regression has been getting introduced which doesn’t get caught for several versions down the line and then it’s ‘well gee I don’t think MM ever supported that in the first place’ Quote Link to comment Share on other sites More sharing options...
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