Ben J. Kerman Posted June 30, 2021 Share Posted June 30, 2021 Does Modulemanager work with 1.12? Quote Link to comment Share on other sites More sharing options...
HansAcker Posted June 30, 2021 Share Posted June 30, 2021 2 hours ago, Ben J. Kerman said: Does Modulemanager work with 1.12? Yes. Quote Link to comment Share on other sites More sharing options...
Daniel Chartier Posted July 1, 2021 Share Posted July 1, 2021 will there be an update to make it compatible with the latest version of the game Quote Link to comment Share on other sites More sharing options...
modus Posted July 1, 2021 Share Posted July 1, 2021 Did you read the post above yours? Quote Link to comment Share on other sites More sharing options...
sunnypunny Posted July 2, 2021 Share Posted July 2, 2021 hi, just wondering if anyone has workarounds for the localisation issue? https://github.com/sarbian/ModuleManager/issues/155 https://github.com/sarbian/ModuleManager/issues/118 trying to sort parts by manufacturer, e.g. @PART[*]:HAS[#manufacturer[C7*]] i suspect this will only work for some localisations, and this doesn't work: @PART[*]:HAS[#manufacturer[#autoLOC_501624]] Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 8, 2021 Share Posted July 8, 2021 I'm trying to define an object, but only if it hasn't been defined elsewhere, but MM won't let you use '%' or '&' in parent nodes! create command (&) is not valid on a root node replace command (%) is not valid on a root node How do I do that? For example: B9_TANK_TYPE { name = Ore ... } I want to define this structure, but only if it has not been defined previously. Thanks. Quote Link to comment Share on other sites More sharing options...
KawaiiLucy Posted July 10, 2021 Share Posted July 10, 2021 (edited) Why does this patch work for the MPO probe, but not for the MTM? The cost for the latter is only the xenon cost. My formula would be cost = mass * 6000 * SAS level, if it is present (so it wouldn't apply to the stayputnik) @PART[*]:HAS[#category[Pods]&#vesselType[Probe]] { @cost = #$mass$ @cost *= 6000 } @PART[*]:HAS[#category[Pods]&#vesselType[Probe]&@MODULE[ModuleSAS]:HAS[#SASServiceLevel]] { @cost *= #$/MODULE[ModuleSAS]/SASServiceLevel$ } For the MPO I get 0,395*6000*3 = 7110 which is correct, but for the MTM I get a cost of 15200, although it should be 0,415*6000*2 = 4980; it also works with every other probe core except the MTM! Edited July 10, 2021 by KawaiiLucy Quote Link to comment Share on other sites More sharing options...
Noah Foloni Posted July 10, 2021 Share Posted July 10, 2021 Hi, so I want to make a Patch to change the tracking station, I sort of know how to do this, but how do I make it so it overrides any pre-existing patches for tracking stations? Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted July 11, 2021 Share Posted July 11, 2021 Concerning MM patches that rescale eninges: How would I rescale the waterfall effect with an MM Patch? What I've tried: @PART[AndromedaUS_Engine_1]:AFTER[Waterfall]:NEEDS[Waterfall] { @MODULE[ModuleWaterfallFX] { @TEMPLATE[waterfall-hypergolic-UDMH-NTO-upper-1] { @scale[0,1,2] *= 1.5 } @TEMPLATE[waterfall-nozzle-glow-orange-1] { @scale[0,1,2] *= 1.5 } } } While it doesn't error out, it also doesn't rescale the effects, so I'm not sure if it didn't apply the patch at the right time, or MM doesn't know what the Template node is. Quote Link to comment Share on other sites More sharing options...
Admiral Fluffy Posted July 12, 2021 Share Posted July 12, 2021 On 10/25/2013 at 7:01 AM, sarbian said: You just have to put the dll in your KSP/GameData folder. Then you can put you patch .cfg file anywhere. I would create a folder for your personal patch, but it's up to you. These install instructions make no sence. There is no .cfg file that i can find. Can someone expalin this to me? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 12, 2021 Share Posted July 12, 2021 (edited) 8 minutes ago, Admiral Fluffy said: These install instructions make no sence. There is no .cfg file that i can find. Can someone expalin this to me? Cfg file contains the patch. Unless you are writing your own patch, it would be included in the mod. If you are writing or downloaded a patch (or even copy/paste) then you put it into a fold ending with .cfg Note that if you use Notepad on Windows, it makes files ending .txt, so you gave to rename files like that Edited July 12, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Admiral Fluffy Posted July 12, 2021 Share Posted July 12, 2021 (edited) 21 minutes ago, linuxgurugamer said: Cfg file contains the patch. Unless you are writing your own patch, it would be included in the mod. If you are writing or downloaded a patch (or even copy/paste) then you put it into a fold ending with .cfg Note that if you use Notepad on Windows, it makes files ending .txt, so you gave to rename files like that So i make a folder ending with .cfg with the stuff in it? And where do I put it? Edited July 12, 2021 by Admiral Fluffy Added some clafification Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 12, 2021 Share Posted July 12, 2021 46 minutes ago, Admiral Fluffy said: So i make a folder ending with .cfg with the stuff in it? And where do I put it? No, file. And anywhere in GameDats Quote Link to comment Share on other sites More sharing options...
blowfish Posted July 13, 2021 Share Posted July 13, 2021 On 7/8/2021 at 1:27 PM, Dominiquini said: I'm trying to define an object, but only if it hasn't been defined elsewhere, but MM won't let you use '%' or '&' in parent nodes! create command (&) is not valid on a root node replace command (%) is not valid on a root node How do I do that? For example: B9_TANK_TYPE { name = Ore ... } I want to define this structure, but only if it has not been defined previously. Thanks. The restriction was added because it makes some things ambiguous - if you had PART { mesh=whatever } then where KSP would look for the model would depend on which one was used. Almost no one uses that anymore though and I don't think there are too many other features that depend on the path. So maybe it's time to rethink that. In the mean time you can figure out what other mods might add it and just NEEDS with them Quote Link to comment Share on other sites More sharing options...
Tacombel Posted July 13, 2021 Share Posted July 13, 2021 13 hours ago, Admiral Fluffy said: So i make a folder ending with .cfg with the stuff in it? And where do I put it? Hi, Admiral. You need to create a file with any text editor and give it the .cfg extension: forexample.cfg With the text editor you place your patch code in it and place this file in the gamedata folder. I have a directory for my patches: ksp/gamedata/mypatches/forexample.cfg Quote Link to comment Share on other sites More sharing options...
Midimax Posted July 13, 2021 Share Posted July 13, 2021 (edited) Hi, with 1.12.1 German and Module Manager 4.1.4 i get 2 "Cannot parse node name as tag list" localization errors related to "GameData/Squad/Localization/temp.cfg" Part of the LOG: [LOG 22:32:05.255] [ModuleManager] Waited 0.000s for patching to finish [LOG 22:32:05.255] [ModuleManager] Applying patched game database [LOG 22:32:05.257] [ModuleManager] Dumping ModuleManager log to main log [LOG 22:32:05.258] [ModuleManager] #### BEGIN MODULEMANAGER LOG #### [LOG 22:31:45.670] Log started at 2021-07-11 22:31:45.670 [LOG 22:31:46.799] Checking Cache [LOG 22:31:46.977] SHA generated in 0.175s [LOG 22:31:46.977] SHA = 86-0C-45-6B-B8-9D-34-59-15-92-2D-55-43-EF-70-55-F7-E2-C3-65-09-19-BA-65-D4-5A-29-E3-F3-ED-71-5C [LOG 22:31:46.978] Pre patch init [LOG 22:31:47.246] compiling list of loaded mods... Mod DLLs found: Name Assembly Version Assembly File Version KSPAssembly Version SHA256 Assembly-CSharp 0.0.0.0 0.0.0.0 1.12 76ae2473e1f9b826105fd4eac4789b0b0eaf6303a698507177853fc6691c8a04 ModuleManager 4.1.4.0 4.1.4.0 2.5 c3a771f61e578ac9e9d69ac642ddd98dde19de8e26635266876748c86b829d81 KerbalEngineer.Unity 1.0.0.0 1.0.0.0 1.0 1f01f8b29e95cf9557b04a467d082ab76a01c1cde462d9e2ee6d4c96df02ec0e KerbalEngineer 1.1.9.0 1.1.9.0 83c75e4f935dda43ca8b781cf4769a4e6ad365f2cb17a24028076afe87515958 MechJeb2 2.5.1.0 2.12.0.0 2.5 f2c4bed987677fcab818e91125db5132cf70be11b31cba9ac36b5e76fd4226e8 System.Buffers 4.0.3.0 4.6.28619.01 accccfbe45d9f08ffeed9916e37b33e98c65be012cfff6e7fa7b67210ce1fefb Non-DLL mods added (:FOR[xxx]): Mods by directory (sub directories of GameData): Squad SquadExpansion Mods added by assemblies: [LOG 22:31:47.247] Loading Physics.cfg [LOG 22:31:47.249] Extracting patches [LOG 22:31:47.282] Deleting root node in file MechJeb2/Parts/MechJebNoCommandPod node: @PART[*]:HAS[@MODULE[MechJebCore],!MODULE[KerbalEVA]]:NEEDS[!RP-0,!RealismOverhaul,MechJebUnlocked] as it can't satisfy its NEEDS [ERR 22:31:47.309] Cannot parse node name as tag list: can't create tag list from empty string on: Squad/Localization/temp/- [ERR 22:31:47.309] Cannot parse node name as tag list: can't create tag list beginning with : on: Squad/Localization/temp/: [LOG 22:31:47.376] Applying patches Can i just ignore that or will that cause trouble later on? thank you very much. Edited July 13, 2021 by Midimax Quote Link to comment Share on other sites More sharing options...
Lisias Posted July 14, 2021 Share Posted July 14, 2021 18 hours ago, Midimax said: Hi, with 1.12.1 German and Module Manager 4.1.4 i get 2 "Cannot parse node name as tag list" localization errors related to "GameData/Squad/Localization/temp.cfg" Hi! This file sounds like something made by third-parties, the stock installation don't have it, neither the Deutsch localisation depot (I use Steam, I downloaded it using the Steam Console). Probably a left-over. Out of curiosity, what's on that file? 18 hours ago, Midimax said: Can i just ignore that or will that cause trouble later on? You can probably ignore it, but since it's an "alien" artifact contaminating stock assets (GameData/Squad and GameData/SquadExpansion ideally should be considered sacred land), the ideal solution IMHO would be to remove it - assuming this is not needed by some sacrilegious 3rd party add'on - since the curiosity on checking what's inside of it. Quote Link to comment Share on other sites More sharing options...
Midimax Posted July 14, 2021 Share Posted July 14, 2021 (edited) 5 hours ago, Lisias said: This file sounds like something made by third-parties, the stock installation don't have it, Sorry i forgot to mention. It is the GOG Version 1.12.1_03142_48164 Linux, including the Making History and Breaking Ground DLC I deleted everything and reinstalled it from scratch , used CKAN to install MechJeb2, Kerbal Engineer Redux and ModulManager 4.1.4 Nothing else, and the file is there. It contains 11521 lines of German text in the Format like the example of line 10 down below: (every line starts with 2 Tab keychars) #autoLOC_6005084 = Europäische Weltraumorganisation Unfortunately the log does not say in which line exactly the parsing error appeared, there is for sure not a single line beginning with ":" but the very last line is empty. PS.: I took a look at "dictionary.cfg" at the same location, at least the line from above is in there and it is a little bit better formatted (within curly braces and things), while "temp.cfg" contains just only "#autoLOC..." lines, maybe "temp,cfg" is really only there by a packaging mistake and not needed. Thanks Edited July 14, 2021 by Midimax added PS and corrected some typos Quote Link to comment Share on other sites More sharing options...
maculator Posted July 14, 2021 Share Posted July 14, 2021 Can anybody tell me why this throws a "warning"?!: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[@antennaType[INTERNAL]] { !MODULE[ModuleDataTransmitter] {} } I just added this to my patch collection and now MM throws me a warning while loading. But it seems to work as intended... Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 14, 2021 Share Posted July 14, 2021 (edited) 21 hours ago, maculator said: Can anybody tell me why this throws a "warning"?!: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[@antennaType[INTERNAL]] { !MODULE[ModuleDataTransmitter] {} } I just added this to my patch collection and now MM throws me a warning while loading. But it seems to work as intended... @maculator I think that you should use: @PART[*]:HAS[@MODULE[ModuleDataTransmitter]:HAS[#antennaType[INTERNAL]]] { !MODULE[ModuleDataTransmitter] {} } For keys, you should use '#' (Include Key) or '~' (Exclude Key) (https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook) Edited July 15, 2021 by Dominiquini Quote Link to comment Share on other sites More sharing options...
maculator Posted July 14, 2021 Share Posted July 14, 2021 Thank you. I gave it a shot. It stil throws that warning, but also: stil works as intended. I'm confused. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 14, 2021 Share Posted July 14, 2021 10 minutes ago, maculator said: Thank you. I gave it a shot. It stil throws that warning, but also: stil works as intended. I'm confused. Post your warning! Quote Link to comment Share on other sites More sharing options...
maculator Posted July 14, 2021 Share Posted July 14, 2021 It just states "1 warning" behind the number of patches that its applying in the loadscreen. I dumped everything to a file but couldn't find anything relating to a warning. Quote Link to comment Share on other sites More sharing options...
Dominiquini Posted July 14, 2021 Share Posted July 14, 2021 1 minute ago, maculator said: It just states "1 warning" behind the number of patches that its applying in the loadscreen. I dumped everything to a file but couldn't find anything relating to a warning. Take a look in the log file: "#KSP_FOLDER#\Logs\ModuleManager\*.log" Quote Link to comment Share on other sites More sharing options...
maculator Posted July 15, 2021 Share Posted July 15, 2021 Ah that was helpful. Didn't know MM stores its reports there. But I stil got my problem. It says the warning is about the second :HAS, so I' tried this approach: @PART[*]:HAS[@MODULE[ModuleDataTransmitter],#antennaType[INTERNAL]]:FINAL { !MODULE[ModuleDataTransmitter] {} } didn't work. Now there is no warning, But my patch also doesn't work anymore. The original patch @PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]] { !MODULE[ModuleDataTransmitter] {} } does work. It only says: [WRN 21:53:31.364] more than one :HAS tag detected, ignoring all but the first: /Axel/@PART[*]:HAS[@MODULE[ModuleDataTransmitter]]:HAS[#antennaType[INTERNAL]]:FINAL I guess its a syntax problem. And I really don't know how to phrase it otherwise :S Quote Link to comment Share on other sites More sharing options...
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