nightingale Posted August 29, 2015 Share Posted August 29, 2015 Thanks - Nightingale?Can you post the log with the error? Quote Link to comment Share on other sites More sharing options...
Pinchy Posted August 29, 2015 Share Posted August 29, 2015 Can you post the log with the error?CONTRACT_GROUP [baseMaintenance] CONTRACT_TYPE [baseCrewRotation]REQUIREMENT [CompleteContract][ERROR] ContractConfigurator.CompleteContractRequirement: ContractType: 'CrewRotation' must either be a Contract sub-class or ContractConfigurator contract typeThe good news is this is now the only red item I have. I have latest version of both MM and CC Quote Link to comment Share on other sites More sharing options...
nightingale Posted August 29, 2015 Share Posted August 29, 2015 CONTRACT_GROUP [baseMaintenance] CONTRACT_TYPE [baseCrewRotation]REQUIREMENT [CompleteContract][ERROR] ContractConfigurator.CompleteContractRequirement: ContractType: 'CrewRotation' must either be a Contract sub-class or ContractConfigurator contract typeThe good news is this is now the only red item I have. I have latest version of both MM and CCI'll need to see the full log - that error just means that the CrewRotation contact didn't get loaded, but I have no idea why from that snippet. Quote Link to comment Share on other sites More sharing options...
Pinchy Posted August 29, 2015 Share Posted August 29, 2015 ok - Which log file do you need - and where will I find it?- - - Updated - - -Do you need output_log Quote Link to comment Share on other sites More sharing options...
nightingale Posted August 29, 2015 Share Posted August 29, 2015 ok - Which log file do you need - and where will I find it?- - - Updated - - -Do you need output_logPlease see here. For this, output_log or KSP.log are fine (KSP.log is a bit easier to read). Quote Link to comment Share on other sites More sharing options...
Pinchy Posted August 29, 2015 Share Posted August 29, 2015 is this it?https://drive.google.com/file/d/0Bx3-stuGaWnPQlktRUw3MXhqQlE/view?usp=sharing- - - Updated - - -Sorry this is output.log I have sent - its rather big as my game crashes about every 30 mins due to out of memory (standard) - not sure you can see what you need here - let me know if you want me to do something else Quote Link to comment Share on other sites More sharing options...
nightingale Posted August 29, 2015 Share Posted August 29, 2015 is this it?https://drive.google.com/file/d/0Bx3-stuGaWnPQlktRUw3MXhqQlE/view?usp=sharing- - - Updated - - -Sorry this is output.log I have sent - its rather big as my game crashes about every 30 mins due to out of memory (standard) - not sure you can see what you need here - let me know if you want me to do something elseEverything looks fine from a Module Manager perspective, but you're on 0.2.1 of Base Construction and CosmoBro has released 0.2.2. Update that, and if there's still issues please follow up with a new log file on the Base Construction thread. Quote Link to comment Share on other sites More sharing options...
Pinchy Posted August 29, 2015 Share Posted August 29, 2015 Everything looks fine from a Module Manager perspective, but you're on 0.2.1 of Base Construction and CosmoBro has released 0.2.2. Update that, and if there's still issues please follow up with a new log file on the Base Construction thread.Ok - Updated and same error - reverting to other thread - thanks Quote Link to comment Share on other sites More sharing options...
PickledTripod Posted August 31, 2015 Share Posted August 31, 2015 Is there any way I can make a patch run before ":Final" patches but after everything else? Quote Link to comment Share on other sites More sharing options...
blowfish Posted August 31, 2015 Share Posted August 31, 2015 Is there any way I can make a patch run before ":Final" patches but after everything else?I don't think there's a specific pass that runs before :FINAL, but you could make your patch :FOR[zMyMod], which would make it run after almost everything else Quote Link to comment Share on other sites More sharing options...
FiiZzioN Posted September 1, 2015 Share Posted September 1, 2015 (edited) Thanks for all you do with this plugin / mod, your other plugins / mods, and your level of involvement with the community. I should have said it a long time ago since I have 35,000 MM edits, more than half made by myself because I like to play the game, how I want (and like) to play the game. I'm one of those people that will take the time to do something like that because I get a great deal of satisfaction from what I'm working on. Though, there is one thing one my mind... With that many edits, that I made by myself,... damn, I need to get out more.... Science and Rocket Science are so much fun though! Especially if you turn the game into and Intermediate / Hard difficulty with the right mods (Plus the correct MM patches and changes!). Once again, wouldn't happen without your work!I've been playing KSP with mods for more than a year-and-a-half and have never thought to say thanks even though this is the glue for many, many mods, plus all the edits I've done previously. I should have done that earlier. Without this, KSP modding would be quite a bit more difficult, so, once again, thanks for all you do! Keep being awesome, friend! Edited September 1, 2015 by FiiZzioN Quote Link to comment Share on other sites More sharing options...
Gfurst Posted September 1, 2015 Share Posted September 1, 2015 Hey guys, a little bit of help please.I want to change to basic stuff about the new career stuff, specifically the attributes that each level for each building will have (want to tweak a little bit). I've searched extensively but couldn't find anything about it at all. Neither kerbal levels too. Like some things are hidden.Though I did find a SETI config changing a little bit kerbal level requiredments, so there is something there. And as always appreciating the awesome work done in MM, Thanks! Quote Link to comment Share on other sites More sharing options...
complynx Posted September 1, 2015 Share Posted September 1, 2015 Hi everyone.I'm stuck with the problem which I don't quite know how to solve.It's about variables and string appending. How to mix regexps and variables?Interesting cases (described in the sample code with comments):// somewherePART{ name=SomePart1 MODULE{ name=SomeModule someVar=1;2;3;4,5,6 someVar2=Text1;Text2;Text3;Text4,Text5,Text6 }}// elsewherePART{ name=SomePart2 MODULE{ name=SomeModule someVar=1,2;3;4,5,6 someVar2=Text1,Text2;Text3;Text4,Text5,Text6 }}// In my config@PART[*]:HAS[SomeModule]{ @MODULE[SomeModule] { // Get first part of semicolon-separated list of comma separated lists myVar= #$someVar[0,;]$ // Or it indexes from 1? // Sum fields from comma separated part of semicolon-separated list of lists @myVar2 = #$myVar[0]$ @myVar2:HAS[#myVar[*,*]] += #$myVar[1]$ // How to do previous step(s) right? @myVar2 ...= ... // some other simple math // Append a string to texts @someVar2 ^= :^.*$:$0;TextAdded: // Here, it's OK and clear // Append calculated var @someVar ^= #:^.*$:$0;$myVar2$: // But here comes a problem, it throws a parse error during Var replacement process. // Try to append calculated var with yet another way @someVar ^= :^.*$:$0;#$myVar2$: // This does the appending but not the value placement. Instead I get a string "#$myVar2$" here. }} Quote Link to comment Share on other sites More sharing options...
djnattyd Posted September 1, 2015 Share Posted September 1, 2015 Anyone able to shed any light as to why this NRE keeps popping up during load and causing KSP to hang?[Exception]: NullReferenceException: Object reference not set to an instance of an objectSystem.String.memcpy4 (System.Byte* dest, System.Byte* src, Int32 size)System.String.CharCopy (System.Char* dest, System.Char* src, Int32 count)System.String.Concat (System.String str0, System.String str1, System.String str2, System.String str3)ConfigNode.WriteNodeString (System.IO.StreamWriter sw, System.String indent)ConfigNode.WriteNodeString (System.IO.StreamWriter sw, System.String indent)ConfigNode.WriteRootNode (System.IO.StreamWriter sw)ConfigNode.WriteNode (System.IO.StreamWriter sw)ConfigNode.Save (System.String fileFullName, System.String header)ConfigNode.Save (System.String fileFullName)ModuleManager.MMPatchLoader.CreateCache ()ModuleManager.MMPatchLoader+<ProcessPatch>c__Iterator0.MoveNext ()I'm guessing judging by the last lines that it's related to Module Manager. Quote Link to comment Share on other sites More sharing options...
Felbourn Posted September 1, 2015 Share Posted September 1, 2015 The only files I know MM writes to are some caches in the GameData folder. Do you have disk space? Write protection? Files open in another application because you were looking at them? Quote Link to comment Share on other sites More sharing options...
djnattyd Posted September 1, 2015 Share Posted September 1, 2015 KSP is sat on a game dedicated 500GB drive with at least 250GB of space left. There's no write protection on it and with the exception of task manager, nothing was open other than KSP. Quote Link to comment Share on other sites More sharing options...
Wercho Posted September 2, 2015 Share Posted September 2, 2015 Hey guys, a little bit of help please.I want to change to basic stuff about the new career stuff, specifically the attributes that each level for each building will have (want to tweak a little bit). I've searched extensively but couldn't find anything about it at all. Neither kerbal levels too. Like some things are hidden.Though I did find a SETI config changing a little bit kerbal level requiredments, so there is something there. And as always appreciating the awesome work done in MM, Thanks!To change the buildings with MM, that stuff needs to be detailed by a config file. Check out Custom Barn Kit. It makes some of the career and building stuff accessible through config files. Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted September 2, 2015 Share Posted September 2, 2015 KSP is sat on a game dedicated 500GB drive with at least 250GB of space left. There's no write protection on it and with the exception of task manager, nothing was open other than KSP.If you are running Windows move your KSP install out of Program Files to a folder in the root of your drive. Quote Link to comment Share on other sites More sharing options...
djnattyd Posted September 2, 2015 Share Posted September 2, 2015 It's in the Steamapps folder Quote Link to comment Share on other sites More sharing options...
Gfurst Posted September 2, 2015 Share Posted September 2, 2015 (edited) To change the buildings with MM, that stuff needs to be detailed by a config file. Check out Custom Barn Kit. It makes some of the career and building stuff accessible through config files.Thanks XD thats exactly what I was looking for.edit:Is there something similar to this but to edit kerbal experience and capabilities?For some reason I can't get the scientist to get data from experiment and reset it, even though its supposed to work on level 0. Edited September 2, 2015 by Gfurst Quote Link to comment Share on other sites More sharing options...
Tarheel1999 Posted September 2, 2015 Share Posted September 2, 2015 It's in the Steamapps folderWhich is located in Program Files, no? This can cause problems because of how Windows applies privileges. So copy it out to a folder in the root of your drive and see if this solves your problem. Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 2, 2015 Author Share Posted September 2, 2015 complynx : - HAS is used to test the presence of something, not do the same op on multiple values. You can't do that ATM. - vars are only handled on the right side of the = - ":^.*$:$0;TextAdded: /" hu I see how my parser can be confused. Not sure how/if I can fix thatdjnattyd : From the error I guess something is wrong with one of your config files. I ll change MM to no crash when this appends anyway. Quote Link to comment Share on other sites More sharing options...
djnattyd Posted September 2, 2015 Share Posted September 2, 2015 Which is located in Program Files, no? This can cause problems because of how Windows applies privileges. So copy it out to a folder in the root of your drive and see if this solves your problem.It isn't in Program Files no, it's on an external drive which is just for Steam.djnattyd : From the error I guess something is wrong with one of your config files. I ll change MM to no crash when this appends anyway.Think you're right Sarbian as the error was showing up first when Realplume was being read and now it's crashing when the config for the NavyFish Docking tool is read by MM.The weird but is that neither of those two files have been altered in any way since they were installed and KSP worked fine up until two days ago. Quote Link to comment Share on other sites More sharing options...
sarbian Posted September 2, 2015 Author Share Posted September 2, 2015 That part of the code is called after all patch were processed. What is more likely is that you have an empty cfg file somewhere in GameData. I'll see if I can add some log to detect those and make sure it will not crash and lock the loading. Quote Link to comment Share on other sites More sharing options...
Tig Posted September 3, 2015 Share Posted September 3, 2015 Hey all. sarbian thank you very much for this mod.Having an issue with how to properly use AFTER[]. Essentially, what I am trying to accomplish is a double after if that makes any sense. I tried searching for the answer and have read the handbook and still can't figure this out.I have 2 mods, we'll call them Mod_Z and Mod_Y. Here is what happens in the logs:Mod_Y loads up.Mod_Z loads up. After Mod_Z loads up Mod_Y uses MM to change a part we will call Part_X, it does this by using "@PART[Part_X]:NEEDS[Mod_Z]:AFTER[Mod_Z]".Now I also want to modify Part_X but one of the values I am editing is also edited by Mod_Y.I've tried all of the following (by the way each one loads in the log file in the config section - my comments are limited to the [ModuleManger] part of the log):@PART[Part_X]:NEEDS[Mod_Z]:AFTER[Mod_Z&Mod_Y] and @PART[Part_X]:NEEDS[Mod_Z]:AFTER[Mod_Z,Mod_Y]--Nothing appears in the MM log section@PART[Part_X]:NEEDS[Mod_Z]:AFTER[Mod_Z]:After[Mod_Y]--After Mod_Y loads MM executes my changes, which do nothing because the module i am editing doesn't exist... it is created by Mod_Z which hasn't loaded yet.@PART[Part_X]:NEEDS[Mod_Z]:After[Mod_Z]--After Mod_Z loads MM executes my mod, but then executes the changes from Mod_Y, which overwrite my changes.I don't have any issue with using & with NEEDS[] just with AFTER[].I found a solution to my problem, which was simply to name my folder something later in the alphabet than Mod_Z (originally my folder was earlier in the alphabet). That said this may eventually be something I release at some point and I'm hoping for a more elegant solution. thx much. Quote Link to comment Share on other sites More sharing options...
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