bsooner77 Posted June 19, 2016 Share Posted June 19, 2016 Just a quick question about MM capabilites...for example, if I wanted to add an electric generator (ModuleGenerator) to an existing command pod at a certain point in the tech tree...say a new node...could I write a MM patch that would do this? As if the part already had a generator that you had to unlock... Quote Link to comment Share on other sites More sharing options...
vosechu Posted June 20, 2016 Share Posted June 20, 2016 23 hours ago, bsooner77 said: Just a quick question about MM capabilites...for example, if I wanted to add an electric generator (ModuleGenerator) to an existing command pod at a certain point in the tech tree...say a new node...could I write a MM patch that would do this? As if the part already had a generator that you had to unlock... I'm by no means an authority on this, but I have not seen any ability to do this as stated. MechJeb does something like this, but the patch it uses seems to change some internal variables at the different unlock levels and perhaps internally is hiding the extra parts that it adds at the different unlock levels? It might also be interesting to look at how the various tech tree mods do this like CTT. Sorry I'm not able to give better assistance! It's an intriguing problem and I hope you find a way to do it! I would love to know how to as well. Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 20, 2016 Share Posted June 20, 2016 On 6/19/2016 at 0:42 PM, bsooner77 said: Just a quick question about MM capabilites...for example, if I wanted to add an electric generator (ModuleGenerator) to an existing command pod at a certain point in the tech tree...say a new node...could I write a MM patch that would do this? As if the part already had a generator that you had to unlock... This isn't possible with MM. MM can only change what the parts look like when the game loads them, it can't do anything based on the tech tree. Quote Link to comment Share on other sites More sharing options...
bsooner77 Posted June 22, 2016 Share Posted June 22, 2016 Thanks for the info. I had this crazy idea about modding some of the engines I play with to use electricty but have really good ISP and I didn't want to make it too easy on myself. I ended up writing patches for the engines anyways...and a couple of patches for electric generators in a couple of parts. I was inspired by the endurance mod but just wanted to see what I could build on my own, craft wise, if I had different sorts of engines with the same specs as the engines in that mod. I like to throw a little sci-fi science in my game every once in a while to liven things up. Quote Link to comment Share on other sites More sharing options...
Undecided Posted June 23, 2016 Share Posted June 23, 2016 (edited) A bit of an issue here... when I have MM enabled, I lose the KSP core tech tree; all the original KSP nodes vanish, leaving all the new ones added by mods floating in mid-air, so to speak. The mouseover tooltip also says "no text" on all of them. As a workaround, I tried editing the modulemanager.techtree file, and copied all the nodes from the core game (gamedata/squad/resources/techtree.cfg) into it, but the modulemanager just overwrote them. Setting the techtree file to read-only after copying all the nodes into it just stopped the game from loading. So yeah, basically when I have MM installed, it removes all the core KSP nodes, but adds the new ones from mods. Without it, I have all the core KSP nodes, but none of the new ones from mods. Not sure what to do. Here's the relevant bit from the game logs: [LOG 09:25:10.544] Game Paused! [ERR 09:25:10.652] No RDNode registered with id highPerformanceFuelSystems! [ERR 09:25:10.652] No RDNode registered with id nuclearPropulsion! [ERR 09:25:10.653] No RDNode registered with id nuclearPropulsion! [ERR 09:25:10.653] No RDNode registered with id veryHeavyRocketry! [ERR 09:25:10.654] No RDNode registered with id highPerformanceFuelSystems! [ERR 09:25:10.654] No RDNode registered with id nanolathing! [ERR 09:25:10.654] No RDNode registered with id metaMaterials! [ERR 09:25:10.655] No RDNode registered with id actuators! [ERR 09:25:10.655] No RDNode registered with id composites! [ERR 09:25:10.656] No RDNode registered with id aerodynamicSystems! [ERR 09:25:10.656] No RDNode registered with id aerospaceTech! [ERR 09:25:10.656] No RDNode registered with id experimentalAerodynamics! [ERR 09:25:10.657] No RDNode registered with id survivability! [ERR 09:25:10.657] No RDNode registered with id commandModules! [ERR 09:25:10.657] No RDNode registered with id experimentalScience! [ERR 09:25:10.658] No RDNode registered with id scienceTech! [ERR 09:25:10.658] No RDNode registered with id automation! [ERR 09:25:10.659] No RDNode registered with id largeUnmanned! [ERR 09:25:10.659] No RDNode registered with id ionPropulsion! [ERR 09:25:10.659] No RDNode registered with id largeElectrics! [ERR 09:25:10.660] No RDNode registered with id experimentalElectrics! [ERR 09:25:10.660] No RDNode registered with id experimentalElectrics! [ERR 09:25:10.661] No RDNode registered with id electrics! [ERR 09:25:10.661] No RDNode registered with id basicScience! [ERR 09:25:10.661] No RDNode registered with id basicScience! [ERR 09:25:10.662] No RDNode registered with id highPerformanceFuelSystems! [ERR 09:25:10.662] No RDNode registered with id veryHeavyRocketry! [ERR 09:25:10.663] No RDNode registered with id metaMaterials! [ERR 09:25:10.663] No RDNode registered with id highPerformanceFuelSystems! [EXC 09:25:10.668] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.670] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.687] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.694] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.702] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.708] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.715] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.717] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.721] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.723] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.725] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.729] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.731] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.734] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.737] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.740] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.744] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.746] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.748] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.755] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.758] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.760] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.763] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.766] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.769] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.779] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () [EXC 09:25:10.781] NullReferenceException: Object reference not set to an instance of an object KSP.UI.Screens.RDNode.DrawArrow (UnityEngine.Material mat) KSP.UI.Screens.RDNode.ShowArrows (Boolean show, UnityEngine.Material mat, .Parent[] list) KSP.UI.Screens.RDNode.InitializeArrows () KSP.UI.Screens.RDNode.Setup () KSP.UI.Screens.RDNode.Start () Edited June 23, 2016 by Undecided Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted June 25, 2016 Share Posted June 25, 2016 What's the proper way to edit or deletes values within a specific module? For example, editing thrust and ISP values for an engine, or removing the RESOURCE ElectricCharge usage rate from MODULE Command. I had done it like this for the two listed examples: @MODULE { @name = ModuleCommand @minimumCrew = 1 -RESOURCE[ElectricCharge] } This did not actually remove the electric charge usage for what is now a manned pod. @MODULE { @name = ModuleEnginesFX @maxThrust = 125 @atmosphereCurve { @key = 0 345 } } This actually causes KSP to hang on this specifc part loading (the loading tips continue, but nothing else happens, have to Alt-F4 out), which is a cloned adapted stock engine. Sorry if this is too newb, but I'm finally making my first foray into writing MM patches to mod my KSP. Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 25, 2016 Share Posted June 25, 2016 23 minutes ago, Laguna said: This did not actually remove the electric charge usage for what is now a manned pod. Addressing a MODULE is be done by defining it as a parameter: @MODULE[MyModule] { <DO STUFF> . . . } The MODULE and RESOURCE blocks require curly brackets (examples below): !MODULE[MyModule]{} !RESOURCE[MyResource]{} This is required for all edit types (additions, deletions, replacements). 24 minutes ago, Laguna said: This actually causes KSP to hang on this specifc part loading (the loading tips continue, but nothing else happens, have to Alt-F4 out), which is a cloned adapted stock engine. You did not address the engine module and the ISP curve correctly. Right now the patch has absolutely no idea what key value to edit: @MODULE[ModuleEnginesFX] { @maxThrust = 125 @atmosphereCurve { @key,0 = 0 345 } } I would strongly recommend reading the Module Manager Syntax wiki to get a hang of how MM operates and what it's capabilities/limitations are. Do not worry about being "newb" and do not be afraid to ask questions. Everybody has to make a start somehow! Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 25, 2016 Share Posted June 25, 2016 (edited) @Phineas Freak I thought @key = stuff and @key,0 = stuff were exactly the same. I actually use that feature in many of my mods and they always have worked fine EDIT: other than that, I totally agree with the fact that the handbook is a very usefull tool Edited June 25, 2016 by Sigma88 Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 25, 2016 Share Posted June 25, 2016 @Sigma88I have never seen a key edit without specifying the key "ID" and always thought that a key required a valid one. I may also be 100% wrong here so if anyone can confirm or deny my statements it would be excellent. Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 25, 2016 Share Posted June 25, 2016 Just now, Phineas Freak said: @Sigma88I have never seen a key edit without specifying the key "ID" and always thought that a key required a valid one. I may also be 100% wrong here so if anyone can confirm or deny my statements it would be excellent. I am confirming my post "key" is the same than any other parameter, like "maxThrust" you did edit the maxthrust without any ID in your example this is because the default ID is ,0 you can specify that you want to edit other ones, but you can omit ,0 because that's the default unless something has changed since last time I tried Quote Link to comment Share on other sites More sharing options...
Phineas Freak Posted June 25, 2016 Share Posted June 25, 2016 @Sigma88Well, i have been using it for so long that i ignored that you can address a specific key with the same way as with a module/model/resource block...in this case, yes, the first ISP value will be the default and will get patched without an explicit reference. It's nice to have some fellow users that can restart your brain every now and then. It really helps! Quote Link to comment Share on other sites More sharing options...
blowfish Posted June 25, 2016 Share Posted June 25, 2016 (edited) On 6/23/2016 at 7:44 AM, Undecided said: A bit of an issue here... when I have MM enabled, I lose the KSP core tech tree; all the original KSP nodes vanish, leaving all the new ones added by mods floating in mid-air, so to speak. The mouseover tooltip also says "no text" on all of them. As a workaround, I tried editing the modulemanager.techtree file, and copied all the nodes from the core game (gamedata/squad/resources/techtree.cfg) into it, but the modulemanager just overwrote them. Setting the techtree file to read-only after copying all the nodes into it just stopped the game from loading. So yeah, basically when I have MM installed, it removes all the core KSP nodes, but adds the new ones from mods. Without it, I have all the core KSP nodes, but none of the new ones from mods. Not sure what to do. Here's the relevant bit from the game logs: Could you delete your ModuleManager.configcache, then load KSP and post KSP.log and ModuleManager.configcache? This will help debug it. Edited June 25, 2016 by blowfish Quote Link to comment Share on other sites More sharing options...
Starstrider42 Posted June 26, 2016 Share Posted June 26, 2016 Hi @sarbian, I just noticed that you asked for MM to be removed from CKAN (https://github.com/KSP-CKAN/NetKAN/pull/4289). Is this a permanent change? I ask because this breaks CKAN support for every mod that lists ModuleManager as a dependency, including mine, so I need to know whether to remove said dependency. Quote Link to comment Share on other sites More sharing options...
Tahib Posted June 26, 2016 Share Posted June 26, 2016 (edited) Hi, is there any way to change the orientation of a part with MM? I'm trying to take a sideways rcs model and convert it into an engine. Edited June 26, 2016 by Tahib Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 26, 2016 Share Posted June 26, 2016 @sarbian I'd like to merge some patches with the parts they are patching and end up with a final set of files, already patched. This is for KW Rocketry Redux, I don't see the need to have old patches which by this time are essentially part of the mod. Even if I have to process one file at a time, it would be worth it. Is there any easy way to do this; something like a stand-alone module manager which can accept a patch(s) and apply them to an input file and write a new file? thanks in advance LGG Quote Link to comment Share on other sites More sharing options...
Sigma88 Posted June 26, 2016 Share Posted June 26, 2016 2 minutes ago, linuxgurugamer said: @sarbian I'd like to merge some patches with the parts they are patching and end up with a final set of files, already patched. This is for KW Rocketry Redux, I don't see the need to have old patches which by this time are essentially part of the mod. Even if I have to process one file at a time, it would be worth it. Is there any easy way to do this; something like a stand-alone module manager which can accept a patch(s) and apply them to an input file and write a new file? thanks in advance LGG You could copy the content of the mm cache and use the final result as part files Unless I misunderstand what you ask Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 26, 2016 Share Posted June 26, 2016 (edited) 4 minutes ago, Sigma88 said: You could copy the content of the mm cache and use the final result as part files Unless I misunderstand what you ask Problem with that is the cache is one huge file, and KW is lots of files. It would be easier if I could process one file at a time. Also, the syntax is slightly different in the cache file, and I would have to do lots of edits Edited June 26, 2016 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
sarbian Posted June 26, 2016 Author Share Posted June 26, 2016 Load to the main menu. ALT + F11 to open MM menu. "Dump Database to File" (it should have an 's'...). Quote Link to comment Share on other sites More sharing options...
vosechu Posted June 26, 2016 Share Posted June 26, 2016 (edited) @sarbian I would like to know why you would like to delist in ckan as well. This might break all of my mods. I don't want to go back to the days when every mod had a different copy of MM in it. I don't know the history of the request and it's not listed in the PR, so maybe there's another way? 2 hours ago, linuxgurugamer said: Problem with that is the cache is one huge file, and KW is lots of files. It would be easier if I could process one file at a time. Also, the syntax is slightly different in the cache file, and I would have to do lots of edits If you have an install that just contains this mod (which it seems like every modern has a tuned copy of ksp with only QuickStart and a couple other mods), the cache shouldn't be too rough to split up. It will still be arranged by PART, but you will lose commentary. But as far as I know, no, there's no cli version of MM that would do this (but if there is I _really_ want to know!) Edited June 26, 2016 by vosechu Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 26, 2016 Share Posted June 26, 2016 5 minutes ago, vosechu said: @sarbian I would like to know why as well. This breaks all of my mods. I don't want to go back to the days when every mod had a different copy of MM in it. I don't know the history of the request and it's not listed in the PR, so maybe there's another way? If you have an install that just contains this mod (which it seems like every modern has a tuned copy of ksp with only QuickStart and a couple other mods), the cache shouldn't be too rough to split up. It will still be arranged by PART, but you will lose commentary. But as far as I know, no, there's no cli version of MM that would do this (but if there is I _really_ want to know!) Why did you quote that post? It has nothing to do with Module Manager....? Quote Link to comment Share on other sites More sharing options...
vosechu Posted June 26, 2016 Share Posted June 26, 2016 2 minutes ago, Starwaster said: Why did you quote that post? It has nothing to do with Module Manager....? Let me try it out before worrying. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted June 26, 2016 Share Posted June 26, 2016 8 minutes ago, vosechu said: Let me try it out before worrying. I'm trying to understand the significance of the thread and post you quoted from as to how it relates to any of your specific question to Sarbian your own post. Otherwise it's non sequitur. And try WHAT? What are you even talking about? Quote Link to comment Share on other sites More sharing options...
vosechu Posted June 26, 2016 Share Posted June 26, 2016 1 minute ago, Starwaster said: I'm trying to understand the significance of the thread and post you quoted from as to how it relates to any of your specific question to Sarbian your own post. Otherwise it's non sequitur. And try WHAT? What are you even talking about? Oh, Jesus, I'm not sure how that quote even got used. I was trying to quote the thing about MM being delisted from ckan. Sorry, your confusion totally makes sense now. I wonder if I can still edit that old post? I'll try that. What I was trying to say was that since MM has been delisted (according to GitHub at least), I wanted to see if all of my mods broke because they couldn't find their dep. That's what I meant by trying it before worrying. I was able to edit my old post, so hopefully that will prevent future confusion. Really sorry about that! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 26, 2016 Share Posted June 26, 2016 For people who are interested ( @sarbian feel free to include this), here is a small Bash shell script which will take the files which were dumped by MM when you "dump database to file", which will copy all the files to a new directory structure. This script requires either Cygwin on Windows, or being run from a command line on either OSX or Linux: #!/bin/bash # # Set the destdir to the destination directory where you want to create # the new directory structure and copy the files # destdir=r: for i in *.cfg; do IFS='.' read -r -a array <<<$i #echo $i n=${#array[@]} cnt=0 p=$destdir d=$destdir for element in "${array[@]}" do cnt=$((cnt + 1)) if [ $cnt -lt $((n - 2)) ]; then d="$d/$element" fi if [ $cnt -lt $((n - 1)) ]; then p="$p/$element" fi done #echo $d #echo "${p}.cfg" mkdir -p $d cp $i ${p}.cfg done Quote Link to comment Share on other sites More sharing options...
klefenz Posted June 27, 2016 Share Posted June 27, 2016 How could I change the science point cost of a node of the tech tree? Quote Link to comment Share on other sites More sharing options...
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