Tarheel1999 Posted October 5, 2016 Share Posted October 5, 2016 @Cobrag0318 double check you are using the right number for containerModuleIndex. Quote Link to comment Share on other sites More sharing options...
monstah Posted October 5, 2016 Share Posted October 5, 2016 20 hours ago, Laguna said: It's not just parts that can be modified or cloned with MM, the tech tree (edit, move and create new tech nodes) and experiment definitions (edit the stock science experiemts and create new ones) can be modified as well. Oh yeah, and resources too. And physics settings Quote Link to comment Share on other sites More sharing options...
Cobrag0318 Posted October 5, 2016 Share Posted October 5, 2016 59 minutes ago, Tarheel1999 said: @Cobrag0318 double check you are using the right number for containerModuleIndex. Yes. The science container is the 6th module in the original part file. containerModuleIndex starts at 0. So 6-1=5. When I patched Skylab, I learned that if that's wrong, it won't even show in the part description in the VAB. This one does. So I'm inclined to think it's not the index number. As you can see, it's almost identical to the file from the Skylab patch, which work. Only things different are the part name, containerModuleIndex, and minor differences like research speed and EC costs. If the first 2 were wrong, I don't think the part would show the science lab details in the VAB. If the other data were wrong, I'd just have a lab with crappy, or to much battery, or researches too fast or slow, etc. I keep looking over it thinking that I have to be missing something, but I don't see it. Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 5, 2016 Author Share Posted October 5, 2016 (edited) And here is the 1.2 version Note : 1.2 ready - High fidelity cat and text rendering ModuleManager.2.7.0.dll ModuleManager-2.7.0.zip Edited October 5, 2016 by sarbian Quote Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 5, 2016 Share Posted October 5, 2016 (edited) 12 minutes ago, sarbian said: And here is the 1.2 version ModuleManager.2.7.0.dll ModuleManager-2.7.0.zip Thanks loads, it's been sorely missed. You did it! the popular animated character! i never believed you would Edited October 5, 2016 by SpannerMonkey(smce) Quote Link to comment Share on other sites More sharing options...
IronCretin Posted October 5, 2016 Share Posted October 5, 2016 Does this mean you're still modding KSP? Quote Link to comment Share on other sites More sharing options...
micha Posted October 5, 2016 Share Posted October 5, 2016 1 hour ago, sarbian said: And here is the 1.2 version Note : 1.2 ready - High fidelity cat and text rendering ModuleManager.2.7.0.dll ModuleManager-2.7.0.zip Thanks a lot! But... ModuleManager now internally reports its name as "ModuleManager.2.7.0" ie: Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 ModuleManager.2.7.0 v2.7.0.0 KAS v0.6.0.0 / v0.6.0-pre for KSP 1.2-pre This broke my DependancyChecker (fixed now), but in general, would you mind just reporting the name of the module without appended version number in future releases? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted October 5, 2016 Share Posted October 5, 2016 1 hour ago, sarbian said: And here is the 1.2 version Note : 1.2 ready - High fidelity cat and text rendering ModuleManager.2.7.0.dll ModuleManager-2.7.0.zip Thank you kind sir. Now to get CLS working. Quote Link to comment Share on other sites More sharing options...
legoclone09 Posted October 5, 2016 Share Posted October 5, 2016 1 hour ago, sarbian said: High fidelity cat *inquisitive meow* Awesome! Now to install it! Quote Link to comment Share on other sites More sharing options...
Tyko Posted October 5, 2016 Share Posted October 5, 2016 Awesome! Thanks for getting this out Paypal'd some coffee funds to ya! Quote Link to comment Share on other sites More sharing options...
MKellerBR Posted October 5, 2016 Share Posted October 5, 2016 2 hours ago, sarbian said: And here is the 1.2 version Note : 1.2 ready - High fidelity cat and text rendering ModuleManager.2.7.0.dll ModuleManager-2.7.0.zip Thx! We love you! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 5, 2016 Share Posted October 5, 2016 @sarbian Thank you much for updating Module Manager! Quote Link to comment Share on other sites More sharing options...
Pesterenan Posted October 5, 2016 Share Posted October 5, 2016 Finally people will stop asking for it. Until the next version. Yay? Ps: Thanks Sarbian, now I can get back to translating the game Quote Link to comment Share on other sites More sharing options...
Pesterenan Posted October 5, 2016 Share Posted October 5, 2016 Sarbian, that thing that I've mentioned before about not being able to translate the @STORY_DEFs part because of the many commas, like "@Opinion,Mild,Appreciative,generic,2 = legal" still isn't working in this MM. Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 5, 2016 Share Posted October 5, 2016 I just asked Angel a question in his DSEV topic regarding making a patch that requires one of his mod to be installed. The mod is in a subdirectory, i.e. /WildBlueIndustries/DSEV Just using :NEEDS[DSEV] doesn't work. Does anyone know how the syntax goes for such a setup? I have the same issue with USI mods which are all placed under an UmbraSpaceIndustries folder. Quote Link to comment Share on other sites More sharing options...
DStaal Posted October 6, 2016 Share Posted October 6, 2016 6 minutes ago, Jimbodiah said: I just asked Angel a question in his DSEV topic regarding making a patch that requires one of his mod to be installed. The mod is in a subdirectory, i.e. /WildBlueIndustries/DSEV Just using :NEEDS[DSEV] doesn't work. Does anyone know how the syntax goes for such a setup? I have the same issue with USI mods which are all placed under an UmbraSpaceIndustries folder. From the wiki: Quote The stuff within the needs section is based on either: A plugin .dll with the same assembly name. A subdirectory name under GameData. (Names with spaces can be used, just remove the spaces: GameData/My Mod/ => :NEEDS[MyMod] A FOR[Blah] defined would allow NEEDS[Blah] So if the mod uses it's own .dll or has a :FOR it should be possible. I know most of the USI mods have one or the other, and you've already been pointed to the solution for DSEV. Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted October 6, 2016 Share Posted October 6, 2016 3 hours ago, sarbian said: And here is the 1.2 version Note : 1.2 ready - High fidelity cat and text rendering ModuleManager.2.7.0.dll ModuleManager-2.7.0.zip I'm deeply happy seeing you here again! And thanks for the update btw... Quote Link to comment Share on other sites More sharing options...
Jimbodiah Posted October 6, 2016 Share Posted October 6, 2016 @DStaal That is what I normally do, but for USI and WildBlue I can not get it it work. Quote Link to comment Share on other sites More sharing options...
drtedastro Posted October 6, 2016 Share Posted October 6, 2016 Ah yes, the cat... That wonderful, spunky cat. Cheers. Quote Link to comment Share on other sites More sharing options...
Pesterenan Posted October 6, 2016 Share Posted October 6, 2016 So I'm working on a translation to Brazilian Portuguese. Already worked on the textures of the game as you can see. But some letters that have symbols doesn't appear correctly in the game, is this a cause of Module Manager, or just the game doesn't support fonts yet? Some example symbols that I need include: á é í ó ú ç ã õ â ê etc. Quote Link to comment Share on other sites More sharing options...
Alshain Posted October 6, 2016 Share Posted October 6, 2016 So umm... what's with the cat and how do you turn it off? Quote Link to comment Share on other sites More sharing options...
Papa_Joe Posted October 6, 2016 Share Posted October 6, 2016 (edited) 12 minutes ago, Pesterenan said: So I'm working on a translation to Brazilian Portuguese. Already worked on the textures of the game as you can see. But some letters that have symbols doesn't appear correctly in the game, is this a cause of Module Manager, or just the game doesn't support fonts yet? Some example symbols that I need include: á é í ó ú ç ã õ â ê etc. I have not tested this, but I have a theory. You can specify colors using <color> in the string you pass to the field. It may be possible to use <font> as well... give it a try... Edited October 6, 2016 by Papa_Joe Quote Link to comment Share on other sites More sharing options...
sarbian Posted October 6, 2016 Author Share Posted October 6, 2016 (edited) 10 hours ago, micha said: Thanks a lot! But... ModuleManager now internally reports its name as "ModuleManager.2.7.0" ie: Mod DLLs found: Stock assembly: Assembly-CSharp v1.0.0.0 ModuleManager.2.7.0 v2.7.0.0 KAS v0.6.0.0 / v0.6.0-pre for KSP 1.2-pre This broke my DependancyChecker (fixed now), but in general, would you mind just reporting the name of the module without appended version number in future releases? That's the dll file name. If you want to check the mod then check the Assembly name. 9 hours ago, Pesterenan said: Sarbian, that thing that I've mentioned before about not being able to translate the @STORY_DEFs part because of the many commas, like "@Opinion,Mild,Appreciative,generic,2 = legal" still isn't working in this MM. Ah, I knew I forgot something... I ll get a fix out soonish About the char not showing up could you send me a cfg with some examples ? I added a lot of characters to the font atlas a few weeks ago so I am surprised some are still not working. Make an issue in the bug tracker with the info and PM me the issue number Edit : are those char working in the vessel name field ? Did you save your .cfg as UTF8 ? Edited October 6, 2016 by sarbian Quote Link to comment Share on other sites More sharing options...
micha Posted October 6, 2016 Share Posted October 6, 2016 1 hour ago, sarbian said: That's the dll file name. If you want to check the mod then check the Assembly name. No, that's the Assembly name as well for the current release (it was fine in earlier releases). This is the code I'm using: assembly.GetName().Name; Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted October 6, 2016 Share Posted October 6, 2016 thanks alot for updating this man. appreciate the time and effort. Quote Link to comment Share on other sites More sharing options...
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