blowfish Posted January 25, 2019 Share Posted January 25, 2019 30 minutes ago, TGApples said: I suspect there may still be some issues with 4.0.1. When using Kerbalism I'm seeing the fuel cell placed in the wrong place in the tech tree. Works fine with 3.1.3. Are the new tech nodes there? Does this happen with a fresh save? There might be some stuff stuck in the save if you saved while using MM 4.0.0 Quote Link to comment Share on other sites More sharing options...
TGApples Posted January 25, 2019 Share Posted January 25, 2019 The nodes are there. It's possible that there's something stuck in the save. I did test with a fresh save but I'm not 100% sure I started that save on 4.0.1. Quote Link to comment Share on other sites More sharing options...
dxeh Posted January 25, 2019 Share Posted January 25, 2019 MM 4.0.1 actually reduced the amount of patches and therefor the loading time... That IS a good thing, buti'm wondering why/how it reduced the patches. isn't that going to break mods from working? or do some similar patches get combined all together? Quote Link to comment Share on other sites More sharing options...
catonthekbd Posted January 25, 2019 Share Posted January 25, 2019 Thanks for that update. My startup time dropped by approx 50% - the massive delay at "loading asset bundle defintions" has gone. Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 25, 2019 Share Posted January 25, 2019 1 hour ago, dxeh said: MM 4.0.1 actually reduced the amount of patches and therefor the loading time... That IS a good thing, buti'm wondering why/how it reduced the patches. isn't that going to break mods from working? or do some similar patches get combined all together? It shouldn't have changed the number of patches. I didn't notice any significant changer in the number in my testing ... are you sure updating ModuleManager was the only thing you changed? Would be easiest to figure out what's going on with logs from both before and after Quote Link to comment Share on other sites More sharing options...
Lisias Posted January 25, 2019 Share Posted January 25, 2019 51 minutes ago, blowfish said: It shouldn't have changed the number of patches. I didn't notice any significant changer in the number in my testing ... are you sure updating ModuleManager was the only thing you changed? Would be easiest to figure out what's going on with logs from both before and after I remember seeing something on the (recent) code about not counting something unrelated as a patch (creating empty nodes? I forgot). Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 26, 2019 Share Posted January 26, 2019 (edited) 1 hour ago, blowfish said: It shouldn't have changed the number of patches. I didn't notice any significant changer in the number in my testing ... are you sure updating ModuleManager was the only thing you changed? Would be easiest to figure out what's going on with logs from both before and after Oh, so this isn't an intended behaviour? I'm down from 5549 patches to 3351 after upgrading from MM 3.1.1 to MM 4.0.1 on the same install. I thought that different patches applied to the same part may count as one patch now but this actually looks like an issue. Now, I'm curious though and compared the configcache from MM 3.1.1 to 4.0.1. Unfortunately, 'name' and 'type' within the UrlConfig is no longer present in the config cache of MM 4.0.1 so it's kinda messy to compare (probably I just need a better diff tool...) but I found a few missing entries for Kerbalism (missing scrubber, pressure control, LS-resources...). So far I can tell, that this patch is not applied when using MM 4.0.1: Spoiler @PART[*]:HAS[#CrewCapacity[>0],!MODULE[KerbalSeat]]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _AirPump title = Air Pump capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _HumidityController title = Humidity controller capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _MonopropFuelCell title = Monoprop+O2 fuel cell capacity = #$/CrewCapacity$ running = false } @MODULE[ProcessController],* { @capacity *= 1.67 } MODULE { name = Configure title = Pod slots = 2 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = electronics slots = 0 } } SETUP { name = Scrubber desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = engineering101 mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } // Air pump always is add with pressureControl MODULE { type = ProcessController id_field = resource id_value = _AirPump } RESOURCE { name = Nitrogen amount = #$/CrewCapacity$ maxAmount = #$/CrewCapacity$ @amount *= 500 @maxAmount *= 500 } } SETUP { name = Humidity Controller desc = Reclaims <b>Water</b> out of the internal atmosphere to maintain humidity. tech = survivability mass = 0.015 cost = 300 MODULE { type = ProcessController id_field = resource id_value = _HumidityController } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = spaceExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = #$/CrewCapacity$ @maxAmount *= 5 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>. tech = advExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = #$/CrewCapacity$ @maxAmount *= 5 } } SETUP { name = Monoprop Oxygen Fuel Cell desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products. tech = advElectrics mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } } } But this is definitly not enough to decrease the patch number by 2000+... If you want to take a look: Output_log using MM 3.1.1: https://www.dropbox.com/s/ltcn5fwlu6xvnja/output_log(MM_3.1.1).txt?dl=0 Output_log using MM 4.0.1: https://www.dropbox.com/s/xls5htql6h4xhfp/output_log(MM_4.0.1).txt?dl=0MM 4.0.1 log: https://www.dropbox.com/s/ttuvxltyqld6pds/ModuleManager(4.0.1)).log?dl=0 ConfigCache using MM 3.1.1: https://www.dropbox.com/s/dy3639ayeyx3xny/ModuleManager(3.1.1).ConfigCache?dl=0 ConfigCache using MM 4.0.1: https://www.dropbox.com/s/3tzta4onskst00g/ModuleManager(4.0.1).ConfigCache?dl=0 edit: Probably a Kerbalism specific issue because I just notices this: MM 3.1.1: Quote Non-DLL mods added (:FOR[xxx]): ProfileDefault FeatureReliability FeatureDeploy FeatureSpaceWeather FeatureAutomation FeatureScience FeatureRadiation FeatureShielding FeatureLivingSpace FeatureComfort FeaturePoisoning FeaturePressure FeatureHumidity FeatureHabitat FeatureSupplies zzzzzz-B9PartSwitch Tourism 00DeepSky zzzKerbalism NearFutureLaunchVehicles ProbesBeforeCrew StockVisualEnhancements MM 4.0.1: Quote Non-DLL mods added (:FOR[xxx]): zzzzzz-B9PartSwitch Tourism 00DeepSky zzzKerbalism NearFutureLaunchVehicles ProbesBeforeCrew StockVisualEnhancements AFAIK, all the missing non-DLL mods are related to Kerbalism. Since Kerbalism uses .bin packages for different KSP versions, I have to gut feeling that these patches are within these packages and they aren't available for the new 'quick load' feature of MM Edited January 26, 2019 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted January 26, 2019 Share Posted January 26, 2019 @4x4cheesecake I've used Beyond Compare for close to 20 years for file and directory tree differences. https://www.scootersoftware.com/ I use it almost daily to compare my KSP tree before and after updates. Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 26, 2019 Share Posted January 26, 2019 24 minutes ago, 4x4cheesecake said: Oh, so this isn't an intended behaviour? I'm down from 5549 patches to 3351 after upgrading from MM 3.1.1 to MM 4.0.1 on the same install. I thought that different patches applied to the same part may count as one patch now but this actually looks like an issue. Now, I'm curious though and compared the configcache from MM 3.1.1 to 4.0.1. Unfortunately, 'name' and 'type' within the UrlConfig is no longer present in the config cache of MM 4.0.1 so it's kinda messy to compare (probably I just need a better diff tool...) but I found a few missing entries for Kerbalism (missing scrubber, pressure control, LS-resources...). So far I can tell, that this patch is not applied when using MM 4.0.1: Hide contents @PART[*]:HAS[#CrewCapacity[>0],!MODULE[KerbalSeat]]:NEEDS[ProfileDefault]:FOR[Kerbalism] { MODULE { name = ProcessController resource = _Scrubber title = Scrubber capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _PressureControl title = Pressure control capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _AirPump title = Air Pump capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _HumidityController title = Humidity controller capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _WaterRecycler title = Water recycler capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _WasteProcessor title = Waste processor capacity = #$/CrewCapacity$ running = true } MODULE { name = ProcessController resource = _MonopropFuelCell title = Monoprop+O2 fuel cell capacity = #$/CrewCapacity$ running = false } @MODULE[ProcessController],* { @capacity *= 1.67 } MODULE { name = Configure title = Pod slots = 2 UPGRADES { UPGRADE { name__ = Upgrade-Slots techRequired__ = electronics slots = 0 } } SETUP { name = Scrubber desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere. mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _Scrubber } } SETUP { name = Pressure Control desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure. tech = engineering101 mass = 0.01 cost = 250 MODULE { type = ProcessController id_field = resource id_value = _PressureControl } // Air pump always is add with pressureControl MODULE { type = ProcessController id_field = resource id_value = _AirPump } RESOURCE { name = Nitrogen amount = #$/CrewCapacity$ maxAmount = #$/CrewCapacity$ @amount *= 500 @maxAmount *= 500 } } SETUP { name = Humidity Controller desc = Reclaims <b>Water</b> out of the internal atmosphere to maintain humidity. tech = survivability mass = 0.015 cost = 300 MODULE { type = ProcessController id_field = resource id_value = _HumidityController } } SETUP { name = Water Recycler desc = Filter impurities out of <b>WasteWater</b>. tech = spaceExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WaterRecycler } RESOURCE { name = WasteWater amount = 0 maxAmount = #$/CrewCapacity$ @maxAmount *= 5 } } SETUP { name = Waste Processor desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>. tech = advExploration mass = 0.05 cost = 500 MODULE { type = ProcessController id_field = resource id_value = _WasteProcessor } RESOURCE { name = Waste amount = 0 maxAmount = #$/CrewCapacity$ @maxAmount *= 5 } } SETUP { name = Monoprop Oxygen Fuel Cell desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products. tech = advElectrics mass = 0.1 cost = 1000 MODULE { type = ProcessController id_field = resource id_value = _MonopropFuelCell } } } } But this is definitly not enough to decrease the patch number by 2000+... If you want to take a look: Output_log using MM 3.1.1: https://www.dropbox.com/s/ltcn5fwlu6xvnja/output_log(MM_3.1.1).txt?dl=0 Output_log using MM 4.0.1: https://www.dropbox.com/s/xls5htql6h4xhfp/output_log(MM_4.0.1).txt?dl=0MM 4.0.1 log: https://www.dropbox.com/s/ttuvxltyqld6pds/ModuleManager(4.0.1)).log?dl=0 ConfigCache using MM 3.1.1: https://www.dropbox.com/s/dy3639ayeyx3xny/ModuleManager(3.1.1).ConfigCache?dl=0 ConfigCache using MM 4.0.1: https://www.dropbox.com/s/3tzta4onskst00g/ModuleManager(4.0.1).ConfigCache?dl=0 Thanks! It looks like something really screwy was going on in 3.1.1, this doesn't seem to exist [ModuleManager] Applying update AntennaHelper/Localization/de_de/@Kerbalism:FOR[ProfileDefault] to Kerbalism/Settings/Kerbalism So something weird is going on that's making it think that ProfileDefault exists when it doesn't. I'll do a bit of digging and see if I can figure out what's going on. Best to avoid using ModuleManager 4.0.x with Kerbalism for now. I think it's related. Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 26, 2019 Share Posted January 26, 2019 Just now, blowfish said: So something weird is going on that's making it think that ProfileDefault exists when it doesn't. I'll do a bit of digging and see if I can figure out what's going on. Much appreciated In the last 30min, I tried to find any patch that actually contains ":FOR[ProfileDefault]" or any of the other non-DLL mods but I cannot find anything in the config files or the source code of Kerbalism 17 minutes ago, Tonka Crash said: @4x4cheesecake I've used Beyond Compare for close to 20 years for file and directory tree differences. https://www.scootersoftware.com/ I use it almost daily to compare my KSP tree before and after updates. Thanks, I'll take a look at it Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 26, 2019 Share Posted January 26, 2019 (edited) @blowfish For testing purposes, I added this patch to my install to register the non-DLL mods from Kerbalism: @PART[commandPod_1p5]:FOR[ProfileDefault] {} @PART[commandPod_1p5]:FOR[FeatureReliability] {} @PART[commandPod_1p5]:FOR[FeatureDeploy] {} @PART[commandPod_1p5]:FOR[FeatureSpaceWeather] {} @PART[commandPod_1p5]:FOR[FeatureAutomation] {} @PART[commandPod_1p5]:FOR[FeatureScience] {} @PART[commandPod_1p5]:FOR[FeatureRadiation] {} @PART[commandPod_1p5]:FOR[FeatureShielding] {} @PART[commandPod_1p5]:FOR[FeatureLivingSpace] {} @PART[commandPod_1p5]:FOR[FeatureComfort] {} @PART[commandPod_1p5]:FOR[FeaturePoisoning] {} @PART[commandPod_1p5]:FOR[FeaturePressure] {} @PART[commandPod_1p5]:FOR[FeatureHumidity] {} @PART[commandPod_1p5]:FOR[FeatureHabitat] {} @PART[commandPod_1p5]:FOR[FeatureSupplies] {} I just picked a random part to do this, I just wanted to register the mods... The result: I'm back to my previous patch count of 5549 patches, so I guess this is more like a quirk of Kerbalism and not an issue of MM? edit: I just got the confirmation that Kerbalism injects the non-DLL mods via code, so I'm pretty sure now that this is not a MM issue Edited January 26, 2019 by 4x4cheesecake Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 26, 2019 Share Posted January 26, 2019 (edited) Pick your choice: Operator error Fat Fingers Bad mouse Sorry for the (now deleted) problem report. My only excuse is that it's very late. DLL got put into the wrong directory Edited January 26, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 26, 2019 Share Posted January 26, 2019 (edited) And now it's failing with 3.1.3 :-( I'm restoring the entire thing from a good backup (going to take a while). I'll test it first to be sure it's good, then update MM and see what happens. Edited January 26, 2019 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 26, 2019 Share Posted January 26, 2019 3 hours ago, 4x4cheesecake said: In the last 30min, I tried to find any patch that actually contains ":FOR[ProfileDefault]" or any of the other non-DLL mods but I cannot find anything in the config files or the source code of Kerbalism Try the Simplex Resources mod. Change all the NEEDS Profilesimplex to ProfileDefault. There are heaps in there. Otherwise all the patches for ProfileDefault are in the default.cfg. The profile is only the first section supplies, rules and processes. The rest of the .cfg file are the patches using ProfileDefault. Quote Link to comment Share on other sites More sharing options...
blowfish Posted January 26, 2019 Share Posted January 26, 2019 6 hours ago, 4x4cheesecake said: @blowfish For testing purposes, I added this patch to my install to register the non-DLL mods from Kerbalism: Spoiler @PART[commandPod_1p5]:FOR[ProfileDefault] {} @PART[commandPod_1p5]:FOR[FeatureReliability] {} @PART[commandPod_1p5]:FOR[FeatureDeploy] {} @PART[commandPod_1p5]:FOR[FeatureSpaceWeather] {} @PART[commandPod_1p5]:FOR[FeatureAutomation] {} @PART[commandPod_1p5]:FOR[FeatureScience] {} @PART[commandPod_1p5]:FOR[FeatureRadiation] {} @PART[commandPod_1p5]:FOR[FeatureShielding] {} @PART[commandPod_1p5]:FOR[FeatureLivingSpace] {} @PART[commandPod_1p5]:FOR[FeatureComfort] {} @PART[commandPod_1p5]:FOR[FeaturePoisoning] {} @PART[commandPod_1p5]:FOR[FeaturePressure] {} @PART[commandPod_1p5]:FOR[FeatureHumidity] {} @PART[commandPod_1p5]:FOR[FeatureHabitat] {} @PART[commandPod_1p5]:FOR[FeatureSupplies] {} I just picked a random part to do this, I just wanted to register the mods... The result: I'm back to my previous patch count of 5549 patches, so I guess this is more like a quirk of Kerbalism and not an issue of MM? edit: I just got the confirmation that Kerbalism injects the non-DLL mods via code, so I'm pretty sure now that this is not a MM issue Based on my understanding of the issue that makes sense. And yeah, it looks like Kerbalism was making some assumptions about when and how ModuleManager does things to get these feature toggles to work. But I'm in contact with @N70 to hopefully come up with a better long term solution Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted January 26, 2019 Share Posted January 26, 2019 5 hours ago, theJesuit said: Try the Simplex Resources mod. Change all the NEEDS Profilesimplex to ProfileDefault. There are heaps in there. This would not change anything right now because 'ProfileDefault' is not registered as a mod so every patch which got :NEED[ProfileDefault] will not satisfy the requirement. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 26, 2019 Share Posted January 26, 2019 1 minute ago, 4x4cheesecake said: This would not change anything right now because 'ProfileDefault' is not registered as a mod Yea. I learnt a while after posting from the Kerealism discord that Kerbalism code tricks MM into treating profiles as mods but that broke with MM 4. One option to use kerbalism would then be to go through and remove the NEEDS ProfileDefault from the cfg. But for ongoing stablity kerbalism withbothe profile mods, kerbalism needs to get it sorted. Peace. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted January 26, 2019 Share Posted January 26, 2019 Stupid question: How do you stop another mod from loading its configs? Working on a tech tree integration, and the only way I've found to get it to work is to delete the tech tree of the mod I'm trying to replace. I'd like to not have to have the average user do that, so is there a way to stop that config from loading using a MM flag? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 26, 2019 Share Posted January 26, 2019 1 hour ago, Taki117 said: Stupid question: How do you stop another mod from loading its configs? Delete it or make sure your configs are loaded after and that you have covered all the other mod's patches. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted January 26, 2019 Share Posted January 26, 2019 1 hour ago, theJesuit said: Delete it or make sure your configs are loaded after and that you have covered all the other mod's patches. I was hoping to avoid deleting them...(you know what I'm working on) Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 26, 2019 Share Posted January 26, 2019 :AFTER[CommunityTechTree] might do it. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted January 27, 2019 Share Posted January 27, 2019 53 minutes ago, theJesuit said: :AFTER[CommunityTechTree] might do it. Maybe? What's weird is the exact same config works fine with it's only the two mods, but not when it's a whole bunch. I suspect Hide Empty Tech Tree nodes is the culprit (Since the tech tree gets massive) but then why would it show up on one install, but not another? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted January 27, 2019 Share Posted January 27, 2019 4 hours ago, Taki117 said: Hide Empty Tech Tree nodes There is a known issue with SIMPLEX Techtree. I've never worried investigating it as even on a stock install the only nodes empty are right at the end. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted January 27, 2019 Share Posted January 27, 2019 11 minutes ago, theJesuit said: There is a known issue with SIMPLEX Techtree. I've never worried investigating it as even on a stock install the only nodes empty are right at the end. Well...That answers a lot of questions. I'll go bug them. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 27, 2019 Share Posted January 27, 2019 More impressive test results: With my career game (255 mods): With 3.1.3: Loading Systems: Elapsed time is 427.0661s With 4.0.1: Loading Systems: Elapsed time is 383.3925s Quote Link to comment Share on other sites More sharing options...
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