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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season


sarbian

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That message is harmless afaik. Swamp copied some code from his KSP API other mod when writing the savegame fixer and some failsafe he added in the API trigger the message. I ll see if I can make it go away, since it looks bad :)

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When you see the button menu from Module Manager you must right click it to make it go away.

When you right click the Module Manager button too many times, your middle finger gets tired.

When your middle finger is tired, you can't flip off that jerk who cut you off in traffic.

When you don't flip off that jerk who cut you off in traffic, he thinks that what he did was morally okay.

When jerks who cut people off in traffic think that what they do is morally okay, the moral center of Humanity shifts towards jerkitude.

When the moral center of Humanity shifts far enough towards jerkitude, Western Civilization collapses.

Keep Western Civilization from collapsing. Auto hide your buttons.

I really wish I'd have thought about that one. I love those commercials when I get the chance to actually watch commercials.

All in favor of adding the word "jerkitude" to the dictionary?

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Not a complaint, just an FYI in case it happens to anyone else:

For some reason TweakableEverything stopped working, so instead of reloading the game, I saw that shiny Reload Database button and decided to click it. When I went back to the VAB, 90% of my parts had disappeared from the catalog, including most stock parts. They still showed as researched in R&D, but didn't show at all in VAB/SPH. Panic ensued, tried restarting the game, tried reverting to an old save, tried starting a new game, tried reverting to older and latest MM, but nothing worked. Then I read a few pages back that you had to click the Dump Database to File button after Reloading the Database, which then marked everything as unresearched, which could be fixed with Research It All.

That also didn't work, but I noticed when going into the VAB it would show the parts for half a second then they would disappear when an editor mod (in this case Part Catalog) loaded. Going into the settings and re-autotagging all parts didn't work, so I quit then re-installed Part Catalog, and I finally had all my parts back for all my saves.

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Reloading and dumping doesn't work for me. No parts in VAB or research center. None of my vessels gets loaded because of the missing parts. What am I doing wrong?

Edit: Even after starting a new game there are no parts. Same with version 2.2.2

Edited by DerTroglodyt
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CjStaal,

"Hidden" is actually a good thing. It means a mod removed something. FAR, for example, removes the ModuleControlSurface from any part that already has it so that KSP doesn't interfere with FAR's code for control surfaces.

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CjStaal,

"Hidden" is actually a good thing. It means a mod removed something. FAR, for example, removes the ModuleControlSurface from any part that already has it so that KSP doesn't interfere with FAR's code for control surfaces.

When I checked a crashreport, it was removing things because I didn't have realfuels n .... like that installed

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Just so.

If an MM patch has a :NEEDS[RealFuels] then it is only applied if RealFuels is installed. Or if there is another config patch that has a :FOR[RealFuels]

Well I've been installing mods one by one, and I've had zero hidden items now, and 655 patches. But when I go to install realchute, it says 2 hidden items. What are these hidden items and what mod do I need to unhide?

I have ocd. So where do I look to find this out?

EDIT: Is it because of this :

"-Added ModuleManager support to Tantares and the KP0110 pod"

EDIT2: Apparently not, I added Tantares and it came up with 6 hidden items.

EDIT3: Just installed most of my mods, 2602 patches applied, 46 hidden items

Edited by CjStaal
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Well I've been installing mods one by one, and I've had zero hidden items now, and 655 patches. But when I go to install realchute, it says 2 hidden items. What are these hidden items and what mod do I need to unhide?

I have ocd. So where do I look to find this out?

-SNIP-

Like FAR, RealChute takes conflicting code out. This is good. RealChute will not work correctly unless it hides other code. Specifically, it removes the parachute module from the stock parts so it can use it's own parachute control code and sounds.

If you want to find out how ModuleManager configs work, you should really read the wiki (link in the OP). It's how I'm learning.

How do I find out the NEEDS without a crash?

I'm not sure I understand the question. The NEEDS section just means that the MM patch should only run if that mod is installed. So @PART[fuelTank]:NEEDS[FAR] changes the FL-T400, but only if FAR is installed.

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Module manager guy


AddonLoader: Instantiating addon 'ConfigManager' from assembly 'ModuleManager.2.2.2'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


AddonLoader: Instantiating addon 'SaveGameFixer' from assembly 'ModuleManager.2.2.2'

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)


InvalidProgramException: Assembly: ModuleManager.2.2.2 at location: F:\SteamLibrary\SteamApps\common\Kerbal Space Program\GameData\ModuleManager.2.2.2.dll is not in the expected assembly. Code has been copied and this will cause problems.
at ModuleManager.SaveGameFixer.RunTypeElection (System.Type targetCls, System.String assemName) [0x00000] in <filename unknown>:0


at ModuleManager.SaveGameFixer.Awake () [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
ModuleManager.SaveGameFixer:Awake()
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup)
AddonLoader:StartAddons(Startup)
AddonLoader:OnLevelWasLoaded(Int32)

- - - Updated - - -

Yeah, I've come to that realization when it was hiding NEAR stuff

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I am MM stupid lol

when I bring the game up I see MM telling me something but I can't read it now because it says it twice and the text is out of alignment. From what i can see the game is running well though. I do have 2.2.0 and 2.2.1 in the gamedata directory ... i was thinking that may be why it shows like that. should I take 2.2.0 out? will it break those mods that use 2.2.0? it LOOKS like that is worked out as the game comes up but I'm afraid of breaking something. Also what does "reload database" and "dump database to file" mean? how do I get rid of that .. it looks like it's there for developers ... just a guess though i have no clue.

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I am MM stupid lol

when I bring the game up I see MM telling me something but I can't read it now because it says it twice and the text is out of alignment. From what i can see the game is running well though. I do have 2.2.0 and 2.2.1 in the gamedata directory ... i was thinking that may be why it shows like that. should I take 2.2.0 out? will it break those mods that use 2.2.0? it LOOKS like that is worked out as the game comes up but I'm afraid of breaking something. Also what does "reload database" and "dump database to file" mean? how do I get rid of that .. it looks like it's there for developers ... just a guess though i have no clue.

Definitely uninstall 2.2.0 - you only need one version, and you shouldn't have any compatability issues. Mods that need MM use it by having MM config files, rather than linking to the MM dll itself, and the config language is backwards compatable, so you should be fine with just the latest version.

Reload Database means re-read all the config files for all the parts, like the game does at load-time. It allows modders to edit a MM file (or a part) and reload it without having to quit the game.

Dump Database, I -think- means write out the modded config files, after MM has patched them.

Generally you won't need either of those functions unless you're developing your own mods.

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Definitely uninstall 2.2.0 - you only need one version, and you shouldn't have any compatability issues. Mods that need MM use it by having MM config files, rather than linking to the MM dll itself, and the config language is backwards compatable, so you should be fine with just the latest version.

Reload Database means re-read all the config files for all the parts, like the game does at load-time. It allows modders to edit a MM file (or a part) and reload it without having to quit the game.

Dump Database, I -think- means write out the modded config files, after MM has patched them.

Generally you won't need either of those functions unless you're developing your own mods.

good to know thanks! :-)

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How do I find out the NEEDS without a crash?

To find your log file:

  • Windows: KSP_win\KSP_Data\output_log.txt
  • Mac OSX: Open Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log
  • Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log

Please note that these logs are generated regardless of whether you had a crash or not and they are generated constantly. If you are asked for logs, do not submit ksp.log

Also, just to be sure you understand; you do NOT need to resolve each and every NEEDS. It's possible to create a config with NEEDS where is is a logical impossibility to meet every one. For instance, one that contains multiple contingencies. (i.e. a heat shield which configures itself differently depending on whether or not Real Solar System is installed. Just ignore the thing about hidden items. You don't have to get it down to zero.

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Definitely uninstall 2.2.0 - you only need one version, and you shouldn't have any compatability issues.

You can have more than one MM version installed. Only one will process the patch, but in some I made stupid mistakes that have them display the text even if they did did not patch anything. It's just a display problem and does not change anything else afaik.

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