FlowerChild Posted November 26, 2013 Share Posted November 26, 2013 Just wanted to clarify something. In the OP you specify a share-alike license, but ialdabaoth's OP for ModuleManager contains the following:Plugin developers and other modders have my explicit permission to redistribute this dll with their own works, so long as you give credit to me and provide a URL back to this forum post.Reference: http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needsThe share-alike license seems to specify that any work which *builds upon* and redistributes ModuleManager (which would seem to apply to any mods that make use of it) must also use a share-alike license, whereas what ialdabaoth says above does not.Is this actually the case for 1.5 where it's only intended to be redistributed with mods that also have a share-alike license? If not, would you mind including a similar statement to ialdabaoth's in the OP? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 26, 2013 Share Posted November 26, 2013 Just wanted to clarify something. In the OP you specify a share-alike license, but ialdabaoth's OP for ModuleManager contains the following:Reference: http://forum.kerbalspaceprogram.com/threads/31342-0-20-ModuleManager-1-3-for-all-your-stock-modding-needsThe share-alike license seems to specify that any work which *builds upon* and redistributes ModuleManager (which would seem to apply to any mods that make use of it) must also use a share-alike license, whereas what ialdabaoth says above does not.Is this actually the case for 1.5 where it's only intended to be redistributed with mods that also have a share-alike license? If not, would you mind including a similar statement to ialdabaoth's in the OP?He's said elsewhere that all of his work is free for others to use. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 26, 2013 Author Share Posted November 26, 2013 If you read the line about the licence in the first post you'll see that the "here" is a link. It point to the post where ialdabaoth gave his licence term.The licence is only about the source. I just added "source" to my post to make it clearer. Quote Link to comment Share on other sites More sharing options...
dhx Posted November 26, 2013 Share Posted November 26, 2013 Space in part name are evil.Replace the space with an "?". It should workIf not replace it with an "*". I know this one work but it may match more than just 1 spaceI need to add more trim() then ...I investigated this, no amount of Trim will help with this issue.The lines of this kind""@PART[*]:HAS[ @RESOURCE[*] ]""just have to be without spaces, they are truncated at the first white-space.ModuleManager cannot do much about it as far as I can see. Quote Link to comment Share on other sites More sharing options...
FlowerChild Posted November 26, 2013 Share Posted November 26, 2013 If you read the line about the licence in the first post you'll see that the "here" is a link. It point to the post where ialdabaoth gave his licence term.The licence is only about the source. I just added "source" to my post to make it clearer.Cool, thanks for that man. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 27, 2013 Author Share Posted November 27, 2013 An other unofficial release : http://www.sarbian.com/sarbian/ModuleManager_1_5_2.dllThis one include code cleanup by dhx and new operators asked by NathanKell % for a value or a node will edit if present and add if not $ for a node will duplicate it @NODENAME,2 {} will get you the third node of that type (0 is the first, 1 the second, ... we programmer like this joke)And it does apply patch when reloading the databaseI'll release it as official in a few days if no bug emerge. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 27, 2013 Share Posted November 27, 2013 Still on 1.5.1 but just wanted to say that reload ability just saved me about half an hour worth of restarts. (Half an hour that I don't actually have.) Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 27, 2013 Author Share Posted November 27, 2013 Yeah, with all the people working on RSS and related mod I figured it was important I make it work. It was kind of depressing to see how little code was required in the end ... Quote Link to comment Share on other sites More sharing options...
Starwaster Posted November 27, 2013 Share Posted November 27, 2013 Yeah, with all the people working on RSS and related mod I figured it was important I make it work. It was kind of depressing to see how little code was required in the end ...Yeah I had a few ideas about it that I wanted to bring up with you but couldn't tear myself from all the tweaking and testing I was doing. Glad you figured it out.! Quote Link to comment Share on other sites More sharing options...
NathanKell Posted November 27, 2013 Share Posted November 27, 2013 Sarbian: thanks so much for this! Will test. Quote Link to comment Share on other sites More sharing options...
sarbian Posted November 28, 2013 Author Share Posted November 28, 2013 Here is 1.5.3, the one that does not duplicate all module you edit http://www.sarbian.com/sarbian/ModuleManager_1_5_3.dll Quote Link to comment Share on other sites More sharing options...
seanth Posted November 30, 2013 Share Posted November 30, 2013 I visited the github fork but didn't see a way to suggest a change, so I'm hereIt'd be nice to also be able to edit RESOURCE_DEFINITIONs. There are some biology/life support mods that have the same resource (oxygen, for example), but use different densities.Being able to use module manager to bring order to chaos in resources would be nice. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 1, 2013 Author Share Posted December 1, 2013 Ressource are part of the database, so you can already edit them Quote Link to comment Share on other sites More sharing options...
seanth Posted December 1, 2013 Share Posted December 1, 2013 Ressource are part of the database, so you can already edit themWell. I feel dumb. Is there a wiki or how to that describes what one can do and how to do it? Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 1, 2013 Author Share Posted December 1, 2013 The short version is : if it's defined in a .cfg in any subdirectory of GameData you can edit it.All the doc is in the first 2 post. To edit thisRESOURCE_DEFINITION{ name = LiquidFuel density = 0.005 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP}You do @RESOURCE_DEFINITION[LiquidFuel]{ @density = 0.2} Quote Link to comment Share on other sites More sharing options...
seanth Posted December 1, 2013 Share Posted December 1, 2013 The short version is : if it's defined in a .cfg in any subdirectory of GameData you can edit it.All the doc is in the first 2 post. Thank you so much. Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2013 Share Posted December 1, 2013 Sarbian: I'm having an issue with $: It doesn't seem to apply to root nodes. Checking the source, you seem to only check for $ in subnodes, whereas exactly the place I would like it is root nodes (i.e. $PART[foo] rather than @PART[foo]). Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 1, 2013 Share Posted December 1, 2013 Further issue with 1.5.3: I now get "Could not find node to modify: @foo" for pretty much every subnode I try to modify. Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 1, 2013 Author Share Posted December 1, 2013 Fix for the bug : http://www.sarbian.com/sarbian/ModuleManager_1_5_4.dllI need to build some kind of test file... Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 2, 2013 Author Share Posted December 2, 2013 (edited) Suggestion: A means to swap entire nodes based on the presence of other mods by identifying loaded .dllsIs this syntax ok ?PART{ MM_SWITCH { CASE { dll_loaded = FireSpitter MODULE { name = FSwheel etc = etc } } CASE { dll_loaded = Multiwheels6 MODULE { name = TTModularWheel etc = etc } } DEFAULT { MODULE { name = ModuleLandingGear } } }} Edited December 2, 2013 by sarbian Quote Link to comment Share on other sites More sharing options...
Starwaster Posted December 2, 2013 Share Posted December 2, 2013 What if both dll's are loaded? Quote Link to comment Share on other sites More sharing options...
sarbian Posted December 3, 2013 Author Share Posted December 3, 2013 It use the first one satisfying the condition, or default if none. If there is not one matching and no default then nothing is added.http://www.sarbian.com/sarbian/ModuleManager_1_5_5.dll Quote Link to comment Share on other sites More sharing options...
SFJackBauer Posted December 4, 2013 Share Posted December 4, 2013 Sarbian: I'm having an issue with $: It doesn't seem to apply to root nodes. Checking the source, you seem to only check for $ in subnodes, whereas exactly the place I would like it is root nodes (i.e. $PART[foo] rather than @PART[foo]).Ok so assuming that foo is an existing part, and I would like to duplicate it and then just give it a new name, is this the way?$PART[foo]{ @PART { @name = newfoo }} Quote Link to comment Share on other sites More sharing options...
prioronion Posted December 4, 2013 Share Posted December 4, 2013 I got the module manager and put it in the gamadata file (1.5.5) then i created a folder for my patch, the patch used the code you provided to send any mod part to have tech tree integration at the composites node, but everything i do is failing i still do not get how to use this mod, do i need to provide a root to the files some how? Quote Link to comment Share on other sites More sharing options...
NathanKell Posted December 4, 2013 Share Posted December 4, 2013 Alas no. Sarbian found that you can't do that for root nodes (like PART) only subnodes. Has to be a Squad-side change to allow that.So the main use case for $ is not working. :\You'd use it just like @, though, IIRC: i.e.$PART[foo]{@name = newfoo//@other_changes_from_foo} Quote Link to comment Share on other sites More sharing options...
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