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"Attempting to replace PartModule 'Module1'' with 'Module2'" means what?'


Diazo

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Okay.

I've tried a search for this on the forum and I did really find an answer beyond the fact that this is something Squad added in 0.24 to try and handle cases where the order of partModules in the save file and in the part loader do not agree.

Do we know more then this? What is it doing when it does this?

I'm trying to troubleshoot some weird behavior in how my action group mod deals with it's partmodule to save data and when this message appears in the log window, I'm sure to see weird stuff.

The issue is I'm not seeing enough of what is going to to figure out just what is happening on Squad's end to figure out what I need to change in my mod to compensate.

Does anyone know more about this that they could give me a pointer or two?

D.

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Okay, upon further investigation it appears that this was a red herring.

I store data in a partModule for my Action Groups mod and upon adding detailed logging the data is in fact loading correctly even after my partModule had been moved by this mechanic.

So while this does not mean no one will have problems with it, this mechanic functions as expect the way my action groups mod is using it.

D.

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All it means is that I do not believe this mechanic is causing me problems.

From NathanKell's comment, it sounds like other devs are seeing issues so I qualified my comment that it is working fine in my case as that is all I can say for certain.

D.

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It looks like this is causing issues loading .craft saved modless for basically any mod that changes modules via ModuleManager. Does Sarbian know? Is there a way to stop Squad's "fixer" from running?

In the meantime I've added PSAs to my part-changing mods:

0.24 Compatibility Note

${ModName} is not broken in 0.24, and neither are a lot of other mods. That said, if you are using mods that change part functionality, especially if those mods use ModuleManager, you cannot use old or un-modded .craft files because KSP will break them. Squad introduced some new code to "fix" module order when loading persistence files, and it has introduced a raft of new issues to do when loading craft that were saved without mods into a game with mods. If you are having issues and are trying to load from a .craft file; please rebuild the craft by hand before reporting a bug. Thanks! :)

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Is this what has gone through and replaced all the LifeSupport, ModuleEngines, and FXModuleAnimateThrottle modules my capsule and engines need with multiple copies of "FarBasicDragModel" and "ModuleAeroReentry"? It nuked the engines and pods on almost every craft I have... including some that were built in .23.5 with the exact same mods (but usually different versions) that I am using in .24.

Is it possible to fix this in the persistence file by putting the modules back like they should be?

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Is this what has gone through and replaced all the LifeSupport, ModuleEngines, and FXModuleAnimateThrottle modules my capsule and engines need with multiple copies of "FarBasicDragModel" and "ModuleAeroReentry"? It nuked the engines and pods on almost every craft I have... including some that were built in .23.5 with the exact same mods (but usually different versions) that I am using in .24.

Is it possible to fix this in the persistence file by putting the modules back like they should be?

Possible, yes, but if you don't do it exactly right you could make things worse.

So what do we REALLY know about Squad's PartModule reordering and what misconduct can we actually implicate it in?

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I got it done, at least the ships I needed to. Had to launch a newly built vessel and copy the module data from it. Dunno if it is this problem specifically causing it, but I can confirm that adding mods that add modules to existing parts, even to an already modded install, does bad bad things to your .craft files AND already launched vessels, in some cases.

Edited by iueras
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Possible, yes, but if you don't do it exactly right you could make things worse.

So what do we REALLY know about Squad's PartModule reordering and what misconduct can we actually implicate it in?

I don't know if we're technically allowed to REALLY know about Squad's PartModule reordering... but I'm pretty sure it's happening in Part.LoadModules and it definitely looks like it's just throwing Part prefabs to the wind and trying to rebuild the prototype modulename for modulename. And, I'd pretty confidently say that about 90% of the reports I've seen regarding TweakableEverything and sarbian's DecoupleForX64 have been directly caused by it breaking mod compatibility with old persistence/craft files.

If you started fresh in 0.24 and don't use any shared or stock craft files, even with a heavily modded install you might not have noticed at all. If you tried to continue a save from 0.23 or use craft or subassemblies saved without your mods... everything might just be broken completely.

I'm pretty sure that re-enabling ModuleManager's SaveGameFixer will work around the code by making all of the craft and persistence files look like the prefabs as loaded up by various mods and ModuleManager. Hoping to test that more tonight whilst sarbian sleeps.

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Hoping to test that more tonight whilst sarbian sleeps.

Since you seem to know a lot more about it than me, if your testing has some results, would you oblige in filing a bug report with Squad? I mean, fair enough, TweakableEverything but DecoupleForx64 actually re-enables a core game function that x64 (sometimes) breaks. As you said, it flies in the face of modders who were counting on this for forward compatibility.. and Squad does like the modding community a lot.. I get that updates are not guaranteed to remain compatible and thatthe change probably had to come somewhen, but not like this.. it renders stock vessels unusable, breaks old .crafts in a way that doesn't have a fix documented (that I know of), likely makes subassemblies useless and is, I imagine, a slap in the face of modders who relied on it. Kind of like "Surprise! Your mod breaks KSP now!".. I dunno, I'm just rambling at this point.. I hope this gets sorted out, this is quite annoying :/

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I believe some of the more Big Time modders might have a more direct line to people who can do things about this than I do... but I may also be misinterpreting things. ;) That said, if I can think of a good way to pose this without decompiling and quoting what I think is wrong, I will absolutely post a bug if no one else does first. First I'm going to try to help work around it though; we can turn out releases a lot faster than Squad can. ;)

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