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[0.90] Clockwork's Spare Parts (v1.00 15th Jan 2015)


Clockwork_werewolf

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Hi! I discovered an issue with the RealFuels patch in your mod. Using :FOR[RealFuels] instead of :NEEDS[RealFuels] tricks Procedural Parts into loading a non working semi RealFuels verision of itself, despite RealFuels not being present in GameData.

Cheers!

Edited by ThorBeorn
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Hi! I discovered an issue with the RealFuels patch in your mod. Using :FOR[RealFuels] instead of :NEEDS[RealFuels] tricks Procedural Parts into loading a non working semi RealFuels verision of itself, despite RealFuels not being present in GameData.

Cheers!

I'm happy to change this. Can you tell me what the difference is between "for" and "needs" in code terms? Is this only a bug that occurs with procedural parts when real fuels is not installed?

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:NEEDS[mod_name] means apply this MM patch ONLY if mod_name is present in gamedata folder. :FOR is to be used by modders only. Say your mod changes some stock part, then you would use @PART[squadEngine1]:FOR[Clockwork]{blah blah}.

I don't know much about coding or ModuleManager really. But I discovered this and how it affected P-parts. According to NathanKell that was expected when using :FOR and it probably breaks other things to. Read more in the first two posts in the MM thread, they are very informative.

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  • 1 month later...
  • 1 year later...

I know this is really old, but does this still work? I saw a review on youtube and it looked like something I need, but it doesn't seem as if it has been updated since 2015... so is this mod still useable?

Ima test it just in case.

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