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[1.4.1] Magico13's Modlets (Sensible Screenshot, Dated QuickSaves, etc.)


magico13

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What is a modlet? Simple!

Literally, that's what it is. A modlet is a very small, generally one purpose mod designed with a very specific goal in mind. There's generally no configurability, just a single .dll, and probably one file of source code. They're very simple, straightforward additions to the game. Some example modlets are Claw's Stock Bug Fix Modules or Malah's Quick Mods

This thread is where I will be posting my "modlets", the first of which is Field Experience.

The downloads are generally available on SpaceDock and GitHub.

 

Sensible Screenshot v1.2.4 (2018-03-20) [KSP 1.4.1]

Requires (and includes) MagiCore.dll

Description: Have you ever tried to back up your Screenshots folder and run into issues with screenshots with the same names? Well, consider that problem solved! Sensible Screenshot renames your screenshots to use a name based on the date and time taken so you always have unique file names!

With update 1.1.0 you can now also include a large amount of in-game data (like the KSP version, SaveGame name, or even Active Vessel name or biome, or parent body, or situation, or.... the list goes on! (check down below for the full list).

Additionally with 1.1.0, you can now convert your screenshots into .jpg files automatically to reduce their file size, if that's something you're concerned about!

Warning: It might not get things exactly right if you take a lot of screenshots all at once. If you only take 1 a second (or less) it should work perfectly but if you take more than 1 a second they might be in the wrong order.

If you're looking for a mod like this that takes screenshots on a timer or automatically at special events, check out linuxgurugamer's Automated Screenshots mod!

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Variables:

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Config Options (and defaults, don't include anything after the # symbol in your configs):

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An example (somewhat ridiculous) filename setting and result:

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Imgur album comparing .png quality and file size to .jpg: http://imgur.com/a/tLYE5

 

Changelog:
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Dated QuickSaves v1.1.5 (2018-03-20) [KSP 1.4.1]

Requires (and includes) MagiCore.dll

Description: Are you ever afraid to load a quicksave because you don't know how far back it will take you? Do you overwrite useful quicksaves by accidentally pressing F5? Do you like installing all the mods that might eventually have a use to you some day? Well, Dated QuickSaves is a mod you should get! It adds the current in-game date and time to the filename when you make a quicksave during flight. This serves to remind you how far back the save will take you and also automatically prevents overwriting quicksaves with an accidental tap of F5. Just press F5 in flight and Dated QuickSaves takes care of the rest. Use F9 to load the latest quicksave as normal, and Alt-F9 to load the dated quicksaves, where you can review the date before losing all your precious missions.

Currently there isn't a limit on how many saves are made, so you'll want to clear them out eventually. If there is demand I can add a config option to limit that. Changed in 1.1.0. Additionally, it uses the current in-game time, rather than extracting the UT from the quicksave itself, so if that is an issue I can change it. One more thing, if people want an auto-backup of the main save when loading a quicksave, I can add that in as well if requested.

New in 1.1.0:

- You can now define the filename to use in the same way as Sensible Screenshot, above, including all the fun variables like vessel name or biome

- You can now turn on automatic autosaves in the flight scene at a configurable interval (in integer minutes)

- You can now set a limit on the number of quicksaves and autosaves to keep (only tracks new ones, so clear out the old ones manually. Set to -1 in the config to keep unlimited ones)

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Changelog:
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Ship Save Splicer v1.2.0 (2018-03-27) [KSP 1.4.1]

Description: Ever built a ship, base, or station in one save and wish you could transfer it into a new save? Perhaps you built a really awesome station around Kerbin in a save, then added the New Horizons mod and had to start a new save. With Ship Save Splicer you can export the station from one save and import it into another, even if they use wildly different mods (with the exception of required part mods).

Just enter the tracking station, select a craft from the left, and press the "SSS" button. The ship will be exported to the "Kerbal Space Program/Ships/export" folder, ready to be imported into a new save. To import a craft, enter the tracking station and don't select any vessels. Press the "SSS" button to bring up the importer in no-crew mode and select the vessel you want to import. It will then be imported without any crew members.

To import a craft with all of its crew, mod-click the "SSS" button (so Alt-Click or RightShift-Click) to bring up the importer in "crewed" mode. Importing vessels with crew has a much larger potential of breaking things, so make a quicksave beforehand! When importing with crew all the crew stats should transfer properly. If there's already a Kerbal with the same name in the Save (for instance, "Bob Kerman") then the imported Kerbal will be renamed with a roman numeral (ie, "Bob Kerman II").

As of 1.1.0 you can now convert exported vessels to craft files by Left-Shift clicking the button while in the Tracking Station. This is made possible by @Claw's InflightShipSave mod and the pertinent code remains under the original CC-BY-NC-SA license.

Shortcuts:
Click with vessel selected = Export vessel
Left-Ctrl+Click = Import vessel, no crew
Mod+Click with no vessel selected = Import vessel and crew
Left-Shift+Click = Convert exported vessel to .craft file

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Changelog:
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EditorTime v1.0.5 (2018-03-20) [KSP 1.4.1]

Description: Makes time pass while you're in the editor. Pretty straightforward. Also includes a window to tell you the current time while you're in the editor. It's kind of like a super simplified Kerbal Construction Time, where instead of taking a calculated amount of time to build vessels, the amount of time it takes to build a vessel is dependent on how long it takes you to actually design itt. In the config file you can alter the timeRatio to make more or less game time pass per real life second so that 1 real second == 1 game second, or perhaps 1 real second = 1 game minute, or anything you can imagine.

Some possible hiccups (since mods don't expect time to pass in the editor):

1. Kerbal Alarm Clock alarms won't fire. I'll probably add a countdown timer to show you when the next alarm is set to fire (and will probably pop up a message to alert you).

2. Other mods that depend on time might not work correctly.

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (GitHub)

Changelog:

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Tree Toppler v1.1.3 (2018-03-20) [KSP 1.4.1]

Description: For those of you who want to play career mode but don't want to deal with the grind that is the Science system, Tree Toppler lets you unlock the tech tree without spending science. Best paired with the Stock setting that requires part purchases, you can turn your space program into a corporation rather than a research institution. When the "Topple" button in the lower left corner of the R&D screen is pressed, you're given four options:

 

  1. Unlock All Nodes: This will unlock all nodes, regardless of R&D center level. If you have the setting to require part purchases, it won't auto-purchase the parts. If you have that setting off, you'll get all the parts for free.
  2. Unlock Up To Level: This unlocks all nodes that you could purchase based on R&D center level. An un-upgraded R&D center can only purchase nodes costing up to 100 science, so any 100 science or more nodes won't be unlocked. Useful if you still want tech restrictions based on building upgrades, for progression purposes.
  3. Disable Costs: For those of you who are picky about which nodes you want unlocked, this setting will disable any science costs associated with nodes. If you can't afford a node, this will still unlock it. If you can afford a node, you'll get whatever science you spend back. This also unlocks a second set of options when selecting nodes to force unlock or force lock the nod, ignoring all prerequisites (including R&D level, science costs, and required parent nodes)
  4. Lock All Nodes: The opposite of unlocking all the nodes, this will lock all of them again, if that's something you want.

 

Note: The changes won't appear right away when unlocking/locking several nodes at once. Close the R&D screen, then reopen it to see the changes.

License: GPLv3. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Download (SpaceDock)

Download (GitHub)

Imgur Album (can't get it to embed for some reason)

Changelog:

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Wwwwwwwww v1.0.2 (2018-03-20) [KSP 1.4.1]

Description: For when you need to walk for a long time and you don't want to hold the key yourself. Also capable of running. It basically just holds down "w", which is also how I came up with the name. Unfortunately I gave it one too many w's and it would have been better as Wwwwwwww (Wx8, or "weight" [or "wait"] which is great since people usually hold it down with a a weight (like a stack of coins) and they have to wait a long time to get where they're going. So just pretend it's called that instead. Or call it WNine. I don't care :P

Press "Left Control" and "W" while on EVA to keep walking forward. Press "Left Control", "Left Shift", and "W" on EVA to keep running forward. Press "W" to disengage. Takes two clicks of "W" (and of "Left Shift") to fully disengage sometimes

Download (SpaceDock)

Download (GitHub)

Changelog:

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NIMBY v1.1.1 (2018-03-20) [KSP 1.4.1]

Description:

NIMBY (or Not In My BackYard) is a modlet that restricts recovery of vessels to within a range of predefined "beacons". By default the only beacon is the KSC and recovery is limited to within 100km. If you try to recover from further, a message will pop up alerting you that you are too far away.

Additional beacons can be created through the Beacons.cfg file that is generated after the first run. Future plans for the mod include a UI to allow creating new beacons and parts that allow for mobile beacons (for bases and recovery ships).

Download (SpaceDock)

Download (GitHub)

Changelog:

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No longer maintained:

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Common Dependency:

MagiCore

Description: A core utility mod initially designed so Sensible Screenshot and Dated QuickSaves can share "string translation" features. I'll probably add other common utilities into it and start requiring it in other mods. It should be included by default in Sensible Screenshot, Dated QuickSaves, Kerbal Construction Time, and ScrapYard, and CKAN should have it indexed separately. It will install to KSP_Folder/GameData/MagiCore/MagiCore.dll.

License: MIT. Also included in the zip file.

Installation: Merge the included GameData folder with the one in your KSP directory, overwriting any files.

Latest releases on GitHub

 

 

Suggested modlets and changes to existing modlets

New modlet ideas

 

Changes to existing modlets:

EditorTime
- Warp control
- Countdown to the next KAC alarm

Edited by magico13
SSS 1.2.0
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  Fuhnt said:
Sorry if this is a dumb question but do these files in the zip just go in the gamedata folder?

All you need to do is put the DLL file anywhere in the GameData folder, either in its own directory or by itself (like ModuleManager). I'll add some installation instructions to the OP to make that clear in the future, thanks :)

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  Errol said:
Is this integrated with final frontier as well?

Probably not. This just calculates experience. If final frontier doesn't hand out ribbons until recovery, that's on them to change. There isn't a way for me to make other mods think the kerbals are recovered without probably breaking something, but Final Frontier could easily calculate ribbons while flights are active.

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It seems to me that awarding a ribbon should require the kerbal to return to the place where those things would, in a natural setting, be handed out. It just makes sense that way. Unless, of course, the winning kerbal must craft his own ribbon from the materials available to him upon receiving the right to have it. I mean, the KSC isn't running on unlimited funds now is it? Them ribbons cost something.

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  • 2 months later...
  Dazpoet said:
Field Experience seems awesome, few things have ever annoyed me like the fact that my engineer needed to return to Kerbin and go back again before I could repair a wheel...

That's basically the reason I made it. I was sending 6 kerbals to Duna on a long term mission and it seemed ridiculous to have to return them to Kerbin before they'd be able to improve their stats.

  nothingSpecial said:
So let me get this straight. Re3 will basically allow us to set stations and large in-orbit-constructed vehicles AND reduce partcount by removing docking ports?

That's wonderful!

If I understand you correctly, that's the goal. I need to make it so it doesn't kill kerbals and I need to game-ify it a bit (require engineers on board, don't let you make totally arbitrary changes). It also has at least one bug that causes a bunch of null reference exceptions that I'd like to fix, but doesn't appear to actually break anything. The version that's up right now is essentially just a proof of concept and will let you change anything you want. The ultimate goal though is to take orbital constructed vessels and remove docking ports+add struts to increase structural stability. I figured letting you do small repairs like replacing broken solar panels and fixing fuel lines would be fair as well.

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  magico13 said:
It also has at least one bug that causes a bunch of null reference exceptions that I'd like to fix, but doesn't appear to actually break anything.

Are those nullrefs happening in events? (i.e. GameEvent events)

If so, I've noticed that those tend to call the same event multiple times with only one having valid data.

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  Starwaster said:
Are those nullrefs happening in events? (i.e. GameEvent events)

If so, I've noticed that those tend to call the same event multiple times with only one having valid data.

It has to do with the docking port transforms. I haven't looked too far into it yet. It fires during Update if I recall correctly. And it doesn't always happen, even for the same ship. Everything appeared to still function correctly afterward, and they stopped when I left the editor, so I'm not too worried about it.

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  magico13 said:
Field Experience

Oh, why didn't I see this mod before I completed all my training? I could have just left all the guys on Minmus after the flag planting ceremony, instead of bringing them back to Kerbin and then sending them right back up to Minmus.

Oh well I'm installing this now so I won't have to bother with that again. Thanks!

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  ManTrelk said:
So, I added the Field Experience .dll to my GameData folder, and it's reset all of my currently active Kerbals' skill level to 1 (not 0). That's not supposed to happen, right? I'm on Linux x64.

Are they in orbit, or have they ever reached orbit? If so they have enough experience for level one.

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Yeah, some of them were at level two. I noticed it because Jeb suddenly didn't have access to the more advanced SAS options. deleting the .dll undid the problem.

Big fan of KCT by the way :P it really completes the career mode IMO and construction time should be a stock feature.

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  magico13 said:
They went from a higher level to a lower one when you added the .DLL? That's certainly not intended! I'll look into it. It's possible it's only taking account of the latest mission.

I think that's whats going on...I took the mod out and all kerbals on mission that were 1 star, went back to their original star level, 3 stars.

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There's an update to Field Experience to version 1.0.1. Pretty minor change (to a pretty minor mod) that should fix the issue with "forgotten" experience. I also removed the time based experience checker in favor of only checking on scene changes and quick loads, so you'll no longer see level increases during flight. If you really want it, I can add it back, but I figure people probably change scenes often enough that it wasn't needed.

Let me know if you find any other weird quirks. I was a bit worried that the experience would accidentally skyrocket to higher than it should be, but limited testing showed that to not be the case.

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  • 4 weeks later...

FieldExperience didn't require any changes in code to work with 1.0, but I haven't tested it. I expect that it works just fine with 1.0. I haven't tested Re3 yet either (or checked the code for working with 1.0 yet), but I imagine it probably works as well.

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I just added Sensible Screenshot to the first post. What does Sensible Screenshot do? I'm glad you asked!

Sensible Screenshot gives your (new) screenshots unique filenames based on the date and time they're taken. No more accidentally overwriting files or having multiple copies of the same screenshot when you go to merge Screenshots folders! If it picks up any interest I'll add a config file that will let you define the naming scheme yourself so you can use your favorite date format, or even include the active vessel name or save name in the filename.

Let me know what all of you think!

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