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Module Manager Handbook
This section covers the most basic applications of Module Manager, which tend to be the most asked questions in the Module Manager Official Thread. It goes through the main operations in a quick and simple way. For a more detailed description, see Module Manager Syntax.
Keep in mind the following nomenclatures:
- NODE - Content is written between curly brackets:
MODULE { }
RESOURCE { }
PROP { }
- Key - Items that can have a value after it:
name = mk2LanderCabin
maxThrust = 1500
description = The mobile processing lab was developed to (...)
- Operators
- "nothing", for creating a new node
-
@
for edit -
+
or$
for copy -
-
or!
for delete -
%
for edit-or-create.
- Filters
-
*
for any number of alphanumeric chars -
?
for any single alphanumeric character. This is also applied in case of "space" or special chars. -
@
for including nodes in filter -
-
or!
for excluding nodes from filter -
#
for including keys in filter -
~
for excluding keys from filter -
:HAS[<node>]
for searching only files that have in filter -
:NEEDS[<modname>]
Patch is applied only if given mod is installed.
-
- Additional
-
&
or,
for "AND" -
|
for "OR" -
:Final
forces the patch to be applied lastly (in case multiple files edit the same node)
-
Note that HAS blocks currently do not support the usage of OR or |. Situations where a patch needs to apply to two seperate requirements will require two seperate patches.
Creating or editing using operators:
// Edit a PART node named "SomePart"
@PART[SomePart]
{
// Change SomePart's mass to 0.625
@mass = 0.625
// Change the description to a new text
@description = SomePart: now uses Xenon!
// Edit SomePart's node MODULE named "ModuleEngines"
@MODULE[ModuleEngines]
{
// Change maxThrust to 225
@maxThrust = 2.25
// Edit SomePart's node PROPELLANT named "LiquidFuel"
@PROPELLANT[LiquidFuel]
{
// Change the PROPELLANT node name from LiquidFuel to XenonGas
@name = XenonGas
// Change the ratio value
@ratio = 1.0
}
// Edit SomePart's node atmosphereCurve. Note that this node doesn't have a name.
@atmosphereCurve
{
// Edit the FIRST "key" Key from the "atmosphereCurve"
@key,0 = 0 390
// Edit the SECOND "key" Key from the "atmosphereCurve" property
@key,1 = 1 320
}
// Remove the node PROPELLANT named "Oxidizer" from the PART
!PROPELLANT[Oxidizer] {}
}
// Create a new node RESOURCE in the PART
RESOURCE
{
// Add a name to the node RESOURCE
name = ElectricCharge
// Add "amount" and its value to this node
amount = 100
// Add "maxAmount" and its value to this node
maxAmount = 100
}
}
If you make a .cfg file with an entry that looks like this:
PART
{
name = myPart
...(stuff)
}
You're defining a new part named "myPart". Then, if another .cfg file somewhere does this:
@PART[myPart]
{
...(stuff)
}
That is saying: "at the PART named 'myPart', edit the following additional stuff...".
If you don't put the @
operator before the NODE, instead of editing an existent one, you will create a new one:
PART[myPart]
{
...(stuff)
}
This way, now you have two PARTs named "myPart".
It's also possible to filter Nodes and Keys by numbers. This is useful when there's multiple and nameless (or under the same name) nodes and Keys on a config file.
If there are two or more Keys with the same name, you can refer to them like this:
@example,0 = <...>
finds the first "example" Key or on the list (this is the same as @example = <...>
)
@example,1 = <...>
finds the second one.
@example,2 = <...>
finds the third, and so on.
@example,* = <...>
finds all the "example" Keys, and edits all of them.
@example,-1 = <...>
finds the last "example" Key.
The same thing works for !example,0
, etc.
The same is applied to nodes without names, as follows:
!EXAMPLE,0 {}
Looks for the first "EXAMPLE" node in the section and deletes it.
@EXAMPLE,*
{
...(stuff)
}
Looks and edits all the "EXAMPLE" nodes in the section.
@MODULE[Example],1
{
...(stuff)
}
Looks for all the "Example" MODULES. Filters the second one and edits it. Note that this is a named MODULE, but this doesn't prevent you from filtering them by numbers.
You can apply changes to multiple parts at the same time, using the *
filter.
@PART[B9_*]
{
...(stuff)
}
This will edit all the PART nodes that has a name beginning with "B9_", and have anything else after it.
@PART[B9_*]
{
@MODULE[Module*Drill]
{
...(stuff)
}
}
This will edit only ONE module in all beginning with "B9_" parts. If you want to edit all modules in all parts, use:
@PART[B9_*]
{
@MODULE[Module*Drill],*
{
...(stuff)
}
}
@PART[*]:HAS[@MODULE[ModuleEngines]]
{
...(stuff)
}
This will look for all PART nodes, but will filter for only those who contain ModuleEngines
MODULE.
@PART[*]:HAS[!MODULE[ModuleCommand]]
{
...(stuff)
}
Like the previous one, this will look for all PART nodes, but will filter for only those who don't contain ModuleCommand
MODULE.
@PART[*]:HAS[#category[Utility]]
{
...(stuff)
}
This will look for all PART nodes, and filter for those who have a category = Utility
Key. Note that this category must not be inside any other node. It must be directly inside the mentioned PART.
@PART[*]:HAS[~TechRequired[]]
{
...(stuff)
}
This will look for all PARTs that DON'T have any TechRequired =
Key.
@PART[*]:HAS[#TechRequired]
{
...(stuff)
}
This will look for all PARTs that DO have TechRequired =
Key with any value
@PART[*]:HAS[@RESOURCE[MonoPropellant]:HAS[#maxAmount[750]]]
{
...(stuff)
}
This will look for all PARTs that have the MonoPropellant
RESOURCE. And from these, it will filter again for only those RESOURCE nodes that have a maxAmount = 750
Key.
@PART[*]:HAS[@MODULE[ModuleEngines]:HAS[@PROPELLANT[XenonGas]]]
{
...(stuff)
}
This will look for all PARTs who have a ModuleEngines
MODULE using XenonGas as a propellant.
@PART[*]:HAS[@MODULE[ModuleEngines] , @RESOURCE[SolidFuel]]
{
...(stuff)
}
This filters for all PARTs who have a ModuleEngines
MODULE and have a SolidFuel
RESOURCE at the same time.
@PART[*]:HAS[ @MODULE[ModuleEngines] :HAS [ @PROPELLANT[XenonGas] , @PROPELLANT[ElectricCharge] ] ]
{
...(stuff)
}
This goes for all PART thats have ModuleEngines
containing XenonGas
, and ElectricCharge
at the same time. (Space added for clarity)
@PART[*]:HAS[!RESOURCE[ElectricCharge],@RESOURCE[*]]
{
...(stuff)
}
All PARTs without ElectricCharge as a resource but with any other.
Take 7th number in an array, separated by ,
, and set it to 4
// node_stack_top = 0.0, .9, 0.0, 0.0, 1.0, 0.0, 2
@node_stack_top[6] = 4
Take second numbers in an array, separated by
, in all key keys, and multiply by 2
@TemperatureModifier
{
//key = 0 150000
//key = 750 75000
@key,*[1, ] *= 2
}
@PART[*]:HAS[~TechRequired[]]:Final
{
TechRequired = advScienceTech
}
Adds a tech level to all PARTs who don't have any.
@PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]]:Final
{
MODULE
{
name = MechJebCore
MechJebLocalSettings
{
MechJebModuleCustomWindowEditor {unlockTechs = flightControl}
MechJebModuleSmartASS {unlockTechs = flightControl}
MechJebModuleManeuverPlanner {unlockTechs = advFlightControl}
MechJebModuleNodeEditor {unlockTechs = advFlightControl}
MechJebModuleTranslatron {unlockTechs = advFlightControl}
MechJebModuleWarpHelper {unlockTechs = advFlightControl}
MechJebModuleAttitudeAdjustment {unlockTechs = advFlightControl}
MechJebModuleThrustWindow {unlockTechs = advFlightControl}
MechJebModuleRCSBalancerWindow {unlockTechs = advFlightControl}
MechJebModuleRoverWindow {unlockTechs = fieldScience}
MechJebModuleAscentGuidance {unlockTechs = unmannedTech}
MechJebModuleLandingGuidance {unlockTechs = unmannedTech}
MechJebModuleSpaceplaneGuidance {unlockTechs = unmannedTech}
MechJebModuleDockingGuidance {unlockTechs = advUnmanned}
MechJebModuleRendezvousAutopilotWindow {unlockTechs = advUnmanned}
MechJebModuleRendezvousGuidance {unlockTechs = advUnmanned}
}
}
}
Enables MechJeb on all pods and probes. Respects the Tech-tree.
@EXPERIMENT_DEFINITION[*]:HAS[#id[gravityScan]]
{
@baseValue = 5
@scienceCap = 10
}
Most examples use PARTs, but it works on other nodes too.