Extent the Scale migration feature to allow switching ScaleTypes and DefaultScales!
Lisias opened this issue ยท 2 comments
As suggested by myself on Forum.
Since I have access to the current craft values immediately after the OnLoad (as the KSP Upgrade Pipeline thingy only acts after it), I can try to work out this task on OnLoad
by mangling the config data myself, before calling Base.OnLoad
.
One problem of the original code implemented originally is that it was ignoring SaveGames and upgrading only craft files being loaded on the Editor. At that time, I was insecure about meddling with savegames, when a (badly implemented) change of mine could ruin something - but as time gone by, my overzealously probably ended up being counter-productive...
So the new code will also handle opening ongoing savegames.
This code is probably over-engineered (the original could be easily adapted), mathematically it's not too different from the previous one - but, and again, I always choose the conservative way out of a problem and doing this way I can handle unseen use-cases easier.
The previous code is field proven anyway, I prefer not to take risks when savegames are involved.
Something was smelling funny and while sniffing around, I came to conclusion that the original code was not working anymore - at least, on KSP 1.9.1.
I have the remembrance of testing that stunt, so I'm guessing some recent KSP release had broken my legs again. (sigh).
In a way or another, I decided to brute force my way into my own data - worst case, older KSP releases where the thingy used to work (or at least it's how I remember it) will have the work redone and that's it.
Code is tested and it's working now, tested it by (ab)using All Tweak into a lot of parts and then installing back proper TweakScale support.