This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
We've all been there: You slap 48 solar panels on your ship, fly it all the way to Eve, and realize you don't have action groups set up. So you right click all of them and "Extend". Then you come in to Aerobrake, and you have to right click them all again to "Retract". And then once you've landed, sure enough, let's "Extend" them all again.
NO MORE!
Enter All Y'All, the one-stop, one-click extend and retract solution. It is ridiculously simple in implementation. Right click any solar panel (just like you would to extend it) and instead of clicking "Extend" just click "Extend All". Repeat with "Retract All". All Y'All also works with radiators and science, and may expand to other functions in the future.
Released on 2022-11-21
Added support for RemoteTech Antennas
Released on 2021-08-27
Added AssemblyFileVersion Updated version file for 1.12
Released on 2020-05-09
Updated DMagic code, for both the old DMAPI and the DMModuleScienceAnimatedGeneric
Updated MM code for AYA_Science and new kerbal models
Released on 2019-10-27
Really did the MiniAVC update
Released on 2019-10-27
Updated MiniAVC.dll to 1.4.0.2 to fix a nasty CTD
Released on 2019-10-25
Updated MiniAVC.dll to 1.4.0
Released on 2019-10-22
Added InstallChecker
Rebuild for 1.8
Released on 2019-07-09
Added MM code to avoid adding AYA_Science to the kerbals in the BG DLC to avoid getting duplicates
Released on 2019-06-24
Version bump for 1.7.2
Updated AssemblyVersion.tt for location-independent builds
Released on 2019-06-12
Fixed the AYA_ModuleGenericAnimation to allow multiple different modules in a single part
Released on 2019-06-12
Fixed bug in PAW for drills, when extending or retracting all, menu would not update properly
Deleted unnecessary "using" lines
Added general purpose AYA_ModuleGenericAnimation
Released on 2019-05-31
Enabled the following in the editor:
Solar panels
ActiveRadiator
Radiator
Cargo Bays
Released on 2019-01-09
No changelog provided
Released on 2018-12-06
Re-enabled the NearFutureSolar, using Reflection instead of direct reference
Released on 2018-12-03
Disabled the NearFutureSolar to avoid having a direct reference
Released on 2018-12-02
Added NearFutureSolar panels to AYA_Solar
Added support for multiple ModuleAnimateGeneric and multiple ModuleCargoBay modules
Added patch for Mark IV Cargo Tail to fix 2 small bugs:
typo: sstartEventGUIName
Wrong value for: closedPosition
Optimized code so that the PAW menu for parts is only updated when needed (when the mouse
goes over the part). This is a very significant improvement, and is noticable with large
vessels which have lots of the following types of parts:
Cargo bays
Drills
Engines
Fuel Cells
SaS (reaction wheels)
Solar
Released on 2018-10-20
Following contributed by @Deimos_Rast
Added support for all the DMMagic science modules
Added support for the NearFutureSolar
Version file updated
Released on 2018-09-27
Fixed issue on 1.4.5 with the ANY_Engine, where it wasn't seeing engines in the current stage to activate, due to change in the way the current stage was calculated
Released on 2018-09-14
Added ANY_Engine, to deactivate all engines, or activate all engines in current stage
Released on 2018-05-03
Updated version info
Released on 2018-03-28
Added German translation thanks to user @LeLeon Added Spanish translations thanks to user @Fitiales
Released on 2018-03-28
Added italian translation thank s to forum user @simog
Released on 2018-03-21
Updated version file
Released on 2018-03-21
more russian translations
Updated for 1.4.1
Released on 2017-12-25
Added missing chinese lines
Released on 2017-12-24
Added russian translation, thanks @flart
Updated japanese translation, thanks @RonnyWu
Some minor code cleanup
Fixed issue where service bays weren't being controlled properly by the open/close all cargo bays
Fixed initial event text to be localized
Released on 2017-12-22
Added activate/deactivate for radiators
Released on 2017-12-22
Localization
Added Fuel Cells
Added Science activation for DMagic science parts
Released on 2017-10-09
Updated MM dll
Released on 2017-10-08
Updated for KSP 1.3.1
Released on 2017-05-26
Rebuild for 1.3
Released on 2017-02-01
Adopted by LGG Added deploy/retract all for antennae, thanks @verdesmarald
Released on 2016-12-14
Released on 2016-11-30
0.9: MASSIVE rewrite with major additions, all by linuxgurugamer:
Updated to 1.2.1
Added Radiators, Drills, Reaction Wheels
Set up single-button functionality.
Was - in general - awesome.
Released on 2016-10-12
0.8: Added functionality to the new 1.2 "Science Box."
"Perform All Science" even though it's not actually a science experiment, for ease of use.
"Reset All Science" - the good part.
Will reset all experiments whose data has not been collected.
Will reset Mystery Goo and Science Jr (and hopefully any modded science) if you have a scientist on board.
Usage: Pin the Science Box right-click menu, then click in turn "perform science", "collect data", and "reset science." Repeat in all biomes.
Released on 2016-09-06
0.6: Quick fix for M.O.L.E. parts. They utilize ModuleScienceExperiment but shouldn't be auto-collected. I've hard coded to ignore them when triggering science.
Released on 2016-07-10
0.5: Bugfix release
Released on 2016-07-04
0.4: Bugfix release
-Fixed bug in science experiments: AYA allowed you to perform surface samples in a command chair without having to upgrade R&D
-Fixed bug in science experiments: AYA would only run the first experiment it came across in any given part. Now it will run each experiment in turn for all parts. Note this did not affect the stock game, but would affect any modded parts with multiple experiments.
-Included all source files in source zip, to hopefully make it easier for others to build from source.
Released on 2016-05-01
0.3: Science Experiments confirmed working.
0.2: Radiators confirmed working.
0.1: Solar panels confirmed working.
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.