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Parts Hero
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Posts posted by RoverDude

  1. 1 hour ago, modus said:

    Maybe a long shot, but @RoverDude, did you in fact work on ksp2? (Totally ok if you can't comment on that)

    Edit: I remember him saying in the mks or usi thread (best suite of mods in the game imo) that he was 'living the dream' when he was asked about his involvement with ksp 1 and 2, but some time later he said something about him making an indie game with robots. I should look it up.

    Did a bunch of art for KSP2, not code or design this go around.  


    1 hour ago, Chilkoot said:

    Would love to know more, too.  That Adderley guy's getting tons of screen time, but we want to know more about what Bob's been up to!

    Been neck deep building a new indie game with @DoktorKrogg for over a year now.  The fun part being that we get to build the game we always wanted to play.  The not fun part  being that it's not done yet - though we're pretty stoked about where it is (and there's a lot to be said for being 100% greenfield), and having a blast! 

  2. 42 minutes ago, joynerm said:

    Hey @RoverDude, I currently use USI Kolonization Systems, exploration pack, core and tools but I have TAC Life Support. There are some parts from USI Life Support that I want to be able to use (preferably I would just switch to USI LS instead but I have ships out that would end up with missing parts/get deleted), so would I be able to just pull the files for those parts over to the MKS folder or can they only be used with USI LS? Thanks in advance!

    Not enough info unfortunately.   They aren't going to work with TAC-LS without a config

  3. 10 hours ago, titus said:

    Hi.  Is the life support LIS mod bundled with this?  I tried installing MKS and LIS separately and unzipping made it seem like I was replacing the same directory.

    Been playing KSP since it's earliest days in early access.  Decided to try a modded playthrough just before KSP2 drops.


    USILS is not bundled, but they do share some of the same dependencies.  As long as you nab the latest versions of both you will be good to go.

  4. 5 hours ago, Psykikk said:


    I do not see any reference in the biomes abundancy settings, at least afaict. 

    the wolf  depot settings in the save file list all abundancies per biome depot, then states if depot is established or not. there is no entry in there for gold ore. 

    adding recipes would be- like you said - probably fairly straightforward. 

    ah well. 

    WOLF leverages the stock resource system (written by yours truly).   If Gold Standard uses it as well, awesome.  Otherwise, you can see the Community Resource Pack configurations for examples (or the stock example for Ore).

  5. 7 hours ago, Psykikk said:

    hey there,

    how hard would it be to incorporate gold as a new ressource into MKS / wolf ? 
    I have both MKS and "the gold standard" installed, but they do not play together at all. 

    having the ability to harvet gold using wolf depots would be a godsend. 

    thanks in advance

    Easy enough with module manager and whitelisting the resource, then making all of the appropriate bits that can work with it.

  6. 16 minutes ago, Zmeya said:

    Could we get an option for configuring what resources are needed for making parts/ships(a difficulty option kinda like what USI-LS has)?  While I can't speak for anyone else, to me at least when you have material kits and specialized parts, needing 5 other resources that seem like they would be included at part of the first 2 just ends up feeling like unnecessary added complexity.

    There's already an option to turn off the machinery component.  For anything else, Module Manager is your friend.

  7. 1 hour ago, Alioth81 said:

    Somehow supplies are not first used from tanks set to a higher flow priority but across all tanks equally.

    Do I need another setting besides flow priority for life support resources? Or maybe it not intended to work at all?

    The latter :)

  8. 57 minutes ago, ra4nd0m said:

    Hi @RoverDude so it seems that KonFabricator is broken in all launguages except English.

    It is caused by using hardcoded "engineer" string in if statement. Instead of this it would be much wiser to get that string from loc file 

    There is a temporary solution just to switch game language but i hate it because it defeats all my hard work localising all the mods i use. So please maybe a hotfix can be quickly made.


    Happy to take a PR on this one.


  9. 2 hours ago, Jimbodiah said:

    To continue on from the general thread.... about different kerbals popping into my craft.

    Not sure how this is related to USI LS, as it's not running out of supplies. The log posted earlier shows 3 kerbals in my ship but I had no one on board when launching (and all parts that can hold kerbals are empty after checking the  "transfer crew" option). When I had normal crew and they were replaced by tourists, I still had LS supplies on board.

    link to log:  http://dasher.nl/kerbal/log.zip

    If you had nobody on board when launching and Kerbals suddenly appeared - that's not USI-LS.  They probably went tourist (which IS USI-LS) because their initial state was not logged because of whatever made them magically appear post-launch.

  10. 18 minutes ago, DeadJohn said:

    Great mod, @RoverDude

    I'll echo the comments that the science modules seem overpowered. There are 4 surface mounted experiments that can be put on the 1st launch. Each experiment provides more science than the stock thermometer and is rerunnable for each surface and atmo biome, so science gathering is accelerated around tenfold compared to stock.

    I tend to use CTT so I end up needing excess science.  If you feel the balance is off feel free to patch to your preferences.

  11. 25 minutes ago, jd284 said:

    Oh yeah, that's a fair point. Using it as a feeder for standard MKS setups at first, and then moving to Wolf parts for scaling up.

    I guess I got thrown off by the tutorials that all seem to start at the deep end first. This makes way more sense.

    I actually do all of that with 100% WOLF.    And I've been saying for years people need to not try making all-in-one bases as their first go to.



  12. 3 minutes ago, jd284 said:

    There's little point in offering the depot early in the tech tree when you need all the other modules anyway just for transport credits.

    Except you don't.   You can easily set up a whole resource network on the mun (or anywhere really) with zero need for life support, with multiple feeder routes from different biomes to a centralized base.   

  13. 39 minutes ago, HeavyDestroyer said:

    I'd like to know where are the values for Wolf harvestable resources stored for game saves.  Like where it says that in that specific save, KSC biome has x amount of Ore. Because I want to change some stuff, or even add new resources.

    I looked in the save files and couldn't find anything, or maybe I'm just blind.

    It leverages the stock resource system, so it's determined by a seed which is used to determine stock resource levels, which we then extrapolate into WOLF values.


  14. 3 hours ago, Artificer_Drachen said:

    Turns out after booting up a new sandbox and testing things, rational resources likely does mess with WOLF resources. Now is there a way to "reset" the resources on existing saves or am I gonna have to go about mostly using the old fashioned mks colonization since it doesn't fix the resources on said existing saves. 

    Disappointing.  Since despite the fact that when this first came up, in the interest of harmony we removed all opinionated resource definitions from CRP, looks like Rational Resources still plays poorly in a shared sandbox and is screwing with things it should not.  In theory, all you have to do is just delete Rational Resources, and that will allow the stock resource system to work as designed.

  15. 1 hour ago, Artificer_Drachen said:

    Hm, I checked the GPP_resources/Res_CRP and there's already a config for water for the planets, Iota included.

    Here's the entry:

        ResourceName = Water
        ResourceType = 0
        PlanetName = Iota
        BiomeName = Droops
            PresenceChance = 1000
            MinAbundance = 4
            MaxAbundance = 10
            Variance = 40
            Dispersal = 10

    Also I do have rational resources installed too, would that cause an issue or is it unrelated?

    I'd remove Rational Resources and see if your problem vanishes.  If so.. there's your answer.

  16. 3 minutes ago, Artificer_Drachen said:

    I use Galileos planet pack and water doesn't exist on iota so far except as hydrates for WOLF, is there any way to mess with configs and add water to it? If it is possible, I'll need to modify the resources I get on Gael too since it doesn't match up to Kerbin.

    In theory, just add a planetary resource config (there should be some examples like Kerbin you can borrow from).  Planetary overrides Global.

  17. 11 minutes ago, priles said:

    @RoverDude, Having some problems with recovering a part from the USI mod. When I recover the part the game charges me 31million funds vs giving me money back. Is there some way for me to fix this? I was going through the part files but was not smart enough to figure out what part it was exactly or if this will happen with other parts. 

    Thank you in advance for looking at this!



    This is a bug with stock.  I recall there are some workaround mods to sort it.

  18. 50 minutes ago, Brigadier said:

    Agreed.  Had you been referring to KSP 2 (and a few people have already tried to cloak their questions regarding "...the other game"), I would have simply been repeating what RoverDude has said many times.  Just trying to help out.:)

    I was mistaken in your intent.

    Yep - NDA for KSP2 is still very much there ;)  All good!

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