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Parts Hero
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Posts posted by RoverDude

  1. Additional PSA/Notes. There is some new experimental code up on GitHub - plugs in the new hub (symmetrical, so you can rotate it like the station hub), fixes some config issues (Required Resources were not working properly), and renames GreenMesaIndustries to UmbraSpaceIndustries so that I'm alphabetically below TAC, which gets rid of my need to inclue the TAC DLL in MKS, and also fixes a reported incompatiblity with Stretchy SRBs.

    This is NOT yet in the ZIP yet, I'll be doing that later this week (band rehearsal tonight), and I want to finish off the new PDU model and do a complete shakedown of my test colony before zipping up again.

    Note that once this goes to public release, all bets are off with folder structures, etc., I am just maintaining full backwards compatability while in alpha. Public release will be AFTER .24 because I want to work in contracts (and see if I can have it give you $K for sending back stuff made at your Colony, making them an option for generating funds). Also integrating a science-generator in-line with what KSP-I has, so folks without KSP-I can get the benefit of gradual science generation (will be a lower rate for balance issues).

  2. I see you mentioned you are going to bring your on site building in line with ELP's building scheme. Any chance you'll also add a launchpad and refining apparatus to match your sexah habs?

    Your habs, TAC, Kethane, and ELP...and complete colonization is possible.

    I have no idea what their building scheme is ;) But if it's just a matter of a few configs, I have no aversion to adding some more bits in. Currently working on a new PDU (based off of the refinery model) that combines a bunch of batteries and RTG's in a much larger package for power generation (thus saving on parts).


  3. Also, Enriched Soil should be allowed to decay (either reduce quality from 100% to 0% with about 30% required to grow anything) or being depleted in a very low rate, as to allow the biomass and conversions process to att more enriched soil.

    The plants consume the richness of the soil and the soil neets fertilizer to maintain growability of new crops.

    Allowing the enriched soil to be consumed at a very low rate, i think is the easiest in gamemechanics i think.


    Renewed via composting which is one of the requirements to keep the greenhouse rolling (and where their nutrients come from). EnrichedSoil is one of the two non-consumed resources (not unlike starting a boxed garden bed - you establish a base then just have to refresh it with other materials over time).

  4. I suggested this a few days back for the modding-community, and I guess, it fits here best:


    basically, it would require one or two modules for breeding and educating new kerbals. this would be the last step towards a fully autarc working colony on another planet/moon/asteroid.

    I have yet no idea how breeding kerbals could work, as far as I know, they seem to be androgyne, but maybe they still require at least 2 kerbals to successfully breed.

    (and yes, I do like the idea of having a pregnant jeb... although they may lay eggs).

    Going to dog-ear this ;) I have a long-term roadmap for the project (very large-scale constructibles, underground colonies, etc.) and always good to hear interesting ideas.

    And yeah, I think the egg theory makes as much sense as anything else ;)

  5. Another quick update - currently working through some adjustments to proximity logistics. Specifically, have the range affected by the number and quantity of Kerbals serving in the logistics distribution part. So brave Kerbals will be more willing to go out of that airlock to deliver supplies, while stupid ones will tend to be... well... stupider. So it will be a combination of both stats that in the end determine range.

    There will also be a ColonySupply and ElectricCharge consumption rate - this will be tied to the number of Kerbals that are servicing the distribution module.

    There's also a replacement for the docking hub part - it does not actually dock, and the six nodes are a pain - so I made it a cube that you can rotate, and am keeping the docking port as a separate part. Will also add an 'Airlock' module for completeness/aesthetics with a crew capacity and a functioning hatch.

    (I'm doing a revamp of the larger tubs (changing the collider as well as lowering the landing strut anchor points for consistency), but will not be breaking any alpha saves (these will have an MKS_014x prefix, where x is an incremental letter).

    Note that when this does go live, I will be renaming all of the parts to their final designation so that I don't break anyone's saves (they will all revert back to the MKS_ designation with no version prefix), but you may want to deprecate the parts/etc. on your own or change configs as appropriate.

  6. I think I've found a bug. when you install this mod with the standard TAC download and Procedural Parts mod (formerly Stretchy SRB's) then the Procedural parts no longer work (will not stretch). I tested just TAC and Procedural Parts, and they work fine just with those two, but when I tried adding this mod, then the Procedural parts stop working. I think it may be something in the TAC related files to this mod that are causing the bug. other than this bug I've not found anything else about this mod I didn't like. I hope you can figure out what's up :)

    EDIT: I removed the file TacLifeSupport.dll from the mod's files and now it's working fine as far as I can tell. still have to test out the parts and make sure they all still work. I'm not a modmaker and don't do coding. so I have no clue what removing this file has done. but it seems, on the surface anyway, to have solved the problem.

    Ahh good to know

    Short versions - KSP loads mods for whatever reason alphabetically, and I come alphabetically before TAC so if TAC is not loaded, my mod gets very sad (this is probably why the toolbar mod is in a '000_' folder.

    Suprised it caused an issue, so I'll have to go back and see what I can sort out, if it's a solveable issue (other than the horrible hack of renaming my root folder in GameData). If MKS fails to work, go ahead and rename the GreenMesaIndustries folder to zzMKS or something and see if that fixed it after deleting my copy of the TAC dll?

  7. I just checked the ECLSS thread and I see what you were talking about. I was burned out on KSP, and am just getting back into it after about a month and a half. I didn't have those issues others are having except maybe the tracking station one, but I was using an older version and for KSP .23. Worse yet, the creator is MIA due to RL problems, so I don't expect any fixes or updates in the near future.

    I also took another look at TAC and see it's made a lot of advances since I last tried it. It's still ugly, and most of the re-textures don't help either. I guess I can do like I did for ELP and just use parts from other mods. I *guess* I can convert to the dark side...hah. It will be some time before I get to building bases again though...as I'm doing a complete restart.

    That being said, I'd still suggest making a version available that is merely the parts if you're open to it. While there are a few oddball packs with a few base building parts out there, there really isn't anything available to fill the niche left by H.O.M.E. Your parts look awesome, and you'd reach a much wider audience if you made a version available without the dependencies.

    Oh, they work fine as cosmetic parts without TAC. You just can't do any of the fancy resource gen stuff (but that's all for LS anyway so probably a moot point for someone not using LS)

  8. Buggy? Hmm, haven't had any issues with ECLSS while using it and a large number of other mods thru a few versions of KSP...but I tend to figure out and fix the problem via the configs instead of the ever popular "OH MAH GAWD IZ BROKED PLZ FIXZ IMEDAELY!" forum post. :D I'll go read the thread a bit though, and see if there's something I'm not aware of.

    Barring an ECLSS port, how about a version that's just the parts without the TAC dependency? I had thought of doing that myself before my request, but when you stated TAC was required I was worried it would be beyond my abilities to work around :) This would also allow the handful of life support mods that are out there to be used with your bases, based on end user preference.

    If you want the parts for cosmetic reasons, that will work. But none of the generators will work (i.e. none of the resource conversion and supply chain) since those generators take a direct dependency on TAC. Switching Life Support Mods would pretty much be 'a thing' since it's a very tight coupling (by design). You could then just plug in any othe modules of your choice for LS, and I expect ProxyLogistics will work since that's broken apart in the next version, just no manufacturing.

  9. As an addendum - TAC is incredibly good about 'catching up'. I've left Kerbals on planets for years, and the entire logistics chain catches up upon focus, which I always saw as a good thing from a perf standpoint. I do agree on the not so good models, although I know a few folks have tackled this.

    - - - Updated - - -

    Oh... new screenine. I'm working on docking modules for those that don't want to work with the proximity logistics. ProxyLogistics also got a huge overhaul this week but is still in testing.


  10. Any chance you can make this work with ECLSS as well? While they're both life support mods, ECLSS has two things I prefer over TAC...sexier/more stocklike models and it doesn't put everything into stasis when you aren't currently controlling that specific craft.

    Probably not in the short to medium term. The reason I take the TAC dependency is to keep all of the Colony generators on exactly the same cycle as the Life Support ones, so it would entail doing a branch and subclassing (if possible) the ECLSS generators. Also, looking at the ECLSS thread it seems a bit buggy.

  11. Well I whipped-up a cfg to do it just now as a "why not" sort of thing. Should be (roughly) balanced properly with MKS.


    More-or-less. I haven't tested that but it looks about right. :huh:

    Probably best to keep it optional though. Tweaking the ore rates down to be in-line with your mod would seriously reduce their effectiveness for people who also use EXPL.

    I'm going to do some revisiting and see if I can just adjust my rates to be inline with EPL instead ;) That way everyone plays nice together.

  12. Can you add support for BahamutoD's drills? They're originally intended for ExPL, but they're also based on Kethane. I'm assuming you could just add them to your KethanePartsMod.cfg so they extract minerals and substrate (maybe water too?), in addition to their ore extraction, without that actually creating a dependency (namely if you use the % operator but I don't have a clue how ModuleManager handles it if the part doesn't exist; I assume gracefully with a silent exception unless it's debugging). They're pretty big and power-sucking, so perhaps should work at a faster rate than the default Kethane drills.

    Sure, more than happy to add this in.

  13. Quick question, I noticed that you've included Taclifesupport.dll and a resources.cfg etc, these are files already in my TACLifeSupport directory... Is this causing a conflict?


    The config just adds in the new resources (same with the Kethane config). The DLL is needed there because I sublcass, and for whatever reason, KSP loads the DLL's in alphabetical order (so kinda a pain, unless I rename my stuff to come in after TAC, which I just may do at some point). Same reason the toolbar mod starts with 000_ ;)

  14. I'm very seriously considering using your mod as the basis for a YouTube series.

    My question: what would it take for your mod to be compatible with extraplanetary launchpads as well? My thought, not only an eventual self-sufficient colony in terms of Life Support, but should also be capable of producing vehicals for use.

    There are also some really nice drill models out there for use with EPL, and would be really nice if those would work for this mod as well.

    Thoughts? Is it just a matter of some module manager magic?

    It SHOULD play nice - I made sure the resources do not conflict (I use the same names and masses for Ore and Metal). Someone else on the thread did mention adjusting production rates as well. It would also be almost trivial to MM up a new part using the refinery model to make RocketParts. Also, the drills should also work since EPL uses Kethane (there's already a Kethane config in the distro where I modify the stock Kethane drills).

    I may have to play with EPL myself and see if I missed anything, but I expect you'll be in good shape.

  15. Comments on tutorial/wiki pages: I would avoid using "construct" or "build", use "make", "made", "manufactured" where possible. When I read "build" or "construct" I think that somehow I'm going to invent a module that I will need to place in-world somehow. In fact, if I were you, I'd rename "construction parts" to ... something else. I don't know what.. How are colony supplies different again? Hmmm.

    ConstructionParts are required but non-consumed (new concept in the plugin). ColonySupplies are consumed. Think of ConstructionParts as the walls, bulkheads, and initial fitting out, whereas ColonySupplies are the things that break due to normal wear and tear.

  16. Dont know if this has been reported but no icon appears for your space ship on the orbit map. This is on a freshly installed ksp 0.23.5

    More than likely its because its not a pod but a science part


    I'll take a look - the vessel type is set to be a base, that might be part of it. I assume you have the ColonyHub as your root part? Also, crewed or not crewed?

  17. I've been looking to get into this mod, but I'm confused on a few things. Firstly, this quote...

    Is this a typo or something? 250 parts just to add one more module seems, well, beyond excessive, and would undoubtedly destroy my computer.

    750 actually, and they are just a resource, so no worries on lag. Basically MKS adds a plugin that will not allow modules to function unless a certain number of resources (which are not consumed) are in the specific part (they do not flow).

    Secondly, I'm not completely sure what other mods I'll need, or rather what mods this is intended to be played with. There didn't seem to be a list in the OP, but perhaps I missed it.

    Edit: this appears in your post on reddit; you might want to add it on the forum post. All of it looks very promising, but it's a lot to take in at once.

    Kethane and TAC-LS. FYI there's a new walkthrough (link on the first page) that takes you through three missions to get your first colony up and running. That should take the edge off the learning cliff.

    Finally, does this work with career mode?

    Yep, all parts are under Advanced Science Tech for now, although before the official release I'll spread them out a bit.

  18. Another PSA - efficiency just got really interesting, since it takes into account Kerbals crewing the different modules, as well as the relationship with disconnected ships. So a connected colony with several modules will tend to spread out the Kerbals more, while a series of small, disconnected clusters will tend towards more extremes - so doing a skeleton crew on construction while concentrating on life support can yield some interesting results.

    I am also going to, just for fun, add in the use of the Stupidity trait. i.e. smarter Kerbals will have a marginally positive effect on efficiency while overly stupid ones will have a corresponding negative one.

  19. Large update incoming:

    Workspaces and Efficiency

    Logistics (short range auto-transfer of resources, including Life Support - can be turned off if you so desire)

    New (final?) model set

    Updated generation quantities (makes bases a bit more manageable - now Kerbatats/Greenhouses support 3 v 1 Kerbal, so less mod duplication)

    Teaser screenshot - going through another round of tests on my dev save before I stick a fork in it. Kolony below can support 9 Kerbals.


    Air dropping a Kolony onto Duna....


  20. At what point should we be able to reliably use this mod without save-breaking? I guess you're still in design phase. :)

    Depends oj definition of save breaking. At a minimum, there will be a reworking once TAC-LS updates how they handle consumption. Model wise, I'd guess stability in a week or two. Personally I've launched and scrapped more colonies than I care to even mention ;) Basically every thime I set one up, if something bugs me I stop, rework it, and plug it back into the mod (although I feel that for parts it's mostly going to be for additions).

    That being said, starting with the next version I will be numbering the parts by version so that you can choose to either do a side by side, or wipe out your old parts and build anew (i.e. I will not break existing parts, but the old versions will not receive updates, and will not make it into the public release).

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