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Everything posted by rabidninjawombat
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[1.7.X] Civilian Population [RELEASED : 07/04/2018]
rabidninjawombat replied to Pamynx's topic in KSP1 Mod Development
Awesome! i'm glad to see someone still keeping this alive. If i ever get enough spare free time again to actually mess around with KSP, id love to make up a few new models for some of the parts- 242 replies
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[1.1.2][CKAN] Civilian Populations Revived
rabidninjawombat replied to GGumby's topic in KSP1 Mod Releases
Im assuming based of the screenshot that your updating the 1.7.4 version that was the last i uploaded (versus updating MichaelHesters last version for .90) I'd be happy to have a chat, ill send a PM wish some contact info, and ill gather up all the WIP stuff i have and organize them, have several models i was looking to add, but they just lack textures -
Hey GGgumby! Glad to see you are reviving this. I wish i had time to maintain it but , unfortunatly, im worknig full time + running a small buisness and taking classes. I assume your updating from my version, and not updating all the way from MichaelHesters .25 version? (based on the screenshot from your release thread i see one of the parts i threw in :P) But if you need any of my work in progress models/textures/code, im happy to send them to you. Your also welcome to use any and all pictures/screenshots/logo's from my thread
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[1.1.2][CKAN] Civilian Populations Revived
rabidninjawombat replied to GGumby's topic in KSP1 Mod Releases
Glad i stumbled across this! I whole heatedly endorse this (as with me running a small business + working full time + night classes ) I no longer have time to upkeep the version I took over from MichaelHester Please message me, GGUmby if you need any of the resources (models textures, screenshots logos etc, and all the work in progress stuff) that i have added to my version! -
So Update time I am super sorry for the long absence folks (and also the lack of notice) What Mynar posted up again is right. I recently started my own business, And it has been sucking up all of my free time. (what with me still working my regular day job as well) ... Thankfully I am almost to the point were I can go solo with my own business and will have more free time (YAY!) If you guys give me a few days to get up to speed with what 1.05 has done to my poor baby, ill get her up and running again as good as new!
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namAehT, rent accumulates per day for each target, so I wouldn't want to have a popup or notifications daily for every ship, would get quite spammy specially if you timewarp. What i can do though is add a notification to come up every time you visit a civilian colony, with total rent earned. (added it for you as an enhancement request to github so i don't forget) Remember, you only receive rent whenever you visit your vessels, So its good to visit them every so often, you will received the accumulated rent. The right click menu of Civilian Apartments will display your daily rent amount. Also to other folks, Apologies for the delay on getting out the part, and patch i linked early, Birthday was over the weekend, so i've been away from the workstation for most of the week!
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To add one to point 4 Regarding the CRP (Community Resource Pack, i assume thats the one your referring to ) you dont need to have a resource ratified into the CRP to make one and use it. (New resources usually only get ratified into the pack if they are in use by either a very large mod or many mods, I.E. Water, EnrichedUranium etc) Though if the CRP already has a resource that you can use, all you have to do is include CRP as a dependency for your mod and your all set.
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Nice looking station! Awesomeness! Regarding the USI-LS balance, will defintly have a balance pass coming with the next patch ( if you have any input on numbers feel free to drop em either here or as a github issue) Quick preview of the transport module (ive reused some textures to save me time, its work in progress) specifically the cold transport parts from the tiny house IVA as they made total sense, Holds 160 civilians (in cold storage stacked high) Will use a large amount of ElectricCharge to keep em frozen. If you ship runs out of charge they will start dieing off. So bring alot of panels or a reactor. Part is pretty much done, just have coding a custom module for it to work properly. Once docked or connected to a station or base, the electric charge requirement will go away (so you can thaw em out and transfer them to their accommodations. )
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Nice way to make a first post Definitely a useful mod! I can imagine those machinma makers might have a great use for it! (Almost im wondering it might potentially be useful to build Cloud City in Jools atmosphere. )
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Whoa! Nice, absolutely loving the jaws on the cockpit
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Yea 120 tons does seem awfully tiny Even in stock i built larger stations than that. @Admac, sorry about the delay, Here was that config you were asking about (it adds Minerals and MetallicOre to the two CivPop drills) Drop it in the NetherdyneAerospace\CivilianManagment\Configs Folder. Really anywhere is fine, but if you make sure to put it there it will get updated if i need to update it.) https://dl.dropboxusercontent.com/u/19908938/USI-Resources.cfg New update is on track for soonish
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You dont need a config for any other mods for this to work. Out of the box Kerbals dont need supplies for 15 days, If your expedition is gonna be longer than that you add some supply containers.
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Thanks for the feedback Regarding the MKS resources in the drill, no problem. You can easily add those resource by module manager, Ill put together one and attach it to this post, shortly (ill include it in the next patch for those that are interested) Also regarding MKS, I should also be including some configs to add logistics support Civpop parts, to ease transfers of resources. Regarding Life support: Your using USI-LS per your post, i assume. Ill double check the numbers on life support production. (I havent in a while since Rovers last USI-LS patch and i need to make sure everything is good) I couldn't tell via your post if you station was orbital or ground based. But Orbital stations are gonna be slightly lossy, they will not be closed loop, you need some input of water and substrate occasionally. (though they recycling rate is fairly high) Ground based stations obviously you can solve this problem with the drills. I also want to, in the near future include some sort of Capstone module (say a recycling plant?) that would make you closed loop. Lastly regarding civilian transportation. I am finalizing the model and textures on a civilian transportation part ( i talked about this a few pages back) That will transport 50 civilians at time, but its significantly smaller than the 50 civ Apartment, and are stackabled for ease of movment. Think of it as putting the civilians in cold storage, they wont require food, but the modules will require large amounts of electricity and will be somewhat expensive, they cant be recruited from either. Once connected to a base, the civilians will be woken, and start consuming supplies. Hopefully this answers all your questions
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Looking Really good! good job on unwrapping her too (thats my least favorite part ) Looking foward to seeing the final version!
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Good suggestion i Like it , should be implementable MichaelHester07, the original dev of the Stanford Torus did give me all the orginal assets for the Stanford Torus mod, ive been contemplating reviving it (just have not gotten around to it) it's plug-in requires a bit of updating. Personally I wouldn't want it to integrate it directly into CivPop, id prefer it stand on its own. but would make it complementary (i.e. give it the ability to house civilians ,etc if you have Civ Pop installed )
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Not sure if a bug or not, or working as intended , was not sure if you intended the orangeimmunity toggle to work with Causes Death = true Using these setttings. LIFE_SUPPORT_SETTINGS { SupplyTime = 324000 CausesDeath = true ECAmount = 0.01 OrangeImmunity = true HomeworldAltitude = 50000 } Have a craft with bob and Val (both orange suits im assuming) but they still died when running out of supplies.
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I like the Manager, which ill most definitely include! Good Call. (for science / Sandbox games i can have this job increase civilian population limit or something like that) Trader/Gatherer would require some extra code built in to allow for resources to come in. Which would also only be useful in Career mode(the purchasing part, as funds dont exist in science /sandbox) . Not sure on something like that. Ill noodle it over. In regards to rent scaling based on SOI, thats something that is definitely on the way. Should be in by the next patch actually (as its a seperate module from this specialization system) It will most likely be based on distance from Kerbin (not on actual SOI) otherwise it will run into issues supporting planet packs. I just have to work the exact numbers so that its fair and not too overpowered.
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Alright folks! I'm currently working on a new sub module to CivPop which will add Civilian Specialties (a.k.a. Jobs ) to your civilians. What id like, from anyone who uses the mod, is some jobs that you would like to see, or feel that fit. Any suggestions welcome. What I have so far: Job bonuses: Farmer - .5% bonus increase in food growth Doctor - .5% bonus to kerbal health (if a feature like this is added to USI or TAC) else increases reproduction rate Professor - bonus to producing of education (in university) Recruiter - Lowers cost of recruiting Kerbonauts. Manager/Landlord - slightly increases Civi Rent (or for sandbox, increase population limit) I have it coded right now, so each building will be limited to the number of specialists you can hold (i.e. you will have (x) number of slots for farmers per farm/hydrosphere, etc. Currently the setup is plan so that you can obtain Specialists in 2 ways. First you can train them via the university, time and resource consuming. Or second, you can recruit them via the UI (not implemented till 1.1) this will be quick, but costs a decent amount of funds.
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Pretty much .. its just parts So yea, no reason the parts wont work (barring super major changes to either Stock, or EPL) But pretty much not doing any further work on this its basically just archived for any usfull information and configs ((Though sidenote: I am working on a small project in my spare time and making some more Revamped EPL parts , though its a long term project))
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[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Or in its own seperate .cfg file, does not matter. (though if your using a config for stock ore, which i assume you are you'll wanna change the "resourceName" line from metalore, to Ore. -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
You can use a MM config to use the stock drill for MetalOre extraction @PART[RadialDrill] { MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 1 ResourceName = MetalOre ConverterName = Surface Harvester StartActionName = Start Surface Harvester StopActionName = Stop Surface Harvester ImpactTransform = ImpactTransform ImpactRange = 5 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 15 } } -
[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
BahamutoD's EPL drills havent been updated in a while, (.23 i belive) They might still work with Kethane, never tested it) But they do not have a stock config, You could easily change the resource extraction module on them to the Stock (or EL Extractor module) but they also use the Kethane Animator Module, and im not sure if they work with the Stock Animation module. long story short unless you wanna go and play with configs, your best off using the Augers that come with EPL -
No thats a pretty small mod load, you shouldn't be having memory issues. You should delete older version of Module Manager (just keep the latest) though that not really an issues. I don't see the Netherdyne Aerospace folder. Is it uninstalled im assuming? If so , go ahead and reinstall it, make sure its installed as GameData\NetherDyneAerospace\CivilianManagment, This should be how its in the zip file (or though Ckan) and go for it again, and tell me how it work.
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[1.12] Extraplanetary Launchpads v6.99.3
rabidninjawombat replied to taniwha's topic in KSP1 Mod Releases
Hubbazooot, you dont need anything for EPL to work If you dont have Kethane installed it will work just fine via the stock system (the augers included in the pack, and smelters etc) will work with the entire, production chain. Karbonite is kinda of a side issue