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ObiVanDamme

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Everything posted by ObiVanDamme

  1. This looks very nice. Thank you again KospY for another awesome mod. I recently finished my KAS Addon mod and after seeing this I think I will migrate it to use KIS in the next release.
  2. I am just stunned that you found the way to my mod. I am great fan of all the USI stuff and I would really like to make the Workshop MKS/OKS compatible after I integrated KIS. My plan was to use Mechanical, Structural and Eletrical Parts from MKS in the Workshop if MKS is installed. The reason is, that I want to place the ability to create small parts that can be attached to an existing vessel before the EPL features, that allow the creation of complete rockets. In a second step I planned to provide configurable recipes by part, that consist of different ratios of the three mentioned resources, i.e.: a Strut or an Anchor can be made of Structural Parts only, but a Solar Panel require Electrical Parts as well. When I am done with the KIS integration I will get back to you and I hope we can work together on the integration - - - Updated - - - It need the Community Resource Pack because of the Rocket Parts and Regolith, because I used some of the Utilities for Resource Consumption from there. You can ommit the CRP if you have a Resource named RocketParts from somewhere else, but without Reolith the mod will not load
  3. ok, i had no idea about this mod. It looks very awesome and I will focus on compatibility to KIS for the next release
  4. I am currently working on an complete CTT/MKS integration for the Workshop. My current plan is to place the Workshop in the tier that works with Structural, Electrical and Mechanical Parts and provide different recipes for each Item. While writing this and after thinking about your suggestion again, it looks like a good idea to add Spare Parts to the list of resources or to add an alternative smaller Workshop that cann only build a reduced list of Items using Spare Parts. Thank you very much for this feedback.
  5. Not completely. You can change the amount of electric charge that is used per second during the build process, by adding the ElectricChargePerSecond property to the OseModuleWorkshop config in the parts config file. In addition to that you can speed up the building process by adding the RocketPartsPerSecond property to the OseModuleWorkshop config in the parts config file. However, you will still need the RocketParts available to make the item, since you cannot "magically" create Items out of nothing. The instant creation of parts without the requirement for energy can be explained if you have Jeb in your Workshop, because he is just awesome . I doubt that I will remove the requirement for RocketParts in any upcoming release. If you desperatly need that change, you can PM me and I can tell you where you can remove the RocketParts consumption in the code so you can use your own modified Version of the Workshop.
  6. Thank you for the compliment and the feedback regarding the stpring procedure. I currently do not pick a specific container for storing the parts. I just take the list with all available containers and place the item in the first container with enough free space. With a MKS station in mind where every base has a container this might result in some searching for the built part. I think in the current state where you can only build one item after the other it is not a big deal, since I expect the item will be build when needed and taken out of the container immediatly. The first idea that came to my mind about this is, that you can switch the storing mode. By default the workshop will than place the part in the first free container. If you choose "workshop only" the item will be kept in the queue until there is room in the workshops container itself and parts will only be placed there. When I implement the queueing feature I will take a look at the storing procedure again.
  7. So you want the people to be able to select the Type of the Tank before actually building it in the Workshop? That seems to be a bit trick to me, since that would involve some kind of hierarchy in the selection mode, since not all parts would have this option. I need to investigate how procedural tanks implement the Type selection for the items and basically replicate it in my own menu. If it is possible I will try to implment that. Thank you for the Idea.
  8. It does not do it on purpose. If it does it is because of the order the game returns modules. I will build it into the next version
  9. that sounds like a good idea. Would you mind creating an issue on git hub, so I don't forget?
  10. It uses the Rocket Parts from the community resource pack, which should work with EPL just fine.
  11. The module checks all KAS containers on the vessel and stores the item in the first one with enough space.
  12. Download from Github Changelog DISCLAIMER This mod is not in a final release state yet and everything you see is subject to change. I will do my best to make every update compatible with your savegames from the last version, but cannot guarantee it. This mod is science mode ready. All parts are placed at there correct node in the tech tree. This mod is career mode ready. The parts and the printing process itself (cost of MaterialKits plus EC) is scaled so that costs of MaterialKits and other resources match the cost of the printed parts. What does it do? The OSE - Workshop is a new Part that is meant to be used together with Kerbal Inventory System (KIS). It allows you to create parts in flight. Current Features Queueing of items for production All Items require MaterialKits, ElectricCharge and a crew of two Kerbals to be created The amount of MaterialKits needed is depending on the mass of the created item => To create an item with the mass of one ton you need one ton of MaterialKits (not one unit) Recycling of items stored in your vessels inventory Processing of Ore into MaterialParts Cancelation of item production Selection of target inventory Efficiency based on Crew Traits Planned Features Specialized Workshops for different categories Known issues and restrictions N / A Requird mods KIS by KospY and Winn75 FirespitterCore by snjo CommunityResourcePack by the KSP Community ModuleManager by sarbian & ialdabaoth Recommended Mods Pathfinder by Angel-125 MKS-Lite by RoverDude License OSE Workshop is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which means You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the download and forum posts: ObiVanDamme and Enceos (OSE Workshop), KospY and Winn75 (Kerbal Attachment System). Credits and Thanks The included plugin Community Resource Pack (by RoverDude) is distributed under it's own license. The included plugin ModuleManager (by ialdabaoth & sarbian) is distributed under it's own license. The included plugin FirespitterCore (by snjo) is distributed under it's own license. Portions of this codebase include source by taniwha, used under GNU general public license. KIS is the original Work of KospY and Winn75 - Thank you for creating this awesome mod. Authors ObiVanDamme: mod idea and C# programming Enceos: 3D models and textures Angel-125: Maintenance during absence
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