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SiCaRiO31

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Posts posted by SiCaRiO31

  1. On 10/17/2022 at 4:12 PM, Agustin said:

    Are the positions of rocks consistent? or does the procedural nature of it makes it so that it changes the place when you unload.. load saves say... ?
    I ask because a streamer said he couldn't install the mods because it would crash all their ships and I told him that he could load them with collisions off and then move everything is there are any rocks and re enable collisions. But he said the rocks would spam in different locations which I am sure is not the case.

    the big collidable ones are consistent, the smaller ones not.

  2. On 10/5/2022 at 11:47 AM, Lisias said:

    Send me screenshots of the problem, your KSP.log  and a link for the Skybox you are using  Let's see if I manage to reproduce the thing here on the week end!

     

    So, this is with 100% brightness:

    In the shadow: Looks good, you can see all the stars

    Spoiler

    20221006163413_1.jpg

    At sunlight looking at the sun: ( this one looks good too, sky is as dark as it gets)

    Spoiler

    20221006163632_1.jpg

    Looking slightly to one side: sky seems to brighten too soon. 

    Spoiler

    20221006163624_1.jpg

     

    Im using the Poods Skybox (the milky way one :P)

     

  3. On 10/1/2022 at 10:32 PM, Lisias said:

    Are you sure this is not happening for you?

    I just fired up my test bed and the stars became visible once Kerbol is occluded by Kerbin!

    Yes that happens to me. Now that you mention it, it may be and effect more pronunce using graphic mods. I currently use a custom skybox with scatterer and planet shine. The specific issue I have is that, for the sky to be completaly dark when in sunlight, I have to dim the skybox with the provided slide. However, this ALSO dims the skybox when completaly and the shadow, loosing details fo the skybox.

    I guess what I am trying to say is that I cant have it both ways at the same time (a completaly dark skybox when in sunlight, and a fully bright skybox at shadow) :P

  4. 6 hours ago, Motokid600 said:

    Ive been wondering if this was possible since this mod first releases almost a decade ago. In the sunlight I slide the dimmer to max so no stars. When in shadow I zero it for full stars. I wish so much for this mod to do this automatically.

    yeah thats something I think is missing to give it the perfect effect. when behind a planned, if I dont change the dimmer, its always pitch black, when in reality you could see the stars, the galaxy and all the nebula since your eyes would adjust to the darkness. Maybe an aditional setting to adjust the range of dimming .

  5. On 9/8/2022 at 10:39 AM, Lisias said:

    ANNOUNCE

    Release 2.1.1.10 EXPERIMENTAL is available for downloading, with the following changes:

    • Fixes the Sky dimming for the Sun
    • Implements some parameters to customise the dimming for planets.
    • Work issues:
      • #23 Parameterise the FoV of the celestial body inducing the SkyBox to dim #23

    While working on issue #23, I realised that the real problem was the Sun not being properly handled - the code was handling Kerbol as it was a Planet, what obviously would not fly (pun not intended™).

    So I handled Kerbol properly. @orangewarning, this is what you asked for.

    At this time, the parameterising of the DarkenSky features became less necessary (if at all), but since I already had implemented it, I pushed it too. Perhaps it can be useful on custom SkyBoxes and custom Planetary systems with dozen of celestial bodies (some parameters aims to reduce the CPU tax a bit).

    The Kerbol handling appears to be solid, but since I didn't did any kind of testings with custom Planetary Systems I choose to be cautious and released the stunt as EXPERIMENTAL.

    Any help on checking this using custom planets, custom Solar Systems and with visuals like Scatterer and PlanetShine will be more than welcome!

    No screenshots this time, I'm in hurry. Again™…  :P 

    See OP for the links.

    — — — — —

    This Release will be published using the following Schedule:

    • GitHub. Right Now.
    • CurseForge. Will not be published
    • SpaceDock.  Will not be published

    Being an experimental release, distribution will be restricted.

    Just tested this. Seems to work fine with scatterer and planet shine. Just a question about the new slides: what do they change? its seems that when you move them all the way to the right the first 2 make the skybox brighter and the last one darker, but im not sure what exatly changes :P.

  6. 19 hours ago, Socowez said:

    So Stockalike Station Parts Redux adds artificial gravity centrifuges that adds to kerbal stress management. This makes sense if the centrifuge is a single part with a "toggle" function for the habitat. However, say I use robotic parts and normal habitat parts to create a custom centrifugal module, will that force be counted as artificial gravity and therefore contribute to stress management?

    Nop. I asked a very similar question ( if a vessel attached by a tether to a counterweight started spinning, would the centrypetal force be counted as gravity ') and AFAIK, kerbalism doesnt have a way to read the aceleration the kerbals are under to know if they affected by gravity or not.

  7. 2 hours ago, blackrack said:

    Last couple of images for tonight, this time with a thicker atmosphere. Does this help them blend in better (ignore the weird shapes)?
    12Tfksy.png

    X5YOKIs.png

    LCGWjlz.png

     

    je80WOQ.png

    3ol6mYo.png

     

    I think the localized fog/mist setting I showed a few pages back would make for a pretty convincing rain if placed under a big cloud, darkened and given a downwards speed. I think I may add an option to either randomize or set periods for density that way the rain can be configured to come and go, we'll see.

    something about the blend between the clouds and the ground is off.  I belive the colour of the shadow doesnt correlate with whats under it. 

     

    Spoiler

    Chuanxi-grassland-mountains-clouds-shado

    stock-photo-gray-beautiful-clouds-over-t

    Seems like it has to be darker 

  8. On 2/14/2022 at 3:10 PM, linuxgurugamer said:

    For all interested, I'm thinking of removing the EC requirement here completely.  Looking for comments.

    Reason: it will simplify things, and make this a bit more abstracted.  

    Honestly this is an issue with early rockets that dont have enought EC. After the early game, it becomes kinda irrelevant. 

    On a different note, would it be possible to add ingnitions based on ISP/trust/weight/fuel type instead of a fixed value? that way new patches would not be needed for  all the engines and maintaining the mod would be easier.  Kerbalism does something similar. 

  9. 22 hours ago, vorastra said:

    I don't know what's going on with this mod, but I've tested carefully. Only with this mod installed when switching from any vessel to KSC at night, this is the only thing I can see. I've tried installing default config, deleted and installed VVP, no difference. This time I've installedjust EVE, ReStock, KER. No graphical mod that could mess with ground texrtures, shaders, etc. So. please, help me.

    6pKlcqp.png

    happens from time to time to me. Usually I reload the scene and its back to normal. Dont know what it is.

  10. 1 hour ago, blackrack said:

    Scatterer changes the color of sunlight so if these particles took into account light color they would have it seamlessly. I'm not personally interested in modifying the particles shaders but if someone else wants to do it they just have to take into account _LightColor0 and it's done.

    How can one change that? Im interested in seeing if I can make Duna have a blue sunset like Mars :P

  11. On 10/22/2021 at 9:58 PM, JeromeHeretic said:

    Hi linuxgurugamer.

    Im afraid i found a bug in this mod.

    To see this bug all this conditions must be met:

    - rocket have boosters with liquid fuel engines WITH EXTERNAL IGNITOR

    - boosters (it is not important if only one, or all) must have their own probe core

    When this conditions are met, rocket at first normaly start all engines, but when staging (for example if you have asparagus fuel pipe connection), then all engines with external ignitor stops. Engines which have their own ignitor works normaly, even in case that engine have only 1 ignition.

     

    BTW: If you will look at this problem, in last update 1.12.2 there were updated Swivel and Reliant engines, so in MM_stock is needed add this lines:

    // LV-T30 Engine v2
    @PART[liquidEngine_v2]:NEEDS[!PartOverhauls]
    {
        MODULE
        {
            name = ModuleEngineIgnitor
            IgnitionsAvailable = 0
            AutoIgnitionTemperature = 800
            IgnitorType = External
        }
    }

    // LV-T45 Engine v2
    @PART[liquidEngine2_v2]:NEEDS[!PartOverhauls]
    {
        MODULE
        {
            name = ModuleEngineIgnitor
            IgnitionsAvailable = 4
            AutoIgnitionTemperature = 800
            IgnitorType = Internal
            UseUllageSimulation = true
            ChanceWhenUnstable = 0.2  //0-1
            ECforIgnition = 20
        }
    }

    So please add them to the fix too.

    Thank you

     

    I created a Pull Request with some of the engines affected by the latest patch:

    • the twin boar
    • reliant
    • swivel
    • skipper 
    • mainsail 

    https://github.com/linuxgurugamer/EngineIgnitor/pull/15

  12. Hi! Im having problems with CKAN.

    Quote

    The following inconsistencies were found:
    * Scatterer 3:v0.0825b conflicts with Scatterer

    it says Scatterer contradicts with itselft and tells me to reinstall it, but it fails to reinstall (with no error mesange).

    Quote

    Error during installation!
    If the above message indicates a download error, please try again. Otherwise, please open an issue for us to investigate.
    If you suspect a metadata problem: https://github.com/KSP-CKAN/NetKAN/issues/new/choose
    If you suspect a bug in the client: https://github.com/KSP-CKAN/CKAN/issues/new/choose
     

    I havent made a single change to my install.

  13. I made a patch for the new parts in SSPX a few weeks ago,  replace your SSPX.cfg file in "...\GameData\KerbalismConfig\Support" with this and it should work (Do a back up first, just in case :P).

    Spoiler

     

    // Stock-alike Station Parts Expansion
    // ============================================================================
    // region Life Support
    // ============================================================================
    @PART[sspx-inflatable-cen*,sspx-expandable-cen*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
    {
    	// Kerbalism forces the habitat to be inflated if kerbals are inside
    	@CrewCapacity = #$MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    	MODULE
    	{
    		name = ProcessController
    		resource = _Scrubber
    		title = Scrubber
    		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _PressureControl
    		title = Pressure control
    		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _WaterRecycler
    		title = Water recycler
    		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _WasteProcessor
    		title = Waste processor
    		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _MonopropFuelCell
    		title = Monoprop+O2 fuel cell
    		capacity = #$../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    		running = false
    	}
    	@MODULE[ProcessController],*
    	{
    		@capacity *= 1.67
    	}
    	MODULE
    	{
    		name = Configure
    		title = Pod
    		slots = 0
    		UPGRADES
    		{
    			UPGRADE
    			{
    				name__ = Upgrade-Slots
    				techRequired__ = electronics
    				slots = 2
    			}
    		}
    		SETUP
    		{
    			name = Scrubber
    			desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere.
    			mass = 0.01
    			cost = 250
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _Scrubber
    			}
    		}
    		SETUP
    		{
    			name = Pressure Control
    			desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure.
    			tech = engineering101
    			mass = 0.01
    			cost = 250
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _PressureControl
    			}
    			RESOURCE
    			{
    				name = Nitrogen
    				amount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    				maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    				@amount *= 500
    				@maxAmount *= 500
    			}
    		}
    		SETUP
    		{
    			name = Water Recycler
    			desc = Filter impurities out of <b>WasteWater</b>.
    			tech = spaceExploration
    			mass = 0.05
    			cost = 500
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _WaterRecycler
    			}
    			RESOURCE
    			{
    				name = WasteWater
    				amount = 0
    				maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    				@maxAmount *= 5
    			}
    		}
    		SETUP
    		{
    			name = Waste Processor
    			desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>.
    			tech = advExploration
    			mass = 0.05
    			cost = 500
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _WasteProcessor
    			}
    			RESOURCE
    			{
    				name = Waste
    				amount = 0
    				maxAmount = #$../../../MODULE[ModuleDeployableCentrifuge]/DeployedCrewCapacity$
    				@maxAmount *= 5
    			}
    		}
    		SETUP
    		{
    			name = Monoprop Oxygen Fuel Cell
    			desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products.
    			tech = advElectrics
    			mass = 0.1
    			cost = 1000
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _MonopropFuelCell
    			}
    		}
    	}
    }
    @PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
    {
    	// Kerbalism forces the habitat to be inflated if kerbals are inside
    	@CrewCapacity = #$MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    	MODULE
    	{
    		name = ProcessController
    		resource = _Scrubber
    		title = Scrubber
    		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _PressureControl
    		title = Pressure control
    		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _WaterRecycler
    		title = Water recycler
    		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _WasteProcessor
    		title = Waste processor
    		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    		running = true
    	}
    	MODULE
    	{
    		name = ProcessController
    		resource = _MonopropFuelCell
    		title = Monoprop+O2 fuel cell
    		capacity = #$../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    		running = false
    	}
    	@MODULE[ProcessController],*
    	{
    		@capacity *= 1.67
    	}
    	MODULE
    	{
    		name = Configure
    		title = Pod
    		slots = 0
    		UPGRADES
    		{
    			UPGRADE
    			{
    				name__ = Upgrade-Slots
    				techRequired__ = electronics
    				slots = 2
    			}
    		}
    		SETUP
    		{
    			name = Scrubber
    			desc = A dual-bed vacuum-exposing regenerative scrubber that sequesters <b>CarbonDioxide</b> from the internal atmosphere.
    			mass = 0.01
    			cost = 250
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _Scrubber
    			}
    		}
    		SETUP
    		{
    			name = Pressure Control
    			desc = Use <b>Nitrogen</b> to maintain the internal atmosphere at a comfortable pressure.
    			tech = engineering101
    			mass = 0.01
    			cost = 250
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _PressureControl
    			}
    			RESOURCE
    			{
    				name = Nitrogen
    				amount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    				maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    				@amount *= 500
    				@maxAmount *= 500
    			}
    		}
    		SETUP
    		{
    			name = Water Recycler
    			desc = Filter impurities out of <b>WasteWater</b>.
    			tech = spaceExploration
    			mass = 0.05
    			cost = 500
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _WaterRecycler
    			}
    			RESOURCE
    			{
    				name = WasteWater
    				amount = 0
    				maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    				@maxAmount *= 5
    			}
    		}
    		SETUP
    		{
    			name = Waste Processor
    			desc = Extract <b>Ammonia</b> out of decomposing organic <b>Waste</b>.
    			tech = advExploration
    			mass = 0.05
    			cost = 500
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _WasteProcessor
    			}
    			RESOURCE
    			{
    				name = Waste
    				amount = 0
    				maxAmount = #$../../../MODULE[ModuleDeployableHabitat]/DeployedCrewCapacity$
    				@maxAmount *= 5
    			}
    		}
    		SETUP
    		{
    			name = Monoprop Oxygen Fuel Cell
    			desc = An emergency fuel cell that burns <b>MonoPropellant</b> and <b>Oxygen</b> gas, producing <b>Water</b> and <b>Nitrogen</b> gas as by-products.
    			tech = advElectrics
    			mass = 0.1
    			cost = 1000
    			MODULE
    			{
    				type = ProcessController
    				id_field = resource
    				id_value = _MonopropFuelCell
    			}
    		}
    	}
    }
    // end
    // ============================================================================
    // region Habitat (Inflatable)
    // ============================================================================
    @PART[sspx-inflatable-hab*]:NEEDS[StationPartsExpansionRedux,FeatureHabitat]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Habitat
    		inflate = Expand
    		state = disabled
    		animBackwards = True
    	}
    	!MODULE[ModuleDeployableHabitat] {} // Functionality is replaced by ModuleHabitat
    }
    // end
    // ============================================================================
    // region Habitat + Gravity Ring
    // ============================================================================
    @PART[sspx-inflatable-centrifuge-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
      @mass = 3.0 // kerbalism gravity ring weight 3.5 t for 65m3
    	MODULE
    	{
    		name = Habitat
    		state = disabled
    		volume = 36.0
    		surface = 85.0
    	}
    	MODULE
    	{
    		name = GravityRing
    		ec_rate = 2.5
    		animBackwards = True
    		deploy = Expand
    		rotate = SpinCenter
    		deployed = False
    		rotateIsTransform = True
    		SpinRate = 42
    		counterWeightRotate = SpinCenterCounter
    		counterWeightSpinRate = -84.0
    		counterWeightSpinAccelerationRate = 2.0
    	}
    	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
    }
    @PART[sspx-inflatable-centrifuge-125-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
      @mass = 2.5 // kerbalism gravity ring weight 3.5 t for 65m3
    	MODULE
    	{
    		name = Habitat
    		state = disabled
    		volume = 19.0
    		surface = 55.0
    	}
    	MODULE
    	{
    		name = GravityRing
    		ec_rate = 2.5
    		animBackwards = True
    		deploy = Expand
    		rotate = CompactSpinCentre
    		deployed = False
    		rotateIsTransform = True
    		counterWeightRotate = CounterWeight
    		counterWeightSpinRate = -70
    		counterWeightSpinAccelerationRate = 2
    	}
    	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
    }
    @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
      @mass = 5.0 // kerbalism gravity ring weight 3.5 t for 65m3
    	MODULE
    	{
    		name = Habitat
    		state = disabled
    		volume = 85
    		surface = 180.0
    	}
    	MODULE
    	{
    		name = GravityRing
    		ec_rate = 2.5
    		animBackwards = True
    		deploy = Expand
    		rotate = B_Rotation
    		rotateIsTransform = True
    		SpinRate = 45
    		SpinAccelerationRate = 1
    		counterWeightRotate = 25mTorusCounterweight
    		counterWeightSpinRate = -90
    		counterWeightSpinAccelerationRate = 2
    	}
    	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
    }
    @PART[sspx-expandable-centrifuge-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Habitat
    		state = disabled
    		inflatableUsingRigidWalls = True
    		volume = 260.0
    		surface = 450.0
    	}
    	MODULE
    	{
    		name = GravityRing
    		ec_rate = 2.5
    		animBackwards = True
    		deploy = CentrifugeCollapse
    		rotate = B_Center
    		deployed = False
    		rotateIsTransform = True
    		SpinRate = 35
    		counterWeightRotate = Counterweight
    		counterWeightSpinRate = -70
    		counterWeightSpinAccelerationRate = 2
    	}
    	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
    }
    @PART[sspx-expandable-centrifuge-375-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Habitat
    		state = disabled
    		inflatableUsingRigidWalls = True
    		volume = 110.0
    		surface = 190.0
    	}
    	MODULE
    	{
    		name = GravityRing
    		ec_rate = 2.5
    		animBackwards = True
    		deploy = Retract
    		rotate = SpinCenter
    		deployed = False
    		rotateIsTransform = True
    		SpinRate = 25
    		counterWeightRotate = Counterweights
    		counterWeightSpinRate = -70
    		counterWeightSpinAccelerationRate = 2
    	}
    
    	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
    }
    
    @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Habitat
    		state = disabled
    		inflatableUsingRigidWalls = True
    		volume = 350.0
    		surface = 530.0
    	}
    
    	MODULE
    	{
    		name = GravityRing
    		ec_rate = 2.5
    		animBackwards = True
    		deploy = CentrifugeCollapse
    		rotate = B_SpinCore
    		deployed = False
    		rotateIsTransform = True
    		SpinRate = -35
    		SpinAccelerationRate = 1
    
    		counterWeightRotate = B_Counterweight
    		counterWeightSpinRate = 70.0
    		counterWeightSpinAccelerationRate = 2
    	}
    
    	!MODULE[ModuleDeployableCentrifuge] {} // Functionality is replaced by ModuleHabitat
    }
    // end
    
    // ============================================================================
    // region Comfort providers
    // ============================================================================
    @PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-1875-1|sspx-cupola-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    @PART[sspx-observation-25-1|sspx-cupola-125-1|sspx-cupola-375-1|sspx-cupola-1875-1|sspx-dome-cupola-5-1|sspx-cupola-telescope-125-1|sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = The very best space observation experience.
    		bonus = panorama
    	}
    	@tags ^= :$: comfort:
    }
    
    @PART[sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    @PART[sspx-habitation-375-1|sspx-habitation-375-2|sspx-habitation-375-3|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = It has included a rotation system that simulates gravity. The crew will love it.
    		bonus = exercise
    	}
    	MODULE:NEEDS[FeatureReliability]
    	{
    		name = Reliability
    		type = Comfort
    		title = Treadmill
    		repair = Engineer
    		mtbf = 36288000
    		extra_cost = 0.25
    		extra_mass = 0.05
    	}
    }
    @PART[sspx-inflatable-hab-25-1|sspx-inflatable-hab-25-2]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = A treadmill designed to permit exercise in zero-g is included. The crew will love it.
    		bonus = exercise
    	}
    	MODULE:NEEDS[FeatureReliability]
    	{
    		name = Reliability
    		type = Comfort
    		title = Treadmill
    		repair = Engineer
    		mtbf = 36288000
    		extra_cost = 0.25
    		extra_mass = 0.05
    	}
    }
    // Don't forget that those centrifuges have exercise areas too!
    @PART[sspx-inflatable-centrifuge-25-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = Some low-g exercise equipment is included. The crew will love it.
    		bonus = exercise
    	}
    }
    // centrifuge has both confort (panorama & exercise)
    @PART[sspx-expandable-centrifuge-375-*]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = Some low-g exercise equipment is included. The crew will love it.
    		bonus = exercise
    	}
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = The very best space observation experience.
    		bonus = panorama
    	}
    }
    @PART[sspx-expandable-centrifuge-5-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = Some low-g exercise equipment is included. The crew will love it.
    		bonus = exercise
    	}
    		MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		desc = The very best space observation experience.
    		bonus = panorama
    	}
    }
    // end
    // ============================================================================
    // region Sickbay
    // added by Gordon Dry
    // ============================================================================
    @PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault]
    @PART[sspx-habitation-125-1|sspx-habitation-1875-1|sspx-habitation-1875-2|sspx-habitation-25-1|sspx-habitation-5-1|sspx-habitation-5-2|sspx-dome-habitation-5-1]:NEEDS[StationPartsExpansionRedux,FeatureHabitat,FeatureRadiation]:AFTER[zzzKerbalismDefault]
    {
    	MODULE {
    		name = Sickbay
    		resource = _SickbayRDU
    		title = RDU
    		desc = The Radiation Detoxication Unit (RDU) uses EC and Oxygen to reduce the effects of radiation poisoning.
    		slots = 0
    		UPGRADES {
    			UPGRADE {
    				name__ = Upgrade-HitchhikerRDU
    				techRequired__ = advScienceTech
    				slots = 1
    			}
    		}
    	}
    }
    // ============================================================================
    // region Recyclers
    // ============================================================================
    @PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault]
    @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureRadiation]:AFTER[zzzKerbalismDefault]
    {
    	// since this part contains an active shield, it needs a big NERF:
    	// available only together with kerbalisms active shield
    	// pricing adjusted, the part was way too cheap
    	@TechRequired = experimentalScience
    	@entryCost = 65000 
    	@cost = 15000
    	MODULE
    	{
    		name = Emitter
    		radiation = -0.0000005555 // -0.002 rad/h
    		toggle = true
    		ec_rate = 1.25
    		active = e10
    	}
    }
    @PART[sspx-utility-125-1|SSPX_sspx-utility-1875-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault]
    @PART[sspx-utility-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault,FeatureReliability]:AFTER[zzzKerbalismDefault]
    {
    	MODULE
    	{
    		name = Reliability
    		type = Emitter
    		title = Shield
    		repair = Engineer
    		mtbf = 72576000
    		extra_cost = 2.5
    		extra_mass = 0.1
    	}
    }
    // end
    // ============================================================================
    // region Greenhouses
    // ============================================================================
    @PART[sspx-greenhouse-25-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Greenhouse
    		crop_resource = Food								// name of resource produced by harvests
    		// Twice as effective as kerbalism-greenhouse part. 
    		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
    		// This greenhouse has 18 independent sections! It's 18 staged crops in rotation. Almost non-stop production, but each harvest is 18 times smaller.
    		crop_size = 3.0625									// 18 times less harvest than 2x"kerbalism-greenhouse"
    		crop_rate = 0.00000416664					 // but you can harvest 18 times more often due to independent sections!
    		ec_rate = 5												 // 2x"kerbalism-greenhouse"
    		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
    		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
    		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied
    		shutters = 25DoorsOpen							// animation to manipulate shutters
    		animBackwards = True
    		INPUT_RESOURCE
    		{
    			name = Ammonia
    			rate = 0.00019140625							// 2x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = Water
    			rate = 0.0000063802							 // 2x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
    			rate = 0.0024915995							 // 2x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
    																				// present then it will be used in place of CO2 injection
    			rate = 0.00083053315							// 2x"kerbalism-greenhouse"
    		}
    		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
    		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
    		// If there is not enough resources then the plants will suffer.
    		OUTPUT_RESOURCE
    		{
    			name = Oxygen
    			rate = 0.0034475965							 // 200% of oxygen required by 1 crew member
    		}
    	}
    	RESOURCE
    	{
    		name = Ammonia
    		amount = 544												// 2x"kerbalism-greenhouse"
    		maxAmount = 544
    	}
    	RESOURCE
    	{
    		name = CarbonDioxide
    		amount = 9000											 // 2x"kerbalism-greenhouse"
    		maxAmount = 9000
    	}
    	// To support pressure control
    	@MODULE[Configure]
    	{
    		@SETUP[Pressure?Control]
    		{
    			!RESOURCE[Nitrogen] {}
    		}
    	}
    	RESOURCE
    	{
    		name = Nitrogen
    		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
    		maxAmount = 10000
    	}
    	RESOURCE
    	{
    		name = Water
    		amount = 22												 // 2x"kerbalism-greenhouse"
    		maxAmount = 22
    	}
    	!MODULE[ModuleAnimateGeneric] {}			// Greenhouse handles animation
    }
    @PART[sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Greenhouse
    		crop_resource = Food								// name of resource produced by harvests
    		// Twice as effective as kerbalism-greenhouse part. 
    		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
    		// Both growing "rings" of this greenhouse are unfortunately in the same section. No independent growing possible. (Different watering and lighting needs for different grow stages). 
    		crop_size = 55.125									// 2x kerbalism-greenhouse
    		crop_rate = 0.00000023148					 // regular growth speed
    		ec_rate = 5												 // 2x"kerbalism-greenhouse"
    		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
    		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
    		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied
    		INPUT_RESOURCE
    		{
    			name = Ammonia
    			rate = 0.00019140625							// 2x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = Water
    			rate = 0.0000063802							 // 2x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
    			rate = 0.0024915995							 // 2x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
    																				// present then it will be used in place of CO2 injection
    			rate = 0.00083053315							// 2x"kerbalism-greenhouse"
    		}
    		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
    		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
    		// If there is not enough resources then the plants will suffer.
    		OUTPUT_RESOURCE
    		{
    			name = Oxygen
    			rate = 0.0034475965							 // 200% of oxygen required by 1 crew member
    		}
    	}
    	//	Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now.
    	RESOURCE
    	{
    		name = Ammonia
    		amount = 544												// 2x"kerbalism-greenhouse"
    		maxAmount = 544
    	}
    	RESOURCE
    	{
    		name = CarbonDioxide
    		amount = 9000											 // 2x"kerbalism-greenhouse"
    		maxAmount = 9000
    	}
    	// To support pressure control
    	@MODULE[Configure]
    	{
    		@SETUP[Pressure?Control]
    		{
    		!RESOURCE[Nitrogen] {}
    		}
    	}
    	RESOURCE
    	{
    		name = Nitrogen
    		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
    		maxAmount = 10000
    	}
    	RESOURCE
    	{
    		name = Water
    		amount = 22												 // 2x"kerbalism-greenhouse"
    		maxAmount = 22
    	}
    }
    @PART[sspx-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
    {
    		MODULE
    	{
    		name = Greenhouse
    		crop_resource = Food								// name of resource produced by harvests
    		// 12 as effective as kerbalism-greenhouse part. 
    		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
    		// This greenhouse has 2 sections! 2 staged crops in rotation, each harvest is 2 times smaller.
    		crop_size = 165.375									// 2 times less harvest than 12x"kerbalism-greenhouse"
    		crop_rate = 0.00000046296					 // but you can harvest 2 times more often due to independent sections!
    		ec_rate = 30												 // 12x"kerbalism-greenhouse"
    		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
    		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
    		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied
    		INPUT_RESOURCE
    		{
    			name = Ammonia
    			rate = 0.0011484375							// 12x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = Water
    			rate = 0.0000382812							 // 12x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
    			rate = 0.0149495970							 // 12x"kerbalism-greenhouse"
    		}
    		INPUT_RESOURCE
    		{
    			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
    																				// present then it will be used in place of CO2 injection
    			rate = 0.00498319890							// 12x"kerbalism-greenhouse"
    		}
    
    		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
    		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
    		// If there is not enough resources then the plants will suffer.
    
    		OUTPUT_RESOURCE
    		{
    			name = Oxygen
    			rate = 0.020685579							 // 1200% of oxygen required by 1 crew member
    		}
    	}
    
    	RESOURCE
    	{
    		name = Ammonia
    		amount = 3264												// 12x"kerbalism-greenhouse"
    		maxAmount = 3264
    	}
    
    	RESOURCE
    	{
    		name = CarbonDioxide
    		amount = 54000											 // 12x"kerbalism-greenhouse"
    		maxAmount = 54000
    	}
    
    	// To support pressure control
    	@MODULE[Configure]
    	{
    		@SETUP[Pressure?Control]
    		{
    			!RESOURCE[Nitrogen] {}
    		}
    	}
    
    	RESOURCE
    	{
    		name = Nitrogen
    		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
    		maxAmount = 10000
    	}
    
    	RESOURCE
    	{
    		name = Water
    		amount = 132												 // 12x"kerbalism-greenhouse"
    		maxAmount = 132
    	}
    
    }
    
    @PART[sspx-dome-greenhouse-5-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Greenhouse
    
    		crop_resource = Food								// name of resource produced by harvests
    		// Twice as effective as kerbalism-greenhouse part. 
    		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
    
    		// This is a surface greenhouse. For the time, it acts as the 375m greenhouse, as it cant have different crops, so just 1 big harvest. 
    		crop_size = 55.125									// 2x kerbalism-greenhouse
    		crop_rate = 0.00000023148					 // regular growth speed
    		ec_rate = 5												 // 2x"kerbalism-greenhouse"
    		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
    		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
    		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied
    
    		INPUT_RESOURCE
    		{
    			name = Ammonia
    			rate = 0.00019140625							// 2x"kerbalism-greenhouse"
    		}
    
    		INPUT_RESOURCE
    		{
    			name = Water
    			rate = 0.0000063802							 // 2x"kerbalism-greenhouse"
    		}
    
    		INPUT_RESOURCE
    		{
    			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
    			rate = 0.0024915995							 // 2x"kerbalism-greenhouse"
    		}
    
    		INPUT_RESOURCE
    		{
    			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
    																				// present then it will be used in place of CO2 injection
    			rate = 0.00083053315							// 2x"kerbalism-greenhouse"
    		}
    		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
    		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
    		// If there is not enough resources then the plants will suffer.
    		OUTPUT_RESOURCE
    		{
    			name = Oxygen
    			rate = 0.0034475965							 // 200% of oxygen required by 1 crew member
    		}
    	}
    	//	Concider those nice IVA tanks and closets for increasing current resource capacity. I won't touch em for now.
    	RESOURCE
    	{
    		name = Ammonia
    		amount = 544												// 2x"kerbalism-greenhouse"
    		maxAmount = 544
    	}
    
    	RESOURCE
    	{
    		name = CarbonDioxide
    		amount = 9000											 // 2x"kerbalism-greenhouse"
    		maxAmount = 9000
    	}
    
    	// To support pressure control
    	@MODULE[Configure]
    	{
    		@SETUP[Pressure?Control]
    		{
    		!RESOURCE[Nitrogen] {}
    		}
    	}
    
    	RESOURCE
    	{
    		name = Nitrogen
    		amount = 10000											// 1x"kerbalism-greenhouse" as it does not mess with crops
    		maxAmount = 10000
    	}
    
    	RESOURCE
    	{
    		name = Water
    		amount = 22												 // 2x"kerbalism-greenhouse"
    		maxAmount = 22
    	}
    }
    
    @PART[sspx-cupola-greenhouse-125-1]:NEEDS[StationPartsExpansionRedux,ProfileDefault]:AFTER[KerbalismDefault]
    {
    	MODULE
    	{
    		name = Greenhouse
    
    		crop_resource = Food								// name of resource produced by harvests
    		// 90 times less effective as kerbalism-greenhouse part. 
    		// See https://forum.kerbalspaceprogram.com/index.php?/topic/172400-131145-kerbalism-v180/&page=32&tab=comments#comment-3446891 for details.
    
    		// This is a VERY small greenhouse, 90 times less crops than Kerbalism-greenhouse
    		crop_size = 0.30625									// 1/90 x kerbalism-greenhouse
    		crop_rate = 0.00000046296					 // 2 times regular growth speed
    		ec_rate = 0.0278												 // 1/90x"kerbalism-greenhouse"
    		light_tolerance = 400.0						 // minimum lighting flux required for growth, in W/m^2
    		pressure_tolerance = 0.1						// minimum pressure required for growth, in sea level atmospheres
    		radiation_tolerance = 0.000008333	 // maximum radiation allowed for growth in rad/s, considered after shielding is applied
    
    		INPUT_RESOURCE
    		{
    			name = Ammonia
    			rate = 0.00000106337							// 1/90x"kerbalism-greenhouse"
    		}
    
    		INPUT_RESOURCE
    		{
    			name = Water
    			rate = 0.0000000354							 // 1/90x"kerbalism-greenhouse"
    		}
    
    		INPUT_RESOURCE
    		{
    			name = WasteAtmosphere						// Plants work on WasteAtmosphere and replace a scrubber, if not enough WasteAtmosphere exists then CO2 is used
    			rate = 0.0000138422							 // 1/90x"kerbalism-greenhouse"
    		}
    
    		INPUT_RESOURCE
    		{
    			name = CarbonDioxide							// Kerbals don't provide enough WasteAtmosphere for their required food production. If excess WasteAtmosphere is
    																				// present then it will be used in place of CO2 injection
    			rate = 0.00000461407							// 1/90x"kerbalism-greenhouse"
    		}
    		// Note. if there is a deficiency in the amount of WasteAtmosphere needed then the missing amount of WasteAtmosphere will be added to the
    		// CarbonDioxide input and Vies Versa if not enough CarbonDioxide is present and there is extra WasteAtmosphere.
    		// If there is not enough resources then the plants will suffer.
    		OUTPUT_RESOURCE
    		{
    			name = Oxygen
    			rate = 0.0000191533							 // 1.1% of oxygen required by 1 crew member
    		}
    	}
    	
    	RESOURCE
    	{
    		name = Ammonia
    		amount = 5												// 1/90x"kerbalism-greenhouse"
    		maxAmount = 5
    	}
    	RESOURCE
    	{
    		name = CarbonDioxide
    		amount = 50											 // 1/90x"kerbalism-greenhouse"
    		maxAmount = 50
    	}
    	// To support pressure control
    	@MODULE[Configure]
    	{
    		@SETUP[Pressure?Control]
    		{
    		!RESOURCE[Nitrogen] {}
    		}
    	}
    	RESOURCE
    	{
    		name = Nitrogen
    		amount = 110											// 1/90x"kerbalism-greenhouse" as it does not mess with crops
    		maxAmount = 110
    	}
    	RESOURCE
    	{
    		name = Water
    		amount = 0.12												 // 1/90x"kerbalism-greenhouse"
    		maxAmount = 0.12
    	}
    }
    // ============================================================================
    // region Containers
    // ============================================================================
    @PART[sspx-cargo-container*]:NEEDS[StationPartsExpansionRedux,B9PartSwitch,CommunityResourcePack,!ProfileNone]:AFTER[zzzKerbalismDefault]
    {
    	@MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Food]]
    	{
    		SUBTYPE
    		{
    			name = Food
    			tankType = Food
    			title = Food
    			transform = SnacksDecal
    		}
    	}
    	@MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Supplies]]
    	{
    		SUBTYPE
    		{
    			name = Supplies
    			tankType = Supplies
    			title = Supplies
    			transform = SuppliesDecal
    		}
    	}
    	@MODULE[ModuleB9PartSwitch]:HAS[!SUBTYPE[Waste]]
    	{
    		SUBTYPE
    		{
    			name = Waste
    			tankType = Waste
    			title = Waste
    			transform = LifeSupportDecal
    		}
    	}
    }
    // end
    // ============================================================================
    // confort plants
    // ============================================================================
    @PART[sspx-greenhouse-5-1|sspx-dome-greenhouse-5-1|sspx-cupola-greenhouse-125-1|sspx-greenhouse-25-1|sspx-greenhouse-375-1]:NEEDS[StationPartsExpansionRedux,FeatureComfort]:AFTER[KerbalismDefault]
    {
    	MODULE:NEEDS[FeatureComfort]
    	{
    		name = Comfort
    		bonus = plants
    		desc =  There's something inherently calming about an artificial slice of nature, kept alive only by the miracles of duct-tape and kerbal engineering. Let's hope the crew doesn't think too much about it.
    	}
    
    	@tags ^= :$: comfort:
    }
    
    //end

     

     

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