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Meid

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Everything posted by Meid

  1. Awesome, thanks for your help! Right now I have the most scuffed fix for it. I released that all my drills can drill for dirt, so what I did is I made a converter on the claimjumper to process dirt into ore at extremely high effeciency, so instead of mining ore I mine dirt. @PariahDog119 if you want to have a similar fix to this, you can add the following line to the Claimjumper.cfg, which for me is located in WildBlueIndustries\Pathfinder\Templates\ClassicStock
  2. I'm having some problems producing ore on my small outpost on minmus. I made sure to land on a space with suitable mineral content - plenty of ore at my site. I just started assembling a small colony of 3 modules. An OSE printer to make parts, a strip miner (accompanied by 2 small drill o matic jnrs and a custom module that I made to turn equipment produced at the 3D printer into RocketParts and Material kits, since I couldn't find any other way to do this simply. My PC is not powerful enough to have massive colonies producing lots of different resources so I have to put it on a more simplistic mode. I'm having the problem however that I cannot produce ore at all. I have two drills and a strip mine, as i mentioned and enough power to run them. The site im on also has enough ore as I sent a prospector probe to run a surface analysis, however still no ore production on any of my drills I think its my own fault, but I'm still really confused. I set up a base in a sandbox game by hyperediting it into a random place on minmus's surface, and i still got ore drilling there on a claimjumper and one of the large base drills. They managed to produce ore and I'm really confused as to why my career base can not produce ore even though I have landed it in a place with high ore concentration? Is it something to do with lodes? I'm really confused. I'm playing Classic Stock template, with a few custom base modules I made to make my life easier (one to convert Equipment to Material Kits and rocketparts, one to sift through ore to get exoticminerals and raremetals and one to make some gases for ion engines EDIT: Did some testing, and I moved my base. Strangely, only upon reloading did my claim jumper's manage operations UI update to include the drilling section, and now it says something about prospecting the biome. Do I need to prospect to actually mine for ore? if so is there a way to disable this?
  3. yayay its finally here! Time to update to 1.12! All my mods are now updated hahaha!!!! I'm so hyped now
  4. Very nice!!! Hopefully will be in my 1.12.2 modpack when all my mods are eventually updated
  5. Near Future Spacecraft release date in OP is 2020. Is this meant to be 2021? Congratulations on 1.12 release!
  6. I'm not working on it, I was wanting to have someone that can take over and continue to update it. Unfortunately I lack interest in maintaining it. If updates are needed I can try and provide though
  7. Really happy to see you back and slightly more active No pressure on mod releases, everyone needs breaks. Hopefully now that 1.12 is out and they've stopped updating that means less work for you Maybe if you are not up for maintaining it at the moment someone in the community would be willing to? As an active user of your mod I would love to see an update into 1.12, after I discovered how good this mod is it is now a vital component in all of my save games. No more absurdly large launch vehicles for me hehe
  8. I did exactly this but with NH! I now have something like 8 moons which is perfect for me
  9. bahaha u can see that i edited it literally seconds ago. Thanks anyway
  10. How is this not more popular! This looks insane! My only problem is I'm not a fan of KSPIE. I would much rather use Nertea's system heat. Would it be possible to make an optional patch to work with FFT/NFT frameworks instead? All the framework is there for fusion powered stuff. I made a fusion powered starship to Nova Kirbani or whatever the closest system in GU is called
  11. Is there any way to remove the need for life support features? cba with dealing with life support resources. I dont have that much patience
  12. I created an issue on the github, but I am going to mention it here because i doubt that it will get noticed. I am having problems with productivity on my bases. I am using version 6.8.3 on KSP 1.11.2. I have a base on Gilly, crewed by 2 max level engineers. I am using angel-125's pathfinder, so I am not sure if this is to do with that. The kerbals are in the inital boxed Ponderosa module that the mod provides, and it is listing their productivity as 0.48.... However, the vessel productivity is listed as 0. There are no other people on board my base, and nothing that should change anything. I have enough RocketParts as well. As well as this, the UI for the mod is completely broken 90% of the time, making the mod unusable. https://github.com/taniwha/Extraplanetary-Launchpads/files/6563468/log.zip Please can you fix this? I was hoping to use this mod for my latest playthrough and its really irritating that it just does not work.
  13. Fair enough. Great mods btw. Massive fan of p much everything you've made
  14. Any chance of bigger fuel tanks/some kind of tweak scale? Really struggling to build large craft due to part count constraints from the amount of fuel tank constraints. If not, I can just tweak some configs. Trying to go interstellar in GU but struggling to get the few millions of DV required to get there.
  15. I've just returned to KSP following a massive break due to my modpack being too bloated and laggy. Finally got bothered to trim it down a little and start playing again. In my last playthrough, I had a massive infrastructure of satellites/stations/bases around the Jool moons system, and I really enjoyed setting it up. However, one thing bothered me a lot about it, which was the lack of destinations to set up shop on. 5 moons, even with two (Laythe and Tylo) proving very unique challenges I still found that I did not really want to expand much further because of the lack of destinations. I am playing with a few planet packs (OPM, GU, MPE) to try and make a larger solar system for me to explore but with little changes to the stock planets. I would love to have a mod that adds a few more moons to jool (not too many, but at least 2) to expand on my campaign, and try to make Jool more like Jupiter. I am aware that there are some mods that do this, but they seem low quality or outdated. and I have not worked on mods in months and I do not really have the patience at the moment to try and make my own. So I ask, as the title suggested by I expanded on a little too much: are there any mods to expand on Jool that are up to date and of high quality? Even if they are relatively outdated, or added as part of some other mod, I do not mind. I just want more places to expand my Joolian empire to Any help would be appricated, would love to get back into the game and have a few months off school now to game so it would be great to have a campaign going.
  16. Woah this is sick!!! Is it still active? I need those 10m parts for some really heavy boosters.
  17. You're probably gonna want kittopia, which i can only find for 1.8
  18. Indeed Planet's called Mehr, it replaces Kaj, which is the first planet of Khnum Tidally Locked as well. enjoy the lava lakes.
  19. Feel free to modify my curves. the first number is distance, the second is intensity, the third and fourth are floatcurves to make the curve change shape. i never use the floatcurves tho. https://creativecommons.org/licenses/by/4.0/ the license says that you have to give me credit, provide a link to the license, indicate changes (just put something like modified values) and you cant change the license of the config.
  20. Ahhh my bad then. I'm pretty sure they are developing a planet pack
  21. I already know the syntax for stars. I have many mods that I'm neglecting to develop lmao Works with 1.8, I know because I'm using it with that. 1.9 I haven't tested
  22. Hidden Gem, this mod is insane! Major Blade Runner Vibes
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