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Nizrael

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    Curious George

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  1. Has anyone cooked up a patch to integrate Snacks! functionality into the Soylent mod's parts they'd be willing to share? Soylent's solar-panel-based algae bioreactors strike me as exactly the sort of simplification/abstraction of closed-loop life support that Snacks! was meant to handle - input Stale Air and Dirt, output Fresh Air and Snacks. I'll take a stab at patching it myself, though I only just recently learned that Module Manager is a thing, let alone how to write a patch for it, so my MM-fu is presently non-existent.
  2. Has anyone cooked up a patch to integrate Snacks! functionality into Soylent parts they'd be willing to share? Soylent strikes me as exactly the sort of simplification/abstraction of closed-loop life support that Snacks! was meant to handle - input Stale Air and Dirt, output Fresh Air and Snacks. I'll take a stab at patching it myself, though I only just recently learned that Module Manager is a thing, let alone how to write a patch for it, so my MM-fu is presently non-existent.
  3. Oh, man. I might start learning to code just so I can update this mod; my Mün base landing pad NEEDS these lights, for landing guidance and for those after-hours EVA dance parties. The disco must be resuscitated!
  4. Heya, I'm loving your work, thanks for making a great game even more fun! Sorry for the n00b questions, but I'm a n00b to KSP modding and the ReadMe isn't super clear on how to use the Extras. To enable Snacks! functionality, do I rename "GameData/WildBlueIndustries/Mk-33/Extras/Mk33Snacks.txt" to "../Mk33Snacks.cfg"? Assuming I'm correct about renaming the *.txt to a *.cfg, does the renamed file stay in the Extras folder, or should I move it to the main Mk-33 folder, or the WildBlueIndustries/Snacks folder, or somewhere else?
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