Search the Community
Showing results for tags 'resources'.
-
Rational Resources is designed to operate on the Community Resource Pack or the WBI Classic Stock resources and to strip out the entirely random resource distributions and to apply distribution templates (carefully configured groups of resource distributions) according to the logically expected class and composition of a body. Rational Resources is inspired by Realistic Atmospheres made by @OhioBob and is part of the JNSQ (the planet pack) experience. While this mod is installed, un-configured bodies will have no resources at all (except for less Ore than by default). This mod may inflate your ModuleManager cache quite a bit. Notice that the logo image tells the following: Mun has a sizeable portion of MetalOre and Oxygen, but no Water (will be handled by biome specific config) and no Uraninite. Kerbin has a sizeable portion of Rock and Silicates, and there's a display for crust, ocean and atmo. Duna has a sizeable portion of CO2 in crust and atmo (not in legend), MetalOre, RareMetals and Uraninite, but no Minerals or Silicates. This mod enables planet makers to easily assign these distribution templates to their planet packs and skip the headaches of figuring out and writing the individual nodes themselves, and assorting all of their writings into several per-resource config files. Active CRP Resources Surface and Atmosphere Ammonia, CarbonDioxide, ExoticMinerals, Gypsum, LqdHe3, Hydrates, Hydrogen, MetalOre, MetallicOre, Methane, Minerals, Nitrogen, Ore, Oxygen, RareMetals, Rock, Silicates, Substrate, Uraninite, Water. Ocean Carbon, ExoticMinerals, Gypsum, LqdAmmonia, LqdCO2, LqdMethane, LqdNitrogen, LqdOxygen, MetalOre, MetallicOre, Minerals, RareMetals, Rock, Water. Star Ammonia, Antimatter, Carbon Dioxide, LqdHe3, Hydrogen, LqdDeuterium, Methane, Nitrogen, Oxygen, XenonGas. The resources above are preferred and used. are patched to display them all. Ocean resources only show non-zero values when the scanner vehicle is splashed. The Star series templates apply resource bands to a narrow and general classification of stars, automatically making them all viable as mining destinations for interstellar vessels. The expected members of this seres are: Yellow; Red Dwarf; Red Giant; Blue Giant. Due to a very nasty bug in stock, any resource bands around a star can only have a a maximum span of somewhere under 2 Gigameters. WBI Classic Stock system support: Rational Resources shows in the WBI play mode switch UI. (Picture needs to be updated) Assigning a template to a planet is as easy as: Current templates ISRU With omnipotent Ore being stripped of its Godhood, the following ISRU chains are proposed and encouraged for use by seasoned modders. Ore abundance is capped to 5% and its presence chance to 80%. It will be inconvenient for most players... but it will still be around. Ore tanks will be changed, at least, to hold the cryogenic input resources. Players may find themselves forced towards using Hydrolox rocketry since the required resources (Ore or Carbon Dioxide) for LiquidFuel may often be scarce meanwhile the requirements for Hydrolox (Hydrates, Hydrogen, Oxygen, Water) can be quite abundant. Metals* = Can be the Metal and MetalOre resources used by Extraplanetary Launchpads (EL), Metals and MetallicOre used by USI, or Aluminium. Sorry, it can be a bit of a mess here. Oxidizer options do not appear when RealFuels is present. Compatibility Due to the listed resources and the nature of Rational Resources, compatibility instantly extends between configured planet packs and the following mods: Kerbalism (consumable resources only) TAC Life Support Near Future Tech suite Hydrolox rocketry mods (including BlueDog Design Bureau, Cryogenic Engines, Kerbal Atomics) Potential Methalox rocketry mods Some resources and their distributions are conditionally spared while the rest are removed. Spared resources include ArgonGas, XenonGas, but not Karbonite and Karborundum. Purged resources include Dirt (used by MKS alone but supplanted with more Rock) and any other mod that adds resources (and especially extremely handwaved ones) such as The Gold Standard. But a provision exists to allow such resources to not be purged. Requires B9 Part Switch for tank options Requires Community Resource Pack for the resources in the tank options DOWNLOAD :: GitHub :: SpaceDock Wiki :: GitHub LICENSE :: MIT
- 796 replies
-
- 25
-
-
Download on Curseforge or Github or SpaceDock. The Gold Standard (GOLD) By @zer0Kerbal, originally by @Dewar This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! This resource part mod adds eight new parts and adds functionality to several stock parts in Kerbal Space Program. brought to you by KGEx Description This mod adds the pursuit of gold and an extremely rare resource called Unobtainium to the game! Features What is Unobtainium? Preamble by @Dewar Cabin notes Help Wanted: Localization - work in progress How to support this and many other mods by zer0kerbal See More Discussions and news on this mod: See [Discussions][MOD:disc] or [KSP Forums][MOD:thread] Changelog Summary for more details of changes : See [ChangeLog][MOD:clog] Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use CurseForge/OverWolf App (currently does not install dependencies) 1 or 1 Dependencies Kerbal Space Program ![][KSP:shld] 2 Module Manager 3 Suggests SimpleLogistics! (SLOG!) Keridian Dynamics Vessel Assembly (KDVA) Stockalike Mining Expansion (SMX) Foundations (FND) - beta Helps prevent ground constructions from floating away KaboOom! (BOOM) rapid unplanned disassembly and assembly On Demand Fuel Cells Monero Flags (QBMF) ISRU Thanks But No Tanks (KBTT) Alternative Resource Panel Olympic's ARP Icons (ARPI) Supports TweakScale SCANsat Kopernicus Galileo Planet Pack Stockalike Mining Expansion) Tags parts, config, flags, agency, convenience, resources, tech-tree, career, crewed, uncrewed *red box below is a link to forum post on how to get support* Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks @Dewar for creating this cool mod. @TheKurgan for their contributions. @fitiales for the Spanish translation. @Dirty-----Sniffer for the Russian translation. Legal Mumbo Jumbo (License) Footnotes this isn't a mod. ;P ↩ ↩2 may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩
- 42 replies
-
- 10
-
-
- isru mining
- unobtainium
-
(and 3 more)
Tagged with:
-
Configurable Containers Requirements ModuleManager AT_Utils (already included) Download from SpaceDock For Players This mod converts fuel tanks and resource containers so that you can change the resource(s) they hold in Editor and in Flight. Supported Mods Configurable Containers support many part packs and mods: TweakScale ProceduralParts Parts with stock resources converted: Stock KW Rocketry Mk2 Expansion Mk3 Expansion SpaceY-Lifters SpaceY-Expanded Fuel Tanks Plus Modular Rocket Systems Standard Propulsion Systems Near Future Propulsion Spherical and Toroidal Tank Pack OPT Spaceplane Parts (made by octarine-noise) Dodo Labs - Stockalike Electron Mk2 Hypersonic Systems Mk-X Hyper Propulsion …more will come. Supported resources: Stock TAC Life Support Extrapalentary Launchapads Near Future Propulsion All USI All KSPIE …more will come. Types of the Containers Tank Type is a set of resources that, gamewise, have something in common. For example gases, or liquid chemicals, or metals. There are also two kinds of configurable containers. Simple containers belong to a single Tank Type (which can be changed in Editor) and can hold only a single resource. In flight this resource may be changed only if the container is empty, and only within its Tank Type. Compound containers are in fact collections of simple containers inside of a single part. In Editor you can partition the inside space of such part, creating as many simple containers as you need. The only restriction imposed by KSP is that a part cannot have two identical resources stored. So if you have two containers for liquid chemicals in a part, only one of them can hold Liquid Fuel. Compound containers have a dedicated user interface so as not to clutter part menu: For Modders Source Code CC is a part of the AT_Utils framework. It provides the SwitchableTank module that allows for creation of container parts for predefined sets of resources switchable in-flight. Sets are configured in a separate .cfg file and are intended to contain similar things like gases (one set), liquid chemicals (another) and so on. Another module Configurable Containers provide is the TankManager which enables in-editor partitioning of a container, effectively converting it into a set of independent SwitchableTanks. The third, utility module named SimpleTextureSwitcher allows you to cycle through a predefined set of textures for the model or a part of the model, so a container may be easily identified. It is now part of the main AT_Utils.dll, not the CC itself. Acknowledgments My patrons on Patreon. Thank you for your support! Kevin Casey Bob Palmer Ryan Rasmussen Matthew Zaleski Bart Blommaerts eL.Dude Layne Benofsky Igor Zavoychinskiy Issarlk Meiyo BP Jenna Mitchell Squiddy Ted Achenbach SCESW Patrice Hédé Steve Victory
- 733 replies
-
- 33
-
-
- switching
- fuel tanks
-
(and 1 more)
Tagged with:
-
Simple Hyperdrive! (HYPE) Originally Hyper Drive Mod Fast. Just Go Fast. This addon is designed to help Sci-fi enthusiasts to create crafts of their dreams. There is no limit with both an integrated Hyperdrive engine and a inline Hyperdrive inline engine. The mod adds overpowered propulsion systems, ION blocks, high performance reaction wheels and additional miners. By zer0Kerbal, originally by @Exodus_Solis and then by @Monniasza adopted with express permission and brought to you by KerbSimpleCo Adds Hyper engine, weakest and least efficient engine Charge Hyper Engine, which can be empowered by choosing "Interspace" mode Interspace Hyper Engine , which uses Ion and Electric Charge for higher efficiency Condensed Hyper Engine , which uses Condensed Ion and can be optimized for Power or Efficiency. Hyperdrive Inline Stabilizer, which creates enough torque to stabilize hyperdrives. ION block, which allows for VTOL and provides high RCS attitude 2.0 Hyper Crystal Miner, which allows to harvest Hyper Crystals Fuel tanks for engines, RCS and reaction wheels. Required fuels See more Help Wanted Localization Installation Directions 1 Dependencies Kerbal Space Program 2 Supports Either 3 Module Manager /L Module Manager Suggests By @Exodus_Solis Kerbals of All Trades (KOAT) Adjustable Mod Panel (KAMP) Biomatic (BIO) Field Training Facility (FTF) Field Training Lab (FTL) GPO (Goo Pumps & Oils') Speed Pump (GPO) Kaboom! (BOOM) MoarKerbals (MOAR) On Demand Fuel Cells (ODFC) OScience Laboratories (OSL) Papa Kerballini's Pizza (PIZZA) Precise Maneuver (PM) SimpleConstruction! (SCON) SimpleLogistics! (SLOG) SimpleNotes! (NOTE) Solar Science (SOL) Transparent Pods (PODS) TweakScale (twk) Tags config, parts, resources red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List Release Schedule this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
-
Keridian Dynamics (KDVA) Parts pack for resource-conversion and vessel-assembly for Kerbal Space Program. By zer0Kerbal, originally by @Eleusis La Arwall adopted with express permission and brought to you by KerbSimpleCo PECUNIA PER KERBULUS Preamble by @Eleusis La Arwall See More See our Parts Catalog for part pictures For more images, see our Marketing Slicks Discussions and news on this mod: See Discussions or KSP Forums Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues GitHub Pages : See Pages Help Wanted Localization Installation Directions 1 Use CurseForge/OverWolf App (currently does not install dependencies) Whilst I agree CKAN is a great mod for those that can't use zip tools. I take no part, nor am I interested in maintaining the CKAN mod metadata for my mods. Please don't ask me about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains. Beware, CKAN can really mess up though it tries very, very, very hard not to. or Dependencies Kerbal Space Program 2 Recommends Either Extraplanetary Launchpads (XPL) or SimpleConstruction! (SCON) One of the XPL based construction addons are 99.9% required KSP will load all parts but some will have reduced or no function The configs autodetects if XPL or SCON are installed and uses the corresponding modules Module Manager or Module Manager /L3 Resource Switchers Supported: Interstellar Fuel Switch CORE, Firespitter CORE, and B9PartSwitch One of the Resource Switcher addons are 99% required KSP will load all parts but some will have reduced or no function The configs autodetects if Interstellar Fuel Switch CORE, Firespitter CORE or B9PartSwitch is installed and uses the corresponding modules If multiple ResourceSwitchers are installed, the priority goes as follows: Interstellar Fuel Switch CORE > [Firespitter][fs] > B9PartSwitch Suggests GPO (Goo Pumps & Oils') Speed Pump (GPO) Not So SimpleConstructon! (NSSC) On Demand Fuel Cells (ODFC) SimpleLogistics! (SLOG) Transparent Command Pods (TP) GTIndustries JSI Advanced Transparent Pods- gives the passable and nonpassable Storage Tanks an IVA overlay Kerbal Inventory System - this gives the Launchsite and Sledgehammer function Kerbal Attachment System - allows the RecycleSite to dump all recycled resources PatchManager - allows patches to be easily toggleable TweakScale Supports Resource Switchers Interstellar Fuel Switch CORE Firespitter CORE B9PartSwitch Community Tech Tree Community Resource Pack Connected Living Space Contract Configurator FAR Firespitter for fully functioning wheels. may invoke bouts of dizziness. GTIndustries JSI Advanced Transparent Pods- gives the passable and nonpassable Storage Tanks an IVA overlay Kerbal Inventory System - this gives the Launchsite and Sledgehammer function Kerbal Attachment System - allows the RecycleSite to dump all recycled resources On Demand Fuel Cells (ODFC) OSE Workshop PatchManager - allows patches to be easily toggleable ReStock TweakScale Replaces KeridianDynamicsVesselAssembly Tags parts, config, flags, agency, resources, science, tech-tree, career, crewed, uncrewed red box below is a link to forum post on how to get support Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date Credits and Special Thanks A very big THANK YOU to the following mod developers and specially the plugin-writers/maintainers (because that is witchcraft to me ) for their hard work: @Eleusis La Arwall for creating this glorious parts addon! see Attribution.md for more comprehensive list Legal Mumbo Jumbo (License provenance) How to support this and other great mods by zer0Kerbal Connect with me Track progress: issues here and projects here along with The Short List this isn't a mod. ;P↩︎ may work on other versions (YMMV)↩︎ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date!↩︎
-
I'm very excited to hear that automated delivery routes are confirmed and can't wait to over-engineer a logistics network. Positivity First: It sounds like resource routes will be established by performing a delivery with a truck or rocket manually first. Once a single successful loop is completed, a new delivery route will be unlocked. This is an excellent design choice because it requires a player to achieve sufficient mastery for each route, and since some routes will be harder than others, the available wealth for a player will grow in proportion to their skill. Even better, the tedium of repeated manual hauling missions is eliminated (I've certainly done this in KSP1). There are two aspects of delivery routes that could cause problems if not implemented well: #1 - Variable dV requirements for routes that cross multiple SOIs If you want to get from Kerbin to Eeloo, the dV required will depend on the relative positions of those planets and the order you perform your maneuvers. This gets even less repeatable when gravity assists are considered. One potential exploit could be a player manually running a delivery route at the optimal time with very favorable gravity assists, and then getting future deliveries for less dV than they really should cost. Personally, I wouldn't mind this, and if a player is smart enough to exploit this... maybe they should be rewarded for it? This is one of those cases where I believe satisfying gameplay is better than realism. That said, I think there should at least be some sort of in game acknowledgement of this issue. Another possibility could be imposing some sort of handicap on a player while proving a delivery route... such as 10% greater fuel consumption. #2 - Will automated vessels be under control of the Physics Engine Please don't do this for the following reasons: It will cause delivery routes to spontaneously fail off-screen at no fault of the player due to kraken like bugs. Even if KSP2 has far more robust physics than KSP1, delivery routes would also greatly expand the number of failure modes. It wastes CPU - The rigid body physics calculations are computationally intensive and may be fundamentally limited in how much they can be parallelized. This cost is worth it for craft the player is actively looking at and piloting, but not for stuff off screen. Even if different vehicles far away were give their own physics threads, it would wouldn't take long to saturate even a high-end CPU. One possible exception - It may acceptable to physically simulate delivery vessels while they are close to a player. For example, if a player is piloting a space station and an automated freighter comes in to dock, this could be a reasonable because it only needs to scale with the number of players and if a kraken occurs, the player will witness the failure and learn something immediately. Discussion of possible deliver route implementations Since it hasn't been explicitly confirmed is exactly how the automated resource routes will behave. Let's consider 3 possibilities (there are many others): Exact Record/Playback This implementation would be like trucks in Satisfactory. You press "record", pilot your craft manually along a delivery route, then "stop" the recording when you close the loop. The craft would replicate your actions exactly. Tradeoffs: [-] Please don't implement this [-] Would only work for land-based routes. Orbital targets would change relative positions between iterations of the delivery route, so rigidly executing the same maneuvers at a different time would not work. [-] Not robust - It is not realistic to expect a vehicle to perfectly execute recorded instructions each time. If the player barely grazed the edge of some scatter while recording, it may cause a collision during a random playback. Ghost Ships on Rails - After recording a resource route, your craft will repeat that same route, but will be non-collidable and on rails [+] Robust - Players still have to prove route viability but don't have to worry about spontaneous failures due to FP rounding errors or kraken-like bugs. [+] Moderate CPU - This should be little more than viewing a bunch of craft in the tracking station, or rendering a few ghost ships docking at a resource depot. [+] Provides visual feedback/beauty to the player to appreciate as they build up their industrial infrastructure. [-] Still has the problem of different maneuvers required depending on relative celestial body position. Since these are ghost ships, some cheese is allowable here, for example "draw a curved path from Kerbin to Jool that looks reasonable". These automated ghost ships should achieve these paths "magically" without burning their engines (except maybe for visual purposes). Abstract Network - Delivery routes would behave like the KSP1 relay network. After manually executing a loop, the UI could draw a line between the source and sink and you could utilize this link in some sort of logistics/production management UI. [+] Very robust - No moving vehicles means no spontaneous failures [+] Very Low CPU - All you need are some new UI elements but no actual craft to render or track [-] Not as cool - It may be hard for some players to suspend their disbelief if a stack of ore magically appears every 6 hours in their station without seeing anything dock.
- 25 replies
-
- 10
-
-
SIMPLEX Resources Download from Spacedock Requires Module Manager (not included). Licence is CC-BY-NC-SA http://creativecommons.org/licenses/by-nc-sa/4.0/ New Parts in 1.13! Added in Simplex Nuclear Reactors! Who would like to use this mod? Anyone who wants to flavour their stockish game a little, without jumping down a realism rabbit hole. Introducing an extended resource system for Kerbal Space Program. Rather than having a single non descriptive Ore for mining and converting to anything and possibly everything, this mod removes the stock Ore and replaces it. HydrateOre ices, and is used for making LiquidFuel or as a part of Life Support mods. Saturate effectively liquid HydrateOre. Where this is availble, either on the surface or under pressure, it requires less energy than HydrateOre to mine and process, but is not widely available. NaturalOre is used to generate MetalParts to build rockets (using Extraplanetary Launchpads). RareOre is used to generate CustomParts used to build rockets (using Extraplanetary Launchpads), and also in Life Support mods. XenonGas is able to be to extracted from the atmosphere of certain planets. ArgonGas is now available without CRP for mods StoredCharge is now available without CRP for mods specifically NearFuture Electrical. NuclearFuel and NuclearWaste are the fuels for reactors such as in NearFuture Electrical CyroFuel is now available for CryoEngines and CryoTanks and replaces LqdMethane LH2 was been replaced CryoTanks, CryoEngines, and Kerbal Atomics for LFO engines, with names patched too. Asteroids contain NaturalOre, with a possibility of HydrateOre and/or RareOre. Comets contain HydrateOre only. In addition, this mod configures the extraordinary Extraplanetary Launchpads originally by skykooler, and maintained by taniwha. https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Two resources are introduced for this purpose, extending the vanilla approach of EL. MetalParts and CustomParts are used in a unique recipes, making off world construction a little more complicated with two resources needed. What else does this mod do? The ration of LiquidFuel to Oxidizer in chemical engines is altered, and tanks ratios do the same. Vanilla KSP has a ratio of .9:1.1. This is now 1:3 meaning that a quarter of the tanks is LiquidFuel and three quarters is Oxidizer. As engines have been altered for this mix, there is no actual change to gameplay. However, it is much easier to find NaturalOre to bake Oxidizer out. HydrateOre and Saturate is rarer and requires higher tech to create LiquidFuel. It means that if tech isn't available, you could ship LiquidFuel and only mine and ISRU Oxidizer instead. Now also with Nuclear Reactors that will power even the most hungry ion engines or ISRU units! What Planet Packs are supported? JNSQ OPM KSRSS GPP Isn't there a resource pack that everyone uses? I have worked to avoid conflicts with the extensive Community Resources Pack maintained by RoverDude. This mod is intended to be used separately to CRP. Mainly because I didn't like playing when mods provided tanks for dozens of resources that I would never use. Taking both pills won't cause serious damage. What part changes are made? The stock drills, Drill-O-Matic Junior (small radial drill), Drill-O-Matic (large radial drill) will collect all ores unless supported mods are installed. However, if any of appropriate supported mods are introduced the stock drills will only mine HydrateOre and Saturate. Supported Mods: Extraplanetary Launchpads for construction of bases and craft https://forum.kerbalspaceprogram.com/index.php?/topic/54284-151-extraplanetary-launchpads-v633/ Stockalike Mining Extension for additional drills, harvesters, extractors and condensers https://spacedock.info/mod/354 Keridian Dynamics for addition parts for Extraplanetary Launchpads https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Baha EPL Redrilled for additional Launchpads, mining drills and ISRU https://forum.kerbalspaceprogram.com/index.php?/topic/116987-wip122-keridian-dynamics-dev-thread-last-update-2017-01-21/ Ventral Drill for Stock ISRU A single stack drill https://spacedock.info/mod/1328 NearFuture Electrical For batteries, capacitors and also nuclear reactors https://spacedock.info/mod/558 Kerbalism Simplex https://spacedock.info/mod/2300 Converts all the ISRU and drills to kerbalism with the Simplex profile. Simple Fuel Switch by Snark https://spacedock.info/mod/2053 The three Ore tanks are now switchable variants rather than separate for each resource. Near Future Construction and Stockalike Station Parts Expansion Redux by Nertea https://spacedock.info/mod/563 and https://spacedock.info/mod/736 The Octo and Hex Girder tanks, and SSPX Cargo containers have Ore removed and Saturate, HydrateOre, NaturalOre and RareOre added. Kerbal Planetary Base Systems by Nils277 https://spacedock.info/mod/173 SimplexOres, MetalParts and CustomParts have their own long tanks, along with iconography on the side. Extraplanetary Launchpad support is corrected Recommended, but not required Mods: SIMPLEX Techtree An excellent techtree that allows for Advancing Before Crew (PBC, UBM style play), and ensures a balance with EL and supporting mods. https://spacedock.info/mod/1848 TETRIX TechTree A more fully extended version of the Simplex TechTree that supports EL and Sandcastle, both of which are supported with the additional SIMPLEX Assembly QUARTIX TechTree An alternative TechTree that supports a limited number of mods SIMPLEX Assembly A set of configs that will work alongside either Sandcastle (for Printing of parts into stock Inventories, or Extraplanetary Launchpads that allows you to build craft/ bases in situ. SIMPLEX Propulsion Slight changes to increase difficulty slightly for engines, but including a late game throttleable powder fuel engine, and end game powerful ion engine. Acknowledgements and Thanks: To @leonardfactory for assisting with Github setup, localisation and cryotank patching! To skykooler, and maintained by taniwha for Extraplanetary Launchpads To Nertea for the basis of the LFO patches for CyroEngines and Kerbal Atomics To allista for inspiration from Global Constuction To JadeOfMaar for inspiration back from Rational Resources and support in setting up planetary resource models To Poodmund for guidance on planetary packs To Eleusis La Arwall for initially allowing a possible inclusion of the KD furnaces. To Nils277 for permission to adapt KPBS artwork MM Patch help for the ISRU Ore to Hydrate Ore from Sigma88 MM Patch help for B9Partswitch with Keridian Dynamics from Blowfish Assistance from GordonDry for what they assisted with. Thank you so much! Peace.
-
I'm trying to make a simple add-on that just adds the supply resource to all crewed parts. OPT spaceplane parts already has this at a certain ratio of the resource to crew capacity in the part. I changed the ratio in the OPT config files to something I felt was more balanced (by default it's very low), which worked just fine. But for some reason even directly modifying a stock part config such as: @PART[mk2LanderCabin_v2] { MODULE { name = USI_ModuleResourceWarehouse } RESOURCE { name = Supplies amount = 100 maxAmount = 100 } } this doesn't seem to work. Any help? Ideally I'd like to configure it simply to add 50 supplies per crew spot to all command/crewed parts. But I'm fine with manually configuring every crew part in my game.
- 1 reply
-
- lifesupport
- usi life support
-
(and 2 more)
Tagged with:
-
The Community Resource Pack is a clearinghouse for common resource configurations as well as resource distribution configs for the stock resource system. It gives modders a toolkit of commonly used resources to play with, and helps us all work together in the same resource playground. The CRP has two goals: Goal 1: Establish a common set of planetary resources. To make this happen, CRP will include a consolidated list of distinct resource configurations designed to be used with the stock resource system. Examples include Water, Substrate, Uraninite, and others. Goal 2: Avoid surprising our users by stomping over resources. When mods both define the same resource, bad things can happen for the player. So the CRP pincludes a bunch of resources that modders have agreed to consolidate on. Including ones from Karbonite and MKS/OKS (of course), Universal Storage, KSPI-E, RealFuels, Near Future Technologies, and others. Additional mods are supported where we've decided not to break their stuff, even though they are not (yet) active participants in CRP (kinda like santa claus handing out gifts). Examples include EL (for RocketParts), and TAC-LS (for life support stuff). If this goal is achieved, even for the few dozen resources we already have listed, I'm be thrilled, since being nice is a lot more beneficial than randomly stomping on things. So if you're sold, head on down to the bottom of this post for links and goodness. If you are not sold, read on. "I am sad! you're trying to control my stuff!" Not really. I just don't want to break your stuff, and I hope you don't want to break mine. All of this is totally optional, if you don't wish to participate, then peace out and rock on. "There's no way this will ever work, people can't agree!" I dunno, I have enough already agreeing that I am pretty darn happy. Given the current level of adoption and cooperation, I think we've landed in an excellent place. "But I don't want you mixing space cows in my ultra-realistic electrolysis sim!" Then don't use space cows. But maybe someone wants to have a nuclear-powered space cow RTG or something. In which case, you probably don't want them breaking your electrolysis sim. "But... you can't mix space cows and Plutonium-239!" Sure you can. Maybe you don't want to in your mod, or in the mods you select for your own save game, but people are going to do all kinds of crazy stuff. And I expect you'd prefer it if your Plutonium-239 to not suddenly triple in mass mid-flight because SuPaKerBaL9000 modified the AAA_SpaceCows mod you downloaded for your kid's save to triple the mass of Plutonium-239. "What about disparities in resource density and atmospheric pressure, or gas compression?!" Here's reality. Most of us just want to play a game. Hence, CRP has no opinion on units, compression, cost, densities, etc. - that's up to the mod creators. And if something is good enough to be adopted by a couple of mods, then it's good enough to join the club. In the end, this is curated. But the only considerations on the table are ensuring stuff plays well in our space lego game together, not in nitpicking physics or chemistry, and most certainly not in dictating how stuff should be measured. "But what if I want my own resources?!" Go for it. CRP does not dictate what resources your mod has or how you use them, just that you don't create ones that conflict with ones already there in CRP. "But this is more work for me! I am sad!" Actually less. Just include a dependency like you would Firespitter or any other similar mod. Shop for resources. Done. But hey, if you'd rather have SuPaKerBal9000 wreck your mod, rock on. "I'm still sad! I won't use this!" Ok that's fine too - peace out "Ok I'm sold.. how do I use this thing in my mod?" Since CRP is based on the stock resource system, it's super lightweight! Include the CommunityResourcePack folder with your mod, and you're done. And please don't modify any of the configs you download either, as that kinda defeats the entire purpose, and is downright mean Lastly, don't supersede CRP resources with your own definitions for any of the included resources - that's almost as bad as modifying them. The whole point of the club is that we all play nice. If you want in the club, awesome! But please don't join the club just to trash the clubhouse Mods that bundle CRP MKS/OKS Near Future Technologies Karbonite Asteroid Recycling Technologies Freight Transportation Technologies NearFuels RealFuels KSPI-E DangIt! Mods that are CRP Compliant (Mods that are known to play well in the sandbox together) Universal Storage TAC Life Support Download Link https://github.com/UmbraSpaceIndustries/CommunityResourcePack/releases Donation Info! If you like what you see, and want to help out (or just buy me a beer!), please consider donating, either via PayPal or Patreon. License Information Umbra Space Industries, USI, CRP, and Community Resource Pack are (tm), and may not be used without permission. License for all configuration files is CC 4.0 BY SA NC NOTICE: This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.
-
Download Link: https://github.com/UmbraSpaceIndustries/Karbonite/releases LOTS OF STUFF CHANGED WITH 1.0 - DELETE YOUR OLD STUFF FIRST! Introducing Karbonite Plus (K+) - New resources and parts for Karbonite K+ adds new resource and gameplay elements as well as supporting parts to Karbonite. K+ requires Karbonite (not included) to use. Enhancements and Changes included in K+ New resource: Karborundum. Valuable and incredibly fuel efficient, but also very hard to get. It can be harvested on the surfaces of Eeloo and Eve, or by a solar collector within approximately 2000 meters of the sun's surface. Hats off to nli2work for his awesome rover-sized models, and for TMarkos for being awesome and collaborative! New parts: Tiny radial Karbonite/Karborundum drill. 0.625m form factor, can be node or surface attached. Also KAS-portable! Deployable Karborundum scanner (NOTE: Karborundum is only detectable on the surface, or at altitudes lower than approximately 500m over the terrain - so bring your Rovers and nape of the earth (NOE) flyers). New fuel tank - the Karry Kan - great for small quantities of Karbonite or LFO. Comes in two sizes - a surface-mountable single Kan, and a double-Kan (great for the Packrat Rover). Rover-sized generator, for powering your Karborundum operations on the fly. KASable, surface and stack attachable. New radial tanks to store Karborundum in three sizes - a Jumbo radial tank, an inline tank cluster, as well as a 0.625m mini tank. The mini tank is KAS-enabled. A Karborundum sample tank. Luxuriantly expensive, but saves you the trip to eeloo. Made for testing purposes. Warning: Will self-decouple and explode when empty! Hilarity may ensue. A new particle collector with slightly better range (at the cost of efficiency and energy use), allowing it to skim the sun's surface picking up stray Karborundum particles. The Karborundum Fusion Drive (in two sizes - 1.25m and 2.5m) Expensive, incredibly efficient, but require significant EC to operate, and runs on Karborundum. A small but adorable 0.625m Karbonite engine. This one has the added benefit of taking some of the vented exhaust and converting it into monopropellant for later use. Dev Note: The Karborundum engines are absolutely OP compared to stock engines (we're in KSPI territory with these), This is to balance the absurd difficulty in getting fuel for them. Tech tree wise, Karborundum-specific parts will be under Nuclear Propulsion. Karbonite bits will be under Fuel Systems. Demo of the Fusion Drive Configuration files and code are licensed under the GPL v3 license. Assets, including Models (*.mu) and Textures *.png/*.dds) are All Rights Reserved. If you wish to use any of these assets in your project, just ask nicely Download on GitHub: https://github.com/BobPalmer/KarbonitePlus/releases Change Log: 0.3.0 - 2014.12.16 [LIST] [*]KSP 0.90 Compatability [*]Moved 0.625m Karbonite engine and Karbonite SRBs to the core Karbonite mod. [*]Moved the Karry Kans, mini drill and mini-generator to the core Karbonite mod. [*]Added MM config to add Karborundum back to mini drill for K+ [*]Swapped all generators and converters to Regolith [*]Removed the Liquid Hydrogen requirement from the torch drive, increased ISP, reduced thrust (so they are more... you know... torch drive like). [*]Added in CTT support. [*]All K+ harvesting parts are under Resource Exploitation. [*]Fusion drives are under Fusion Rockets. [*]Torch Drives are under Exotic Reactions. [/LIST] 0.2.3 - 2014.11.01 [LIST] [*]Moved K+ DLL and version file to better support package management [*]Replaced all PNGs with TGAs [*]Adjusted KAS containers to better manage state [*]Fixed name and attachment issues with RAT boosters [*]Fixed missing model part from inline Karborundum tank [*]Added two new torch drives in 3.75 and 5m form factors. Because Hohmann transfers are for sissies. [/LIST] 0.2.2 - 2014.10.07 [LIST] [*]KSP 0.25 Support [*]Added ability to shut off Karbonite SRBs [*]Corrected issue with node spacing for fusion drives [*]Updated ORSX/USI DLLs [/LIST] 0.2.1 - 2014.09.28 [LIST] [*]Updated USI Tools [*]Fixed bug where Karborundum could be seen from orbit (boo!) [*]Karborundum tank description now includes max capacity [*]Added four Karbonite based SRBs in 0.625 and 1.25m form factors. NOTE: While these are very powerful, they also become unstable as speed increases - beware! [*]Fixed issue with the radial drill not extracting [*]DRE Support [*]MFT support for Karborundum [*]Tweaks to the 0.625m engine [*]Switched from ORS -> ORSX [*]Fixed animation on fusion drive [/LIST] 0.1.2 - 2014.09.12 [LIST] [*]Maintenance release - version file, new DLLs with version checking, and a dummy DLL for folks to use with MM to determine if K+ is present (KarbPlus.dll) [*]Updated to latest USI components [/LIST] 0.1.1 - 2014.09.07 [LIST] [*]Added bottom nodes and fairings to all engines [*]Fixed cost issue with Karborundum tanks [/LIST]
-
So I'm wondering, with resource trading supposedly being a thing in multiplayer, I think it would be fun to have the ability to charge for usage of a players relay network. Now, idk if probe control will work on a packet system the way science uploads do and I honestly doubt they would, but I think it would be very fun from a role play perspective to try to play as the System's telecommunications network and fund your other projects that way. Ultimately my goal would be to be able to become the "PAY YOUR PHONE BILLS" meme from battletech.
-
The already highly anticipated party pack for @Nertea 's ISRU overhaul, Space Dust. Dust Bunnies ensures the presence of not only the resources used by his mods but resources relevant to some popular outside use cases: Life support, Mars Direct, Exotic rocketry. Space Dust + Dust Bunnies can run in parallel with Rational Resources. Note that converter and tank patches will not be provided here. Only resource placement and the related options for the scanners and harvesters. Use Rational Resources Parts and your favorite fuel switch mod for those. You will find LqdAmmonia, LqdCO2, LqdDeuterium, LqdMethane, LqdNitrogen, Rock and Water (the added resources) in many interesting new places. Let me know if I should switch out Oxidizer for LqdOxygen. Supports: Stock JNSQ Support is planned for: OPM No promises on an RR-alike template system happening. The resource placement nodes here have a higher granularity and complexity than stock ones. DOWNLOAD :: GITHUB License: MIT
- 19 replies
-
- 22
-
-
Hi, I don't know if I'm doing things wrong. The indicator for depleted fuel no longer appears in the parts info, it only shows enriched uranium. For example, at the SPH, if I decide to use the MF-2 Nuclear Drum, it only shows me enriched uranium. Could you help me with this? PS: I have all the following mods installed (sorry, it's a list taken from my PC's GameFolder): 000_ClickThroughBlocker 000_TexturesUnlimited 000_Toolbar 000_TRR_Config 001_ToolbarControl 999_KSP-Recall AnimatedDecouplers B9AnimationModules B9PartSwitch B9_Aerospace B9_Aerospace_HX B9_Aerospace_ProceduralWings B9_HX_Reconfig Benjee10_MMSEV Benjee10_sharedAssets Benjee10_stowaway BonVoyage CameraTools Chatterer CommNetAntennasConsumptor CommNetAntennasExtension CommunityCategoryKit CommunityResourcePack CommunityTechTree CryoEngines CryoEnginesNFAero CryoTanks CustomPreLaunchChecks DeployableEngines DistantObject DynamicBatteryStorage EasyVesselSwitch Endurance EnvironmentalVisualEnhancements ExtraplanetaryLaunchpads FarFutureTechnologies Firespitter FShangarExtender HabTechProps HeatControl JanitorsCloset JSI KAS KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalEngineer KerbalFoundries KerbalKonstructs KerbalReusabilityExpansion Kerbaltek KerbetrotterLtd KIS KSPRC KSPWheel MechJeb2 NavyFish NearFutureAeronautics NearFutureConstruction NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft NotSoSimpleConstruction OPT OPT_Legacy OPT_Reconfig OSSNTR PlanetaryBaseInc PlanetaryDomes PreciseManeuver QuickBASIC RCSBuildAid RealChute RemoteTechRedev ReStock ReStockPlus RetractableLiftingSurface SCANsat Scatterer ScattererAtmosphereCache SimpleConstruction SmokeScreen SpaceDust SpaceTuxLibrary Spectra StationPartsExpansionRedux StationPartsExpansionReduxIVAs SurfaceLights SystemHeat SystemHeatConverters SystemHeatFissionEngines SystemHeatFissionReactors SystemHeatHarvesters TextureReplacerReplaced Trajectories TRR-Cetera TundraExploration TundraTechnologies TweakScale Waterfall WhoAmI WildBlueIndustries ZeroMiniAVC
- 2 replies
-
- depleted fuel
- resources
-
(and 1 more)
Tagged with:
-
So I'm using several mods in my game including MKS from USI, however I can't seem to be able to transfer enriched uranium between storage with docked vessels or even within the same vessel. I've seen a few posts about using 'maintenance' function to transfer it but I haven't been able to get this to work. I'm probably missing something really simple! Thanks!
-
Ok so i am not new to modding. i have done a number of surface level modding and even part modeling. i have an idea for mod that goes into the programing aspect which as much as i would love to be able to do it. it is taking me longer to understand how to do in the confines of ksp. i do not know how hard it would be to do this or if it is even possible but anyway, so here is the idea. I think it would be a good a addition to carer mode/science mode if you needed resources to build your rockets. not just funds but also exp.. metal. some parts need resources from specific planets. you need to mine for some of the rarer resources to build with certain parts. simple idea for Prof of concept. you need Duna metal to build robotic parts and some of the more expensive engines you need a resource from Tylo to build RTGs you get the idea. each planet will have its own resource that you need to build with some parts. i would say i haven't given much thought to balance yet but i think it is possible. it should work like the funding system you need so many units of this resource to build this part. i think there should be 3 modes first 'easy ' where you can buy the resources for a high price in credits or if you do get the the resource it will cheapen the over all price to just the resource or a discounted price per part. 'normal' you cannot buy the resource but have to mine it and return it to Kerbin or with other mods like ground construction use it to build off world. lastly 'science mode' each part needing the resource would instead be lock to science entry exp- you get a surface sample off duna you unlock those parts. things that would need to be added: cost per part in the VAB and space plane hanger resources in the Vab display the resources, weight of each resource, each world's richness ect.. ( easily done with the community resource pack) each part would need to be set up with what its required resources would be and how much it would cost. drills will need to be set up with the ability to mine the various resources. will need tanks to carry the resources (Interstellar fuel switch or modular fuel tanks could be used to keep part count down) missions would need to be altered to include the resources and be locked to the resources from the planet in question they are requiring you to go to. optional: science experiments of the various resources. must be performed in a lab on site. option to set up a refinement process and combining process for really advanced parts ( mainly modded parts exp- near future nuclear. the reactors might need resources from ike and duna combined/alloyed few more thing not yet known..... thank you for all input and thoughts regarding this .
-
UPR is a "mod". Really it's a bunch of config files and module manager patches but it's goal is to make a complete integrated mod experience for ksp. This means it integrates some selected mods together to create a system which is universal (i.e same UI, Resources and converters for all systems) The design concept is for it to be a Semi-realistic easyish stock looking and balanced game Source Code: https://github.com/Lach01298/UPR Current dependencies: WildBlue Industry's Tools Snacks CryoTanks Community Resource Pack Community Tech Tree DynamicBatteryStorage Rational Resources recommend/Integrated Mods Making History DLC Breaking Ground DLC WBI Pathfinder WBI DSEV NF Electrical NF Propulsion KIS KAS Features: Semi-realistic planetary resources i.e your not going to find every resource on every planet like what CRP is currently Semi-realistic life support (Food, Oxygen, Water) Planetary Base building/ Colonization Semi-realistic ISRU Metholox and Hydrolox fuel chains and engines part and equipment production chains integrated tech tree Other Stuff help and suggestions are appreciated and so feel free to do so Developmental notes This seems like a lot and it is. But this started as trying to get some of my favorite ksp mods to fit seamlessly together and separately trying to make them a little bit more realistic. Then it got all lump together into what currently is UPR. Thus it really should have another name but it was separate "mods" so i just kept one name that had a short acronym: UPR
-
Привет. У меня вопрос. Я скачал этот мод и появилось 2 тренировки. также сканер поверхности показывает много разных руд и газов. но я не могу понять, где их хранить и как добывать. Я запустил их на космодроме, но там было написано что-то вроде: «Земля полна». Мне нужно настроить отдельный режим с ресурсами или я делаю что-то не так
-
ok this may not be the best place for this question but what are funds worth? I think paper money is a representative of a commodity like gold, silver, platinum. now in terms of ksp we have liquid fuel, oxidizer, monopropellant, solid fuel, Xenon, and Ore. so how do you determine what value the money is worth. on the wiki it says that ore cost 0.02 VF per unit of ore and if you fill one tank It only amounts to 30 VF so what is the worth of one fund unit?
-
Hello everyone! Because I'm new to mod making (this is my first mod), I thought I'd try starting out with a relatively simple mod. I use a lot of mods, a few of which require Community Resource Pack as a dependency. Thus, whenever I scan a body for resources, I end up with a fairly large list of things, from Water to CarbonDioxide. However, I never end up using most of these resources, and as most mods only add converter modules for a few of them, the vast majority end up ignored. Many of these resources could be integrated fairly well with Stock mechanics without necessitating new parts or complex processing chains. Thus, this mod attempts to create uses for several resources added by CRP. This is essentially a collection of patches designed to allow stock parts to harvest and convert the resources added by CRP. It will be fully modular, so you don't end up with redundant converters or harvesters for resources you don't want, and it will only use Stock parts (primarily because I have no idea how to texture or model things, but keep that a secret). The stock drills are used for crustal resources, the atmospheric fluid spectro-variometer is used for atmospheric resources, and I plan on using the radial air intake for oceanic resources. For simplicity, resources such as LiquidFuel and Oxidizer are generalized, and are not intended to be fully accurate. In addition, the conversion factors for most of these patches are undoubtedly wrong, partially due to a desire for simplicity and partially because I can't be bothered. If you have a suggestion for a more realistic conversion factor, feel free to tell me! If I ever get into RO, I might consider adding patches for realistic ISRU, but for now I consider this to be a short-ish term project designed to practice my glorious and expansive config-editing skills. This might change depending on community reaction, but don't expect too much for now. In addition to this, I plan on including simplified conversion patches for those who don't want to bother carrying tanks for ~5 separate resources; an early example of this is substituting H2 for Ore (electrolyzed water ice) in the Simple Sabitier conversion. Downloads Installation 1. Download the mod 2. Install CRP and ModuleManager, either from the bundled download or from a separate source 3. Select the modules you wish to install. Do not install both the normal and simplified versions at once, as this may lead to issues Planned Features Green: Implemented Yellow: In progress Red: On hold Conversions -Sabitier | LqdHydrogen + CarbonDioxide = LiquidFuel + Water -Water Electrolysis | Water = LqdHydrogen + Oxidizer -Simple Water Electrolysis | Water = LiquidFuel + Oxidizer -Water Extraction | Hydrates = Water -Simple Water Extraction | Ore = Water -SolidFuel Refining | Alumina = SolidFuel (If I can find a way to allow SolidFuel to be moved) -Various processes involving MetalOre, RocketParts, MaterialKits, etc. Currently on hold due to the fact that mods that use these resources tend to include their own converters Harvesters -CO2 Extraction -Water Mining -Hydrates Mining -Argon Extraction -Xenon Extraction -Oxygen Extraction -Liquid Water Extraction -Oceanic Fuel Extraction (intended for Eve) -Hydrogen Extraction (Depending on availability in stock atmospheres) -Alumina Mining (See SolidFuel Refining) Other -Add part switching to the stock ore tanks to add capacity for every relevant CRP resource -More realistic resource ratios -Using ModuleManager to add these conversions to ISRU parts from other mods -Interplanetary resources, for use with Bussard collectors and such. This would probably require a new part for the collector, so I'm holding off on it for now -RealFuels integration, depending on feedback -Custom atmospheric and oceanic extractors if someone wants to help with that Changelog Licensed as Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Feedback and suggestions are appreciated!
-
ScanSat not finding any resources
pippoceto posted a question in KSP1 Technical Support (PC, modded installs)
Hi there! So I have this problem with all of my vessels with a scansat probe installed. Basically even if they are at the optimal orbit, they will scan the planet's map, but they won't show any resources whatsoever. I've also installed MKS and Khetane, is it possible that those mods are creating some sort of conflincts? -
Idiot Lights r0.0.1 It's taken me about a year but, this mod is being integrated into the Kerbal Electric Mod Please check that forum thread for the latest developments.
- 17 replies
-
- 10
-
-
Hey all. As of late I've been playing around a bit with module manager and just editing .cfg files, mostly as a way of familiarizing myself more with KSP's back-end, and partly because I do have some interest in maybe developing some kind of mods in the future, even if only for practice/personal use. Anyways, I spent the better part of my afternoon and evening today playing around with resource definitions and modules, and as a practice exercise I've been trying to make a simple set of .cfg files for a resource pack (Stuff like water ice, carbon, uranium ore, and processing these materials into other things with ISRU units). I get the gist of what I'm doing but there are a few things that I've yet to find answers to, and I'm looking for advice. Forgive me if my questions have been asked before. I did some googling, and found next to nothing, so I suspect this isn't a problem, but if so, please feel free to point me to the exisiting posts. 1) in the ResourcesGeneric.cfg file (GameData/Squad/Resources), what is hsp, and is it worth modifying for a new resource? 2) in the Ore.cfg file, I understand that I'm looking at the resource distribution parameters, but I don't know what Variance or Dispersal correspond to, also 3) is the PressenceChance parameter per planet? Per Biome? Per savefile? 4) still in Ore.cfg, what is ResourceType? I've yet to see an example of anything not equal to zero for that parameter... 5) It occurs to me that a few resource parts are configured by default to only work with the standard "Ore" resource, such as the Narrow Band Scanner, and the Drill Parts. Is there a simple way to make either of these function for all available resources, or must I add new modules to the .cfg for every mineable resource? 6) how do these changes apply to asteroids? do I have to use a MM patch to add mineral resource to a roid? Or are all of the other resource definition and distribution cfgs enough? I'm sure that I'm yet to encounter more questions on the topic of Resources, ISRUs, Drills, and scanners, so If you can think of anything else helpful for working on this kind of stuff, please, don't hesitate to fire your pointers my way! Happy Launching, happy Modding!
-
In my mod GTI MultiMode Intakes, I am allowing switching between different intake modes. When doing this, I'm also changing the resources associated with the intake, like intakeair or intakeatm. However, so far, I've relied on "part.Resources.Clear();". This removes all resources in the part, and then I can add the new resource I want back in. However, this have one mayor drawback, it removes all resources, and not just the ones I want it to, namely the ones I target. So in my latest try, I used the below methods to target only relevant resources. However, I cannot seem to get them to work. public bool Remove(PartResource res); public bool Remove(string resName); public bool Remove(int resID); I tried as follows (i merged the three overload methods directly into the example below, I do NOT run them at the same time, I comment out when testing). Debug messages says that I do indeed run the "Remove()" method where expected and on the expected resource. The remove methods return true!!! But my engine continues to consume IntakeAir even when switched away, so that the resource should have been removed. When I use "Clear()" the engine flameout immediately as it should. And listing all resources in the part after all show that the resource was not removed. bool preserveResource; PartResource partResourceDef; //Evaluated all resources in part for (int i = 0; i < currentPart.Resources.Count; i++) { preserveResource = true; GTIDebug.Log("Check for resource removal: " + currentPart.Resources[i].resourceName, iDebugLevel.DebugInfo); //compare all resources to the target resources for (int j = 0; j < modes.Count; j++) { //If it is a target resource, mark it for replacement if (modes[j].resourceName == currentPart.Resources[i].resourceName) { //Remove resources managed by this mod preserveResource = false; break; } } //Remove resource if it is marked for replacement if (!preserveResource) { GTIDebug.Log("Removing Resource: " + currentPart.Resources[i].resourceName, iDebugLevel.DebugInfo); //try 1 currentPart.Resources.Remove(currentPart.Resources[i].resourceName) //try 2 currentPart.Resources.Remove(PartResourceLibrary.Instance.GetDefinition(currentPart.Resources[i].resourceName).id) //try 3 partResourceDef = currentPart.Resources.Get(currentPart.Resources[i].resourceName); currentPart.Resources.Remove(partResourceDef) } } So my questions are, does Remove() work at all? if yes, then can anybody point me toward what could be wrong in my code?