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  1. Download on Curseforge or Github or SpaceDock. Available on CKAN as OhScrap. OhScrap! (OHS) (formerly UPFM) Adopted by @zer0Kerbal, originally by @severedsolo brought to you by KGEx Description Preamble by @severedsolo Sound exciting? Then why don't you install Oh Scrap! today. Features This mod adds: - Part Failures: - Parachutes, Engines, Gimbals, Resources, Batteries, Reaction Wheels, Control Surfaces, and more - All these failures can make your day turn out like Vals. - Can be disabled or enabled through the difficulty settings menu - Failures follow the bathtub curve - brand new untested parts are more likely to fail than pre-tested models. - If you re-use a part too many times though, it will reach the end of it's shelf-life and be more prone to failure. - Generations - Subsequent "new models" of parts become more reliable than their earlier counterparts. - A part you've just researched is more likely to fail than a part that has been tried and tested many times - even if it's brand new. - Repairs - Some parts can be repaired remotely, some need an EVA. - You always have a better chance of repairing a part on EVA - Engineers have a better chance of repairing a part on EVA, the more experienced the engineer, the better the chance of success - Compatibility - KRASH - Kerbal Construction Time Eye candy of a really awesome Static Test that someone set up (used with permission): Cabin notes Localization work in progress How to support See More 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 Installation Directions Use Dependencies [x] Kerbal Space Program [^1] [x] Module Manager [^2] to keep track of how many times a part has been built/recovered so that is a hard dependency. (obtained separately) [x] ScrapYard is required if you want the mod to actually do anything. (obtained separately) Recommends [x] Comprehensive Kerbal Archive Network (CKAN) [^3] [x] Kerbal Construction Time designed with this with in mind, so would recommend that mod (make sure you use the latest dev version) [x] StageRecovery If you plan to actually re-use your parts (and have them fail), you'll probably want StageRecovery too [x] KRASH Suggests Mods that benefit OhScrap (OYS) [x] Kerbal Changelog [x] KaboOom! (BOOM) another way to not go to space today [x] Contract Configurator Other fun mods by zed'K [x] Solar Science (SOLS) [x] Biomatic (BIO) [x] DaMichel's CargoBays (DCB) [x] Simple Cargo Solutions (SCS) [x] On Demand Fuel Cells (ODFC)) [x] SimpleLogistics! (SLOG!) [ ] Foundations (FND) - beta Helps prevent ground constructions from floating away [x] Komplexity (KPLX) [x] Stork Delivery System (SDS) [x] Mini Sample Return Capsule (MSRC) [x] Pteron (MSRV) [x] Jack-O-Lantern (JACK) [x] MoarKerbals(MOAR) [x] Field Training Facility (FTF) [x] Field Training Lab (FTL) [x] Docking Port Descriptions(DPD) [x] PicoPort Shielded (PPS) [x] Transparent Command Pods) (TCP) [x] More Hitchhikers) (MHH) [x] B9 Stock Patches (B9S) [x] DaMichel's AeroRadial (DAR) [x] DaMichel's Fuselage (DMF) [x] DaMichel's Spherical Tanks (DST) [x] KerGuise Experimental Engineering (KGEx) [x] The Gold Standard (GOLD) [x] Keridian Dynamics Vessel Assembly (KDVA) [x] Olympic's ARP Icons (ARPI) [x] Stack Inline Lights (SIL) [x] Stack Inline Lights - Patches (SILP) Supports [x] FAR [x] RemoteTech [x] USI MKS [x] Kerbal Changelog [x] RemoteTech Conflicts none Replaces none Tags plugin, config, career, uncrewed, crewed *red box below is a link to forum post on how to get support* Credits and Special Thanks @magico13 both for ScrapYard, and helping with all the questions/issues while making this. @severedsolo The maintainers/authors of DangIt - most of this would never have happened without looking at your code to figure out how to make stuff work. @`Zelda' for ideas and support @eightiesboi for ideas, support and testing! Legal Mumbo Jumbo (License provenance) Current (1) - zer0Kerbal Original (0) - Author: severedsolo Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.2.1.0 original: 01 Oct 2019 zed'K | updated: 28 Sep 2021 zed'K [^1]: may work on other versions (YMMV) [^2]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! [^3]: this isn't a mod.
  2. Download on Curseforge, Github or SpaceDock. Available on CKAN. ScrapYard (SYD) This is the new thread. Original thread here. The Common Part Inventory Preamble by @severedsolo: So you may have heard that @magico13 is giving up modding KSP. I've got the honour of taking over support for ScrapYard, because it makes sense as I have my own mod that depends on it (Oh Scrap!). I want to take this opportunity to thank magico13 for all his hard work and contributions to the community over the years, as I know that my own KSP experience would be much poorer without his mods. Anyway, enough from me. The bit you are actually interested in ScrapYard is a mod that provides a part inventory that can be shared between multiple mods. Parts are added to the inventory when you recover a vessel and are removed from the inventory when you build a new vessel. If you have ever played with Kerbal Construction Time, it's a significantly improved version of the part inventory that KCT had, that is also able to be used by other mods. As of writing, ScrapYard does the following: Parts are added to the inventory automatically upon vessel recovery Parts are applied in the editor (not automatically like with KCT) Parts are then pulled from the inventory on build (mods can change when this happens) Parts are stored individually in the inventory along with any modules that “define” the part (think TweakScale and Procedural Parts) The number of times “like” parts are used is tracked and available for mods, both total uses and number of builds (KCT’s part tracker feature, expanded) Parts are trackable from the moment they are placed in the editor until they are removed from the game via a unique ID that transcends recovery and new builds The number of times an individual part is recovered is tracked, perfect for consumption by part failure mods (WIP) Funds can be overridden so that using parts from the inventory do not contribute to the cost of the vessel. You do still need to have the full amount of funds (for now). ContractConfigurator support for adding or removing parts from the inventory as part of contracts Installation Directions: Use CKAN Changelog Summary See ChangeLog for full details of mod changes Dependencies [x] [Kerbal Space Program] may work on other versions (YMMV) [x] [Module Manager] [x] Magiccore Recomends [x] [OhScrap!] [x] [Kerbal Change Log] Suggests [x] [StageRecovery] [x] [Kerbal Construction Time] Supports [x] [KRASH [x] [TweakScale] [x] [RemoteTech] [x] [FAR] [x] [ContractConfigurator] Conflicts none known Special thanks to @SiriusSam for the original idea of creating a separate part inventory way back in 2014 and for the name, and to @enneract for discussion and design help. As a player, why do I want this? If you are using Kerbal Construction Time, all balance is assumed you have this mod. It will substantially reduce build times for both vessels that use parts from the inventory and new vessels that use frequently used parts due to the part tracker. As of writing, no other mods are using this framework, but when they do this mod may be required. And this mod can be used by itself with the override funds option to play with a very different play style. As a mod developer, why do I want this? There are numerous reasons you might want to integrate with ScrapYard (with a hard dependency or a soft dependency, both options are offered), here are just a few that I can think of off the top of my head: ScrapYard provides a way to uniquely track a part during its entire life cycle, from the moment it is placed in the editor until the time it is removed from the game. That includes surviving through multiple recoveries and launches. I imagine part failure mods might get the most use out of this, but surprise me! By using a developed, common system you don’t need to worry about implementing your own part inventory and automatically gain support with other mods. Spend more time writing new features instead of rewriting something that exists. Fine control over the modules that are stored with a part. Once Module Manager support for module templates is added, you can create a new module and a module manager patch to automatically store your module and its data with a part through its entire lifecycle. Module templates use MagiCore’s MathParser to allow for logic processing within the config file (currently limited to just numbers, strings will likely be added soon). Until Module Manager is supported, you can just edit the ModuleTemplates.cfg file directly.  Get information about how often parts are used on a total used and number of builds basis. This is referred to as either the Part Tracker or the "Like" Part Tracker since it just tracks parts that are like each other (same name). Many more that I can’t think of off the top of my head Mods using ScrapYard: Kerbal Construction Time by @linuxgurugamer / @magico13 Oh Scrap! by @severedsolo / @zer0Kerbal red box below is a link to forum post on how to get support License aka Legal Mumbo Jumbo Source: GitHub License: All bundled mods are distributed under their own licenses All art assets (textures, models, animations) are distributed under their own licenses Original Thread Download Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date v2.0.1.0 original: 01 Oct 2019 zed'K | updated: 16 Mar 2020 zed'K
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