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[1.0.4]Civilian Population 1.7.5.1 (Update to 1.0.5 in Progress)


Should the cosmetic IVA's be kept?  

154 members have voted

  1. 1. Should the cosmetic IVA's be kept?

    • Keep IVA's (they are fun to look at!)
    • Remove IVA's but offer in an Optional Download (would take more time to implement but doable!)


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AA4oc0c.png

Version: 1.7.5.1

 

NOTE: I'm back, give me a few days to get up to speed on 1.0.5 and we'll get an update going

 

 

Turn your Kerbal society into a Type 1 Civilization by adding civilian exploration! Your agency as research goes on gains the ability to have civilians take part on your exploration, ultimately letting you recruit new crew members from the population (the motivation for taking civilians with you). Scroll to the bottom of this post for a quick howto!

 

Civilian Population is originally Developed by michaelhester07

Future updates and new content provided by myself and Cosmic_Farmer (Huge props to him for all the input and work he's submitted to this project!)

Banner Artwork graciously made by forums user RBGPeter

Taking over future development with his permission and blessing models and textures are his work,Licensed under: CC-BY-NC-4.0(Orginal Thread)

`

 

Downloads:

Kerbalstuff Download (v1.7.5.1 10/12/15)

Source via Github

Licensed under: CC-BY-NC-4.0

ctt_small.png

NOW CTT COMPATIBLE!

 

NOTE: If upgrading from a version pre -1.7.2 please delete your NetherdyleAerospace folder and reinstall the latest version

 

 

How to manage your civilian population:

Civilian kerbals are not like your astronaut kerbals. They require food to survive and have not been trained on how to eat a diet of snacks. The management of your civilian population relies on generating enough food for them. If you have enough food they'll live. If you don't they'll die off. It's that simple.

Space Tourism:

Civilians will flock to your space stations and bases which can support them. You can either transport them yourself or you can hire Civilian space agencies to transport them for you. The space agencies gave Netherdyne plans for a universal docking port which their transports will use. Attach the port to your station or base and you civilians will come. Space tourism is limited to the kerbin system (Kerbin, Mun, Minmus).

Civilian reproduction and long voyages:

If your civilian population is big enough (20 or more) they'll start reproducing. This will produce a new recruitment able Kerbal every 3 kerbin months.

 

 

 

Understanding the stats on the Civilian Quarters parts:

 

 

  • Food per pop: This is the minimum amount of food your ship's stores must have on hand to support the population. To get the required amount multiply this by the size of your civilian population. It's easy: 1:1. So 50 population requires a minimum of 50 food to support. Each farm module is scaled to support a 1:1 quarters to farm size. The large biospheres support the largest of population capacities. Each farm tells you how much population it can support.
  • Population Growth Rate: this is the time in seconds it takes for your population to grow through reproduction.
  • Population Decay Rate: this is the time in seconds it takes for your population to decay.
  • Growth and Decay timers: these show the current state of growth or decay. When these pass their respective rate the population will change by 1.
  • Reproduction rate: this is the minimum population your ship needs to start reproduction. The speed your population grows at scales based on how big it is beyond this. A population of 150 will reproduce 3 times faster than a population of 50.
  • Total consumption rate: this is how fast your population is consuming food
  • civilianDock: If you have a civilian contractor dock attached to your ship this indicates it.
  • civilianDockGrowthRate: this scales your ship's growth rate by the number indicated. Scale is 1000 for kerbin and kerbin orbit, 100 for Mun, 10 for Minmus.
  • GrowthRate: This is how fast your population is growing.
  • Recruit Kerbal: You can recruit a new crew member from the population onboard the module. Each Civilian module except the dock supports a number of Crew slots.

 

Population changes over time, even when you're not watching!

The civilian population on your ship or base will change over time even when you're doing something else (flying another mission perhaps). How the population fares depends on how well you managed the food on your ship. Make sure your ship, station, or base has food and all the farms are operational before you leave it!

Managing your Civilian Population

Basics:

Civilian Population requires food, water, and oxygen to survive. They will produce Carbon Dioxide, Waste Water, and Waste. Each civilian module (except the contractor dock) has space for 1 kerbin-day's worth of waste and 1 kerbin day-s worth of needs for the population that it supports.

Production of food requires biomass and water. Food is produced at a garden module or at the farm biodome.

Garden modules and the farm biodome are equipped with recyclers which can convert the waste water and waste back into water and biomass. The plants inside also act as natural scrubbers, clearing out the CO2 and producing Oxygen. The farms do not come with biomass storage. These must be attached through way of the fertilizer pod. Use of the other resource pods is recommended for an extra buffer of resources. If a waste resource builds up to the cap the excess will be dumped out into space. It is thus imperative that you keep the recycler running. The recyclers will outpace the waste production for their intended population size.

The biodomes and civilian modules are paired together to make managing this simple. The civilian population will grow once it is larger than 20 members. This growth requires a kerbal's mass in food (about 380 food). They may also come to your base or station through way of the civilian contractor dock. When they immigrate to your station, ship, or base this way they don't consume 380 food per growth. Farm food stores can be quite massive, equating to roughly 120 days worth of food for one kerbal on the small garden. That is because the colony's population growth will need the food.

Y2eJxXT.png

The pictured land crawler shows everything you need to maintain your civilian population and to grow it. Left to right: mining container, garden, fertilizer for garden, Civilian pod, laser drill.

In-situ resource utilization:

Water and substrate must be present in some amount at the landing site for your colony (much like MKS) for you to get the resources to grow the civilian population. The laser drill can be used to grab these resources. If you have MKS then you can use those parts to get the resources as well. The laser drill has the same efficiency as those parts.

Recruiting specific job kerbals:

If you wish to recruit kerbals with specific jobs (pilot, engineer, scientist) you can use the movie theater, university, and flight school.

The Movie Theater is the basic part required for this. Your kerbals need inspiration for them to decide that they want to do a specific job. To get that inspiration you play movies for them in the theater. Select a type of movie to get a bonus to recruitment for the job it matches:

- Racing movies: Engineer kerbals are inspired by the act of tuning up a vehicle to win races. Playing these movies makes engineer recruitment 10% cheaper.

- Scifi movies: Pilot kerbals are inspired by dogfights, things blowing up, basically what Jeb grew up on. Play these movies to get a 10% cost reduction on pilots.

- Documentaries: Scientist kerbals love documentaries about the solar system, plants, animals, and space exploration. They especially love the ones they wrote :) Play documentaries to get a 10% cost reduction on scientist recruitment.

NEW: Romance Movies: Inspire your kerbal civilians to find that special someone and continue out the kerbals race in all of your far flung colonies.

 

** All recruitment costs 50 inspiration, unless you're playing a matching movie type.

The University comes in when you want an educated kerbal Scientist or Engineer. See the movie theater makes a kerbal think he knows what he's doing. A university makes sure he knows. The university has a science lab for the scientists to process research experiments.

To recruit a level 3 Scientist or Engineer requires 5000 education and 50 inspiration. Open Classes to start the education. Educating a new kerbal will take roughly 10 kerbin days.

The Flight School comes in when you want a pilot who crashes less than Jeb.

To recruit a level 3 Pilot requires 5000 flight experience and 50 inspiration. Open classes to start the training. Training a new pilot takes roughly 10 kerbin days.

Robotic construction facilities:

The laser drill now has an ore drill on it. The netherdyne smelters return as well. Combine the Cnc Mill, smelter, Construction drone, and laser drill to enable construction of bases or stations in situ without the need for a kerbal present (though you may want one or two to place survey stakes). You still need to find suitable ore deposits. In situ construction requires Extraplanetary Launchpads.

 

Rent:

Civilians generate Rent now! Earn 200 funds per civilian per day as they live in your apartments on your station, ship or base.

 

Some FAQS

 

Is a Life Support mod needed?

--Nope! Though it does take away a bit of the fun. Without a life support mod your kerbalnauts will not consume resources, but civilians still need resources to survive. All resources are defined by included community resources pack, so no additional mods are needed. And the included Hydrospheres will provide said resources. That noted, i high recommend running a life support mod.

 

What Life support mods are currently Supported?

-- Civilian Populations currently supports both TAC-LS and USI-LS. The system will adapt to whichever one you have installed. Just please don't install both. That's like dividing by 0, Oh the Kermanity!

Do I need MKS?

--No. It enhances the experience though, providing parts to expand your base or station with. MKS unfocused simulation is now compatible.

Other mods which I highly recommend to go with CivPop:

Scansat (for resources)

Extraplanetary launchpads (for building huge cities on a planet)

Hangar Extender: For building Generation ships with the new parts in 1.2

Changelog:

 

 
1.7.5.1
-- Fixed animation on small reactor.
--small bug with craft in kerbin SOI without Civilian Docking Ports
--added tweakscale config


1.7.5 Update:


Fixes:





Refinements/Additions





1.7.4.1:Hotfix




1.7.4 Update:

Fixes:




New Parts:





Version 1.7.3.2




Version 1.7.3.1-"Dont Code and Upload"




Version:1.7.3 - "Land Lord Edition"








1.7.2.1:
--> Hotfixed small apartment with new model (new model was slightly smaller than the old one, scaled up to fix, and be the same size as the old one) Thanks for the update Cosmic_Farmer!
--> Reduced mass of a couple parts (Landing legs were overweight, Large reactor just slightly, and Constrution Drone Part) 
--> Lowered Productivity of the Constructor (from 30 to 15) Was way overpowered, if you like the old way your welcome to adjust the cfg 
-->New part by request, Smaller Reactor Module, for your compact bases/ships! (thanks for the idea Oaktree42) 
1.7.2 Update:




1.7.1.1: Hotfix





1.7.1



1.7:








***1.6.2: Bug Squashing ***


--fixed a small bug in the University which would cause the right click context menus to disappear (thanks to silly coding on the ScienceLab modules on squads part )


1.6.1: EPL HOTFIX EDITION.
--Quick hotfix to EPL related parts.
-- Added Productivity rating to all housing modules to assist in-situ building
-- Added Lauchpad support to Both orbital spacedocks.
--See Forum thread for more details and info on building.



1.6
NOTE: PLEASE DELETE YOUR NetherdyneAerospace FOLDER BEFORE INSTALLING THIS NEW VERSION TO AVOID ANY ISSUES

NOTE: Possible ship breaking issue: Empty biodome shells have been change around, if you have any connected to you base, please disconnect them before updating.

Change log:





1.5.1:
--Fixed all nodes on Structural Parts, and biodomes. (please let me know if i missed any, but that should be all!) 

--Added KSP-AVC support, version file included to keep you up to date on any changes!

--Construction parts are back! 




1.3: New textures on pretty much everything, New IVAs for most of the parts, New part: MK2 Cruiser Landing Gear
1.2: new biodome/biosphere framework, large truss parts. Fixed issue where civilians stop using resources when undocking from a station or base, and where docking may have caused double the resource consumption.

1.1: moved everything to regolith. Civilian population regulation extends regolith. This should make my mod MKS and TAC LS compatible (I didn't test TAC tho).

1.0: initial release of the completed system. Uses food from other life support mods

0.1.2 
Changed the Food definition to a new Civilian_food, which encompasses all of their current life support needs.
Fixed the door on the civilian quarters

0.1.1
Fixes a bug in all of the modules added so that they start properly.

Kerbal Reproduction Bug, there should not be any lingering issues now with kerbals reproducing outside of the Kerbin SOI.
Cleaned up textures on the mega drill.

Cleaned up all right click menus, they should be more concise and easier to read now (this is in preparation for a New CivPoP UI in 1.1, removed all unneeded or static info that did not change.
Added new Movie Type to the Theater! New :kiss:"Romance Movies"  Provides a 10% bonus to Civilian Reproduction when playing (Per theater)
New Parts: New Large Storage Tanks! These will hold Liquid/Gas/Loose stuff(like Organics and Substrate) Comes in 3 sizes (Regular, Large, Enormous!)
NOTE: Older Smaller tanks are being phased out, They are still in the pack, but will be depreciated in a few patches, So if they on your bases now, might be a good idea to phase them out.
NOTE: Firespitter has been added as a requirement to use the Resource Swittching Feature for these tanks, and future parts, it is included in the download.

Fixed and issue were kerbals would sometimes change jobs upon recovery.

Fixed a bug were kerbals recruited from the Flight School and University would de-level themselves.

fixed a few hatches on existing parts that were not on strait. (minor deal)

Radial landing Pad - Individual radially attached landing pad that can be placed anywhere. Also acts as a Civilian Docking Port. (for automatic Civilian immigration)
XL-9000 Mega Drill - Extra large drill to extract large quantities of ore, (to save part count for folks who like to spam lotsa drills to get lots of ore!)

Hotfix for folks having issues with existing bases. Should fix rent issues for them.

Hotfix for install folder error (dont code and upload at 2am:P)

Complete refactoring of the code! Alot more efficient (hopefully!)
All Rent related bugs are finally fixed! Your kerbal tenants have stopped being deadbeats and are now paying properly! (Note: RabidNinjaWombat and Associatesâ„¢ are not responsible for any back rent not collected  )
Note: Rent is only collected when you visit your ships/bases(but it does accumulate while the ships isn't focused) So Land-lords check in with your tenants often!
Added a check to rent code to make sure player was in Career mode before trying to pay them money, avoiding null refs for those playing in Sandbox (thanks for the report Maraz!) (note for sandbox players, right click menu "Time Until next Pay" field will still go into the negatives but it can be safety ignored till I get the GUI up and running which will removed this field completely)
Several code fixes eliminating Reeeaaaaly annoying log spam. (thanks for the heads up Oaktree42)
USI-LS support should now properly cost you supplies for your Civilians.
Add Placeholder IVA to Movie theater (to make it easier to access your recruited Kerbals) New IVA soon.

Enhancements/Balance:

Added a check to the rent code to see if your landed on Kerbin. (no rolling a CivPop Apartment just off the runway and raking in the cash, you dirty cheating alpaca  ) Its not perfect, But works for now, will take another look at the rent code, once the GUI is finished.
Buffed/Balanced the Laser Drill - was pulling far too little out for its size/cost and relatively high point in the tech tree.
Lowered weight of landing legs, given their size, while large, compared to other parts they were still overweight.
Rent Slightly Buffed.

Several of the Civilian Houses have received new models! (thanks for the contributions Cosmic_Farmer!)
Animated Harvesting Arms added to the small hydrosphere (with plans for more to the two largers ones)
Balancing of Civilian consumption of resources (consumption of Oxygen lowered, almost by half, Water increased, food slightly decreased. All production should hopefully be balanced to approximately half of what Kerbonauts use. (with a little extra cushion)
Update and Consolidation of more Textures.
Due to an A.I. Revolt and attempted world Domination, Human oversite has been added to the Construction Drone. (A Kerbal with wire-snips) -------(I.E. at the current time, building unmanned with EPL does not work without a forking of the EPL code and some revisions). The Construction Vehicle still will provide over 30+ productivity since it will have A.I. assistance 

Fixed regular Core Girder model orientation. (Cosmetic issue, but would make folks who already have them on ships look weird)
Added CLS (Connected Living Spaces) config that should have shipped with last patch.
Doubled power production on Reactor Module increased weight to compensate. (to compare it was about 2.5 times the size of the OKS-PDU, but weight a tad less and put out the same power. Fixed this)

Updated to the latest version of CRP (Community Resource Pack)
Fixed issue with 6x6 Core Girder, Core length is now proper.
USI-LS Integration: If you are using USI-LS as opposed to TAC. All the parts should now adapt to the new resources.
New Structural Parts!: Along with the original empty and Core Girder, there is now a T, X, and L junction. All the 6x6 girder parts were retextured, and new supports added in (thanks for the inspiration Cosmic_Farmer!)
New Structural Panels as well

1.0.4 Compatibility
Added 3 new parts (Reactor, Command Module Saucer, X-Large SAS Module)
Even more model and texture touch ups/opitmizations (Courtasy of Cosmic_Farmer) Shaved about another MB off the download size
Updated to the 1.0.4 version of KSPAPIExtensions

Removed some unneeded textures
Rebalanced food production/Water production
Add electricity usage to all manned crew vehicles (along with electricity)
Added waste recylcling loop for Farms/Biodomes.
Reduced Civ immigration rate for Civie Docking port (it was too fast.)
Model Optimization (memory reduction and rextuxure to several models) THANKS COSMIC_FARMER!

Laser Drill has MetalOre extraction added
Laser Smelter to smelt said Metal Ore into Metal.
CNC Mill to take the metal and create rocketparts.
Construction Drone to Construct Base parts in-situ. (NOTE: Due to the way EPL's productivity system works, there is still a manned requirement for parts to be construted. I simple attach a small housing modules to the Drone. Will be creating a workaround method in the future)
  •  

 

Legal Stuff:

 

 


Community Resource Pack is released under Creative Commons 4.0 BY-NC
http://creativecommons.org/licenses/by-nc/4.0/


Civilian Population 1.5 is released under Creative Commons 4.0 BY-NC
http://creativecommons.org/licenses/by-nc/4.0/


KSPAPIExtensions is released under
CC-BY-SA 3.0 Unported

 

 

 

Edited by rabidninjawombat
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Great to see an update. Just a few nodes I found where off when I loaded it up:

a few biodome base attachment nodes are reversed

the attachment nodes for the dome themselves are odd with some backwards and others floating in mid air

Several truss pieces also have backwards nodes

the new civilain docks bottom nodes are backwards

one node for the farm biodome MK 2 is backwards.

I would suggest maybe the following for the domes. It will still have two internal centered nodes and none will be floating. For the 30M wide one you can change the -1.4 to -2.15



node_stack_top = 0.0, 10.4, 0.0, 0.0, 1.0, 0.0, 5
node_stack_topInternal = 0.0, 8.8, 0.0, 0.0, -1.0, 0.0, 5
node_stack_bottom = 0.0, 0.1, 0.0, 0.0, -1.0, 0.0, 5
node_stack_bottominternal= 0.0, -1.4, 0.0, 0.0, 1.0, 0.0, 5

I noticed the airlock still has no IVA and Ive seen parts act weird as hell if it has crew but no IVA or does that happen just for command pods?

I dont know if anyone else would be interested but I also made a config for the filter extension mod. It made testing MUCH easier. https://www.dropbox.com/s/8mfdrw9pfg99tkj/CivillianPopulation.cfg?dl=0

Edited by DigitalProeliator
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Ill fix those nodes today :) Thought i had gone through all of em but guess i missed a couple. Also will have the rest of the construction parts out today.

In regards to the Airlock.. No IVA on the airlock.. I may get around to working on one in the future. Getting a kerbal into a dome is simple. Just enter through the outside, then EVA them by clicking on the inside hatch, and select EVA. I can also implement the default IVA as well.. though it obviously wont match interior (it what the MkII modules use in MKS)

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Very cool to see this continued :)

Thanks Roverdude!

--Update 1.5.1 Released!

--Fixed all nodes on Structural Parts, and biodomes. (please let me know if i missed any, but that should be all!)

--Added KSP-AVC support, version file included to keep you up to date on any changes!

--Construction parts are back!

  • Laser Drill has MetalOre extraction added
  • Laser Smelter to smelt said Metal Ore into Metal.
  • CNC Mill to take the metal and create rocketparts.
  • Construction Drone to Construct Base parts in-situ. (NOTE: Due to the way EPL's productivity system works, there is still a manned requirement for parts to be construted. I simple attach a small housing modules to the Drone. Will be creating a workaround method in the future)

Future Plans:

With the majority of the features updated an reimplemented in 1.0, i'll use this section for future plans. Here is a short list of what im working on implementing.

  • DDS conversion of textures (this is priority one, and ill get that done and tested ASAP)
  • IVA's for parts missing IVA's (Docking Port, Movie Theater)
  • Optional Configs to adapt parts to use USI-Life support Supplies.
  • Closer optimization and usage of the CivPop parts with Roverdudes UKS mod. (I.E. having parts like the Farm Biodome work to provide MKS stuffs.
  • Science Parts! Ive already got a model for a large Hadron-like Particle Collider that id like to bring into the pack.
  • Happy to take any suggestions you may have.

Edited by rabidninjawombat
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Ill fix those nodes today :) Thought i had gone through all of em but guess i missed a couple. Also will have the rest of the construction parts out today.

In regards to the Airlock.. No IVA on the airlock.. I may get around to working on one in the future. Getting a kerbal into a dome is simple. Just enter through the outside, then EVA them by clicking on the inside hatch, and select EVA. I can also implement the default IVA as well.. though it obviously wont match interior (it what the MkII modules use in MKS)

No worries. When I was messing around with the Wayland Eagle MK2 and I had odd things happen like parts go flying off, parts shifting positions on reloads and falling through the planet. It only went away after adding the black placeholder IVA so I just assumed... Probably a bad thing when your trying to learn how things work lol.

Edited by DigitalProeliator
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Not sure if it's just my other mods but the three bio domes for space seem to have bad output input amounts for resources.

I did find a small error in the largest Orbital biodome, (wasn't drawing enough electricity, and the efficiency was off, was actually producing too much)

All the other parts seem to be fine. Ill include the fix in the next patch.

A little more details if there was something else wrong please feel free to post it :)

That being said, im welcome to any input on the balancing of the biodomes and farms. Right now they SHOULD be balanced to supply just enough food for a full load of Civies (for the appropriate size apartment, small, medium, large. )

Edited by rabidninjawombat
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Yea looking in the cfgs it would appear that there is a break in the production chain. To grow food the bio-domes need substrate, and the living modules turn food into waste with there being no way of continuing the cycle or am I missing a part?

I looked again to double check the production chains and the water cycle is all there but it seems that to food cycle is only partly there.

Edited by DigitalProeliator
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Yea looking in the cfgs it would appear that there is a break in the production chain. To grow food the bio-domes need substrate, and the living modules turn food into waste with there being no way of continuing the cycle or am I missing a part?

You'll need to bring in substrate (using the laser drill) The amount of substrate that is needed to produce food is a very small amount. So resources arn't 100% closed loop at the moment.

If your using TAC-LS or MKS you can use their recyclers.

I Do want to add in a Recycler part (kind of a waste treatment facility) to transition the Waste into Substrate. But it wouldn't be a 100% closed loop return. (or i could go easy and just add in the module to the biodome :P) Either way similar to MKS/OKS i don't want the orbital modules to reach 100% self sustainability. If you were building a Generation ship for example , you would need to have the ability to stop and resupply substrate at planets or asteroids (or build an asteroid into the ship!)

(previous to 1.0 the part of substrate used to be played by Biomass, but I'm trying to minimize the number of extra resources, and keeping things within the CRP at all possible)

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All three Gardens are producing the exact same amount of resources except they have oddly mixed amounts of electric charge either 50 or 400 per sec. I tried it on a clean install with no other mods and same result. I downloaded from kerbalstuff and githhub to make sure and both are same.

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Ok I admit I did not look at the exact amount just at the resource required. So for now the waste is just going to get ejected? I don't see how the recyclers can be used as MKS and TAC uses Organics for making food and neither create substrate from waste.

Edit: @garithmar your right they are the same except for it would appear that he has changed the EfficiencyBonus = tag on each one. Though for the Large biosphere he put the number bonus and forgot the tag lol.

Edited by DigitalProeliator
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All three Gardens are producing the exact same amount of resources except they have oddly mixed amounts of electric charge either 50 or 400 per sec. I tried it on a clean install with no other mods and same result. I downloaded from kerbalstuff and githhub to make sure and both are same.

Garithmar, your not taking into account the efficiency rating each part has. If your just looking at the CFG, it looks like they are using the same, but the EfficiencyBonus rating each part has is different, each number should be designed to produce the request number of food to match the corresponding apartment block (i.e. the Large Biosphere, will produce enough food to support the large apartment block) put all 3 on the pad, and activate them individually and you'l see the difference. Just tested it and they are indeed producing different amounts

The 50 electrcity was a type-o, all should take 400, (divided by the EfficiencyBonus of cource) ive got that fixed and i'll drop that in the next release) Enjoy the cheaper electricity for now :P

Ok I admit I did not look at the exact amount just at the resource required. So for now the waste is just going to get ejected? I don't see how the recyclers can be used as MKS and TAC uses Organics for making food and neither create substrate from waste.

You are absolutely right on that DigitalProeliator, my apologizes. For now excess waste will get ejected. Though if you do use MKS and do the Waste --> Organics--->Food route. The same food is used for the Civies.

I'll implement a Waste-->Organics---Food route of my own, Just need some time to crunch the numbers and make sure it comes out right :)

Thanks for the feedback!

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Thanks wombat that does show the right numbers. Anyway for the correct numbers to show before flight in the build editor? As for the food production issue using waste and waste water together along with sunlight can produce viable growing medium for plants on a very long timeline. Usualy these things have to be sanitized slightly but it works great for farms around the world. For now I think i will set the numbers in the cfg's without the efficiency bonus that way it will show up in the vab/sph. Will that hinder TAC from modifying the values or does that have to do with something else?

Edited by garithmar
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Minwaabi, please see the new thread for any future questions

http://forum.kerbalspaceprogram.com/...date-6-4-15%29

Ive taken over support for CivPop currently

I have not set it up on CKAN directly. But I did select the option when setting it up on Kerbalstuff. Ill double check and see if it is.

Oops. Sorry, I realized I put it in the wrong thread just now, but you answered before I could delete it and ask over here. Thanks.

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Thanks wombat that does show the right numbers. Anyway for the correct numbers to show before flight in the build editor? As for the food production issue using waste and waste water together along with sunlight can produce viable growing medium for plants on a very long timeline. Usualy these things have to be sanitized slightly but it works great for farms around the world.

In each part description for each Farm/Biodome part, its says how many Civies it can feed. (8 for small, 25 -medium 60 for large)

Regarding Waste: I like that idea, there will be a balancing act involved between using the WasteWater for sanitized water, or for a growing medium. Running some numbers now, Ill have something put together for the next update, Tomorrow most likely.

Who knew one could have such on in depth discussion and mathematical fun regarding Kerbal Poop ;)

Edited by rabidninjawombat
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You are absolutely right on that DigitalProeliator, my apologizes. For now excess waste will get ejected. Though if you do use MKS and do the Waste --> Organics--->Food route. The same food is used for the Civies.

I'll implement a Waste-->Organics---Food route of my own, Just need some time to crunch the numbers and make sure it comes out right :)

Thanks for the feedback!

Any time. I was actually starting to do some back of the envelope type number crunching myself before I realized that if you just use the old numbers, and replace biomass with organics you can just worry about making a recyclers at whatever efficiency you want. Though is there a reason why the conversion rates go into the hundred millionths place in the decimals? I was looking to add some of the CP features to some LLL parts but I wonder if the precision is a little overkill. I doubt Jeb is counting out crumbs lol.

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Any time. I was actually starting to do some back of the envelope type number crunching myself before I realized that if you just use the old numbers, and replace biomass with organics you can just worry about making a recyclers at whatever efficiency you want. Though is there a reason why the conversion rates go into the hundred millionths place in the decimals? I was looking to add some of the CP features to some LLL parts but I wonder if the precision is a little overkill. I doubt Jeb is counting out crumbs lol.

The numbers for the conversion are just transitioned over from the .90 version of the mod (when i took over the mod, and transitioned from Regolith to the stock system)

I haven't done the math for it yet, but can almost guarantee it would be possible to simplify the numbers (reduce the totally amount of usage, and increase efficencybonus.) I'd personally rather have numbers not go into the millionth place and have an extra bit of food to feed the Civies, than have EXACTLY the right amount .... After all... growing crops, you have good years and bad years.

ill most likely do this, to save my own sanity when doing maths, and for future updates :P) Its already added to the to-do list.

Edited by rabidninjawombat
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I would recommend getting rid of the efficiency bonus all together and going with the actual numbers. Downside is that you will have to do them manualy though at less numbers. Upside is it will show the correct numbers in the vab/sph. Something that would make more sense and be easier is all the processes a single process. given real life and gameplay all of the conversions are one process, growing plants or in a fast paced space scenario algae or some such thing.

Edited by garithmar
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Hi all, I realise that my situation may very well be unique and may be a coincidence relating to the CivilianPopulation mod, but I thought I'd share an issue I had in case anyone else is in the process of losing hair!

The issue: When using MKS/OKS, none of my ExtraPlanetary Launchpads would work. My ships would not display productivity on any part, and if I clicked the EPL button nothing would happen, no GUI. Also the "Show GUI" button wouldn't appear in the menu for any EPL part.

Resolution: Remove the CivilianPopulation mod.

If anyone knows any reason why these mods would conflict, please let me know, as I'd love to start using the CivilianPopulation mod again... it's awesome.

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Hi all, I realise that my situation may very well be unique and may be a coincidence relating to the CivilianPopulation mod, but I thought I'd share an issue I had in case anyone else is in the process of losing hair!

The issue: When using MKS/OKS, none of my ExtraPlanetary Launchpads would work. My ships would not display productivity on any part, and if I clicked the EPL button nothing would happen, no GUI. Also the "Show GUI" button wouldn't appear in the menu for any EPL part.

Resolution: Remove the CivilianPopulation mod.

If anyone knows any reason why these mods would conflict, please let me know, as I'd love to start using the CivilianPopulation mod again... it's awesome.

DANgerous make sure you using the latest version, The one provided in the first post of this thread. I saw that issue, with the old .90 version, but i have not seen it since ive taken over the mod.

Please if you can, delete the Netherdyne aerospace folder, and reinstall the latest version. :) Lemme know how it goes.

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Been working on putting TAC resource use into all of the gardens which works out fine. Problem is the civilians use a different amount of resources which I've been trying to figure out. Tinkered with the living spaces a little and I might come up with something by tomorrow that works.

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DANgerous make sure you using the latest version, The one provided in the first post of this thread. I saw that issue, with the old .90 version, but i have not seen it since ive taken over the mod.

Please if you can, delete the Netherdyne aerospace folder, and reinstall the latest version. :) Lemme know how it goes.

Nice one, that fixed the problem! Thanks very much for your help.

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