rabidninjawombat

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

Should the cosmetic IVA's be kept?  

151 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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[quote name='entropy--']Played around with it a little. Are the numbers for supplies / second correct when using USI LS? It looked like all sizes of houses / agriculture modules consumed / produced the same 3 / 3.55 supplies per second (including the really huge ones). Let me know if you want to see any screenshots.

Also, are the masses of the dome bases correct? The ones with grass seem to have lower mass than similarly sized empty ones.

Sorry for all the detailed questions, I just want to built a very big city on Duna, and whatever initial domed base I start with will serve as a template for all the rest, so making a mistake will mean I need to undo everything.[/QUOTE]

After some testing, it looks like that ratios of stuff consumed / produced by the hydroponics modules is very much out of whack with USI LS ... Even an 8 person house will burn through tens of thousands of supplies in an hour, while the poor cultivator / composer module ends up creating something like 30 supplies per day, with inputs plentifully available. It also lists that it is under "0.05%" load for some reason.

Any idea how to make this work properly? I've built an awesome half-USI half-CivPop colony unit, but it just starves in hours ...

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On 14-11-2015 21:19:30, Nansuchao said:

A little question. I would like to use this mod that I never used. Someone knows if this works in 1.0.5?

It has flaws in 1.0.5.

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On 12/11/2015, 4:29:24, TheCardinal said:

It has flaws in 1.0.5.

Could you be a bit more specific? What works/doesn't work?

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8 hours ago, Hell_Raiser said:

Could you be a bit more specific? What works/doesn't work?

The parts can be used, i.e. they don't sink into the ground (unlike at least one other mod). The plugin of the mod works incorrectly. Entropy has already mentioned part of it. Even with no civilians onboard, food and water are consumed and waste products produced. This renders the mod unusable (unfortunately).

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Yeah, I am super hoping RabidWombat comes back some day. 

There are huge aspects of this mode I love, but he hasn't posted in 2 months, and it is 100% unplayable in 1.05. A few habs and I melted through a very expensive 160 000 suplies in under a day.

Well the laser drills and landing legs are still great, but that's not why you'd download this mod.

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MichaelHester07, the original dev of the Stanford Torus did give me all the orginal assets for the Stanford Torus mod, ive been contemplating reviving it (just have not gotten around to it) it's plug-in requires a bit of updating.

Personally I wouldn't want it to integrate it directly into CivPop, id prefer it stand on its own. but would make it complementary (i.e. give it the ability to house civilians ,etc if you have Civ Pop installed )

I was about to ask if rabidninjawombat would consider asking michaelhester07 if he could update the old biodomes and stanford torus pack to be compatible with 1.0.5... It's good to see this comment from October... but it seems even CivPop is now sitting in limbo, with no response since November. I always preferred the old pack's IVA for my stations. It's so relaxing and lovely. This lack of updates makes me sad... ;.;

Edited by richfiles

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I was watching some twitch streaming tonight and heard that RNW is super busy with a new job and that pesky Real Life stuff.  Hopefully he will find some spare time to update the mod in the coming months.

~M~

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Oh well, best of luck with this mod and especially @rabidninjawombat in the future, I really enjoyed it and maybe one day we can recreate our own dreams of colonizing space in KSP..

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I am takin a look at it, not dev-wise. player-wise maybe cfg files can be altered to make it work for my own resource game.

Cmdr Zeta

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If you like this mod and just want to play it, I present to you a HACK.   this is the hacking-est hack that has probably ever hacked... I only kinda know what I am doing and have no idea what is going on in this mod so... When something didn't compile I just deleted it from both of these till it worked (seriously I deleted like 5 functions that would not work with 1.05).... I didn't fix the food problem, I just made civilians not eat or worry about eating.   So.. Yeah... You cant kill them now, but at least you can use the mod.  Enjoy and understand it is just thrown together, I have no idea how much is really broken... But you can play your game with this again. 

https://dl.dropboxusercontent.com/u/22126744/GameData.zip

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So Update time

I am super sorry for the long absence folks (and also the lack of notice)  

What Mynar posted up again is right.  I recently started my own business,  And it has been sucking up all of my free time.   (what with me still working my regular day job as well) ... Thankfully I am almost to the point were I can go solo with my own business and will have more free time (YAY!) 

If you guys give me a few days to get up to speed with what 1.05 has done to my poor baby, ill get her up and running again as good as new!  

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On October 16, 2015 at 2:56 PM, rabidninjawombat said:

MichaelHester07, the original dev of the Stanford Torus did give me all the orginal assets for the Stanford Torus mod, ive been contemplating reviving it (just have not gotten around to it) it's plug-in requires a bit of updating.

Personally I wouldn't want it to integrate it directly into CivPop, id prefer it stand on its own. but would make it complementary (i.e. give it the ability to house civilians ,etc if you have Civ Pop installed )

Quite honestly, I'd prefer to use the biodome and torus for my crew. It's a known fact that leisurely lounging in an artificial biome as a Kerbal consumes snacks and koffee makes the stress of the job just simply melt away! :D

Could it be implemented as recourse generator for CivPop, but be manned (kerbed?) by crew, not civvies? I'd really hate to lose it as a resource for my regular kerbals. I think a really cool thing to do with it, would be to treat it as a science lab extension. Having a station or base with one of the structures incorporated, in conjunction with a science lab module, would provide low G natural settings where natural science could be performed by crew members. The side effect, is if Civ Pop is installed, it would also produce food, and consume whatever resources the CivPop biodome type structures consume, maybe at a rate that's a multiplier based on crewed capacity. Say, it takes a minimum of 1 crew to generate food, improve on science returns, but it only provides the max multiplier ÷ the crew capacity x the crew count on board the biodome/torus. It could also have a minimum crew to produce any results.

So basically, I'm proposing that using the mod on it's own would allow you to create a small boost to science if a lab module is attached, and you crew both the lab module, and the biodome/torus. If the structure is half full, you get half the science multiplier bonus. if full, you get the full science multiplier bonus.

If CivPop is installed, it'd require being manned by Crew, not civs, to operate, but would produce both the science bonuses, as well as function as a food resource for civilians, and consume the same resources civilian food production modules consume. At least that's what would appeal most to me. Creating hooks to TAC Life support and that snacks mod would also seem to be pretty cool. Seems a biodome ought to extend the viability of any long term mission by quite a bit.

I'd ALSO LOVE if the torus could end up with an togglable spin animation, if that's a possible feature. the spin is the whole point of a torus. It doesn't need to work in warp, but the fact that if you apply a spin o it, you lose it after warp... well, it means manually spinning it up is simply futile.

Just my thoughts on it, and how I think it'd best serve both separate and combined with other elements of the game and other mods.

5 hours ago, rabidninjawombat said:

So Update time

I am super sorry for the long absence folks (and also the lack of notice)  

What Mynar posted up again is right.  I recently started my own business,  And it has been sucking up all of my free time.   (what with me still working my regular day job as well) ... Thankfully I am almost to the point were I can go solo with my own business and will have more free time (YAY!) 

If you guys give me a few days to get up to speed with what 1.05 has done to my poor baby, ill get her up and running again as good as new!  

Glad to hear you are seeing success in your business venture! I hope for the best of success! :wink:
We certainly will appreciate the fixing of the mod, but I can be patient. What you're doing IRL is a wonderful achievement!

Also, for your amusement: I received a contract to Recover Calzon Kerman and his "wreckage".
I failed to note the vessel mass when I clicked accept...
Mother of God... :cool:

AD9F56AABC59ADB956E7A8BDFB55246E402CB062

I may just use a klaw to attach a docking port to this puppy and tell the contractor to suck it! :sticktongue:

Edited by richfiles

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1 hour ago, richfiles said:

Quite honestly, I'd prefer to use the biodome and torus for my crew. It's a known fact that leisurely lounging in an artificial biome as a Kerbal consumes snacks and koffee makes the stress of the job just simply melt away! :D

Could it be implemented as recourse generator for CivPop, but be manned (kerbed?) by crew, not civvies? I'd really hate to lose it as a resource for my regular kerbals. I think a really cool thing to do with it, would be to treat it as a science lab extension. Having a station or base with one of the structures incorporated, in conjunction with a science lab module, would provide low G natural settings where natural science could be performed by crew members. The side effect, is if Civ Pop is installed, it would also produce food, and consume whatever resources the CivPop biodome type structures consume, maybe at a rate that's a multiplier based on crewed capacity. Say, it takes a minimum of 1 crew to generate food, improve on science returns, but it only provides the max multiplier ÷ the crew capacity x the crew count on board the biodome/torus. It could also have a minimum crew to produce any results.

So basically, I'm proposing that using the mod on it's own would allow you to create a small boost to science if a lab module is attached, and you crew both the lab module, and the biodome/torus. If the structure is half full, you get half the science multiplier bonus. if full, you get the full science multiplier bonus.

If CivPop is installed, it'd require being manned by Crew, not civs, to operate, but would produce both the science bonuses, as well as function as a food resource for civilians, and consume the same resources civilian food production modules consume. At least that's what would appeal most to me. Creating hooks to TAC Life support and that snacks mod would also seem to be pretty cool. Seems a biodome ought to extend the viability of any long term mission by quite a bit.

I'd ALSO LOVE if the torus could end up with an togglable spin animation, if that's a possible feature. the spin is the whole point of a torus. It doesn't need to work in warp, but the fact that if you apply a spin o it, you lose it after warp... well, it means manually spinning it up is simply futile.

Just my thoughts on it, and how I think it'd best serve both separate and combined with other elements of the game and other mods.

Glad to hear you are seeing success in your business venture! I hope for the best of success! :wink:
We certainly will appreciate the fixing of the mod, but I can be patient. What you're doing IRL is a wonderful achievement!

Also, for your amusement: I received a contract to Recover Calzon Kerman and his "wreckage".
I failed to note the vessel mass when I clicked accept...
Mother of God... :cool:

AD9F56AABC59ADB956E7A8BDFB55246E402CB062

I may just use a klaw to attach a docking port to this puppy and tell the contractor to suck it! :sticktongue:

0.0 Well good luck with that ;)

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Waiting on this mod and like one other atm, by then 1.1 will likely be out, then my modlist will grow even more =D

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One of my favorite mods. I can't wait for the next version. Are you still planning to update to 1.0.5 or are you waiting for 1.1?

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Great mod, planning a colony on minmus.

Just one question, can I build a completely closed circle that only requires power and no new substrate and water?

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This mods looks fantastic, but I can't find it to download anywhere.  Apparently Kerbalstuff shut down last month, who knew?  Has the new build been uploaded anywhere else?

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On 3/16/2016 at 6:28 AM, supraman said:

Can someone please tell me if this mod has been updated to the new build ?

I don't think it has. Wombat is probably busy, and I'm afraid the release of 1.1 around the corner means we'll be waiting for that at least.

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1 minute ago, riskyjubles said:

I don't think it has. Wombat is probably busy, and I'm afraid the release of 1.1 around the corner means we'll be waiting for that at least.

Darn thats too bad its a really cool looking mod.

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