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[1.2.2] Soylent - Life Support through Algae. [v0.06.1 2016.12.31 - big hellfire]


DBowman

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  • 4 weeks later...
  • 2 weeks later...

v 0.6 on spacedock.info

The main feature of version 0.6 is the addition of 'Dark' parts; e driven grow lights remove the micro-biome's dependency on sunlight. The parts are one level up the tech tree from the sun driven arrays due to requiring fancy LED technology. 

changes:

  1. Add 'Dark' parts that run on pure e; grow-lights and insulation.
  2. Community Category Kit compliance; Soylent parts will appear in the Life Support category.
  3. Agency images fixes; just cosmetic.
  4. Less threatening logo; just cosmetic.
  5. :FOR[UDASoylent]; if you want to use module manager to do things that :NEEDS[UDASoylent]
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I have a question.The Waterburnerthingimajig (that sterilizes mulch) ... that's enough for one kerbal...

For me, that's an incentive to use "actual LS-stuff" for larger colonies, due to the part-count being higher if I'd need 20 of those things to sterilize crap of 20 kerbals. Is that intended by design, so Soylent is only used for "small-scale" stuff? If not, could there be a larger sterilizer?

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5 hours ago, cy-one said:

could there be a larger sterilizer?

I guess I didn't think about craft part count. I tend to do small missions, 3 man or 2 x 3 man, so I didn't consider colonies. The Fuel Cell Array could be re textured into a six Kerbal watermathingy, to go larger I could add the processing to the convert-o-trons.

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  • 3 weeks later...

AWESOME, what would it take to get this mod pumped up to work with RSS/RO in the RP-0 tech tree? food generation is something rp-0 has yet to add

 

note current rp-0 runs in 1.1.3

Edited by Guest
version ref for rp-0
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Thanks @DBowman for Soylent, I've used it from time to time since your first release.

I have a request please, for a LS mod support: IFI Life Support.

Given that you are keen to 'close the gap' with LS mods, could you add a functionality if IFI is installed, to generate IFI's LifeSupport resource.  IFI is basically a VERY simple version of TACLS using the same weight ratios for the resources, but combining them into one.

As a thought, perhaps if Kerbals are present, then generation be a straight forward 1 resource per kerbal per day (to keep up with the supply of waste material from each Kerbal), or if ore was present then with enough generating capacity the ore with additional starter could produce a 1/2 resource per day.

Balance for game play would be of course to supply the starter as needed now, but if a Kerbal is off on a mission from the mother ship, there is no collection of waste products at the mother ship to continue the generation of the resource.

Thanks heaps again!

Peace.

Edited by theJesuit
Politeness
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  • 1 month later...

I made a config to use the fuel cell array as a larger water oxidation unit. It was so simple to do I'm surprised it's not already in the mod; I just multiplied the values from the original by six, changed the description's wording to match, gave it its own name and title, and changed the mesh and model references. It still only requires the same tech though.

Edit: Oh, I see you actually discussed this above. Well, enjoy! @cy-one

79c3a6c951.png

// SuperCritical Water Oxidation Unit SCWOU
// per http://www.projectrho.com/public_html/rocket/lifesupport.php
+PART[FuelCellArray]
{
	@name = UDA_SCWOUarray
	@author = DBowman
	@title = UDA SuperCritical Water Oxidation Array
	@manufacturer = UberDyne Astronautics
	@description = Hellfire-in-a-box - water is a great solvent - even more so at high temperature, under pressure, with added oxygen. Throw in organics and out comes sterile water, CO2, nitrogen, & 'ash' (everything else). The hard part is stopping it eating it's way out of the box. This array of six units will convert the wastes of six Kerbals over a day. Also contains <i>Soylent Starter</i>; required for healthy algal growth, one unit is good for about 3,000 Kerbal days (don't ask what's in it, if we told you we'd have to kill you).
	@TechRequired = advScienceTech // aeroponics: specializedConstruction, agro:advancedConstruction
	@TechRequired:NEEDS[CommunityTechTree] = longTermHabitation
	@cost = 9000
	@category = Utility
	@subcategory = 0
	@tags = cck-lifesupport

	@mass = 0.9

	//-mesh = FuelCellArray.mu
	@MODEL
	{
		@model = Squad/Parts/Resources/FuelCell/FuelCellArray
		texture = fuellcell,UberDyneAstronautics/Soylent/SCWOU/fuellcell.s2
	}

	-MODULE[ModuleResourceConverter]{}
	-RESOURCE[ElectricCharge]{}

	MODULE:NEEDS[TACLifeSupport]
	{
		name = TacGenericConverter
		converterName = HellfireInABox
		StartActionName = Start HellfireInABox
		StopActionName = Stop HellfireInABox	
		tag = Life Support		
		GeneratesHeat = false

		INPUT_RESOURCE
		{
			ResourceName = WasteWater
			Ratio = 0.00008719583334
		}
		INPUT_RESOURCE
		{
			ResourceName = Waste
			Ratio = 0.000009420833334
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1.836
		}
		OUTPUT_RESOURCE
		{
			ResourceName = SterileOrganicSlurry
			Ratio = 0.00009661666668
			DumpExcess = false
		}	
		UseSpecialistBonus = false
	}

	RESOURCE
	{
		name = SterileOrganicSlurry
		amount = 0
		maxAmount = 21
	}
	RESOURCE
	{
		name = SoylentStarter
		amount = 6 // about 9001 days
		maxAmount = 60
	}

	MODULE:NEEDS[USILifeSupport]
	{
		name = ModuleResourceConverter
		ConverterName = HellfireInABox
		tag = Hellfire
		StartActionName = Start HellfireInABox
		StopActionName = Stop HellfireInABox
		INPUT_RESOURCE
		{
			ResourceName = Mulch
			Ratio =  0.00306
		}
		OUTPUT_RESOURCE
		{
			ResourceName = SterileOrganicSlurry
			Ratio = 0.00306
			DumpExcess = False
		}
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 1.8
		}
	}	

}

 

Edited by Guest
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On 12/27/2016 at 5:26 PM, String Witch said:

 

I made a config to use the fuel cell array as a larger water oxidation unit.

 

Super! Seems the fuel cell array model uses the fuel cell texture - so no work there! Your image above looked better than my in game view of the part, I saw my KSP had 1/2 size textures selected - maybe everything will look nicer now.

I took the liberty of packaging your change into a new rev of Soylent and putting it on spacedock.info - thanks. I still intend to look at adding processing to the converters (maybe just Module Magic it into the generic converters rather than more parts), RP-0, & IFI.

v 0.06.1 on spacedock.info

Edited by DBowman
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  • 4 weeks later...

This mod seems pretty interesting to address the lack of LS production outside of Kerbin for TAC LS and USI LS but it gets pretty weak when far from the sun.

With the introduction of ISRU, wouldn't it be better to have the parts generate LS directly from EC? This could imply that lamps are providing lights to the algae instead of using the sun's light. This way while in proximity of the sun, one could use solar panels to generate power, which would give the same results as the mod in its current state. But when too far, one could use the Radioisotope Thermoelectric Generator or the ISRU setup to make liquid fuel + oxidizer which can be used by a fuel cell to produce light. In the end it would result in the possibility of having permanent bases on far planets (OPM ?) with full LS.

I realize this change would require a lot of work but I wanted to at least give the idea and see what might happen.

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8 hours ago, TheDuck700 said:

wouldn't it be better to have the parts generate LS directly from EC?

Ask and ye shall receive ... version 0.06 added 'Dark' parts that use EC for 'grow lights'. I probably should fix up the mod description to make that clear ! ( it's pretty recent also - so easy to miss ) 

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5 hours ago, DBowman said:

Ask and ye shall receive ... version 0.06 added 'Dark' parts that use EC for 'grow lights'. I probably should fix up the mod description to make that clear ! ( it's pretty recent also - so easy to miss ) 

Awesome! Thanks for the clarification ^^

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6 hours ago, Brent Kerman said:

my panels are not green or red, why?

What KSP & Soylent versions are you using? Is the resource processing okay? What other mods do you have loaded?

In the past small Squad changes to their models have borked the re texturing, Vens stock revamp does it's own remapping that un does what I do.

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2 hours ago, DBowman said:

What KSP & Soylent versions are you using? Is the resource processing okay? What other mods do you have loaded?

In the past small Squad changes to their models have borked the re texturing, Vens stock revamp does it's own remapping that un does what I do.

I have the version of ksp that was the latest on Christmas eve, and the version of soylent that was on curse the same day. The food production works great, only thing wrong is textures. I have no texture replacing mods but a ton of others, of which I can get you a list of you like. ( I'm on my phone, no computer access till tomorrow evening.)

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@Brent Kerman according to http://wiki.kerbalspaceprogram.com/wiki/Version_history your KSP version is 1.2.2. Soylent isn't available on curse, it's on spacedock.info/mod/355/Soylent hit changelog and you can download whatever version you want. It sounds like you'd have version 0.06. I've tested and double checked just now that 0.06.1 retextures fine for me against 1.2.2, the change to ...1 is just an addition of a 'big' SCWOU so shouldn't effect the rest of it.

Please check what happens if you test a clean 1.2.2 with just Soylent, the retexture should work fine without TAC.

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  • 4 weeks later...
  • 2 weeks later...

In the process of working on my KPBS/MKS integration pack, I'm thinking of adding support for Soylent to one of the KPBS parts.  Any thoughts/guidelines?  (KPBS already has an 'algae container' - the thought is to use USI's mode-switching behavior to allow using that part as a Soylent array, in either red or green mode.)

Edited by DStaal
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54 minutes ago, DStaal said:

Any thoughts/guidelines?

Your parts and interiors look loverly. Nice Eve deployment in your 'promo album' - and expando hab - nice.

So I guess your plan is to just add Soylent style resource processing to your algae container? All the other LS resource processing comes from whatever TAC, USI, etc style integration you have already done?

My .cfgs are pretty straightforward. I guess your part is most similar to my newer 'dark' (e not light driven) parts. For them I've started using an 'inheritance hierarchy' style, making some parts a copy & modify of a parent part and just adding model and resource processing scaling (e.g. DarkRedS.cfg scales DarkRedM.cfg etc) just to move the 'magic' numbers & most of the processing definition to one place - DarkGreenL.cfg is the root of that attempt and references the actual magic numbers in SoylentConfig.cfg. I tried to make those balance with the 'host' LS and then 'backed out' human scale realistic mass & volume for the parts.

You could take a similar approach and 'base' your part .cfg on one of mine (add what scaling you think appropriate) and it will get any change I make 'for free' (any mistakes also). Or you could make your .cfg a 'base' and ref my config for the magic numbers, and get any changes there 'for free'. Or just cpy paste the resource processing bits into your config.

I'll give KPBS a shout out in Soylent OP when you are happy. 

On 2/25/2017 at 8:32 PM, eberkain said:

Any chance of getting Kerbalism support?

I've skimmed Kerbalism and it looks great. I should add support, and I'll look at whats involved - but it might take a while to get to what with some irl stuff. If you have the skillz I'd be happy for you to take a look and tell me what you think is involved.

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9 hours ago, DBowman said:

I've skimmed Kerbalism and it looks great. I should add support, and I'll look at whats involved - but it might take a while to get to what with some irl stuff. If you have the skillz I'd be happy for you to take a look and tell me what you think is involved.

I've got something else I'm working on right now.  I was planning on giving it a crack before I start my new career game. 

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12 hours ago, DBowman said:

Your parts and interiors look loverly. Nice Eve deployment in your 'promo album' - and expando hab - nice.

Just to clarify any misunderstandings: KPBS isn't my mod.  This is my mod:

It's designed to work with KPBS, and reuses/rebalances some of the parts.

That said, it's received quite a bit of support from Nils277 (who is the creator of KPBS) and part of the plan is to push back to him an updated patchset for USI-LS.  (Which this would be a part of.)

12 hours ago, DBowman said:

So I guess your plan is to just add Soylent style resource processing to your algae container? All the other LS resource processing comes from whatever TAC, USI, etc style integration you have already done?

My .cfgs are pretty straightforward. I guess your part is most similar to my newer 'dark' (e not light driven) parts. For them I've started using an 'inheritance hierarchy' style, making some parts a copy & modify of a parent part and just adding model and resource processing scaling (e.g. DarkRedS.cfg scales DarkRedM.cfg etc) just to move the 'magic' numbers & most of the processing definition to one place - DarkGreenL.cfg is the root of that attempt and references the actual magic numbers in SoylentConfig.cfg. I tried to make those balance with the 'host' LS and then 'backed out' human scale realistic mass & volume for the parts.

You could take a similar approach and 'base' your part .cfg on one of mine (add what scaling you think appropriate) and it will get any change I make 'for free' (any mistakes also). Or you could make your .cfg a 'base' and ref my config for the magic numbers, and get any changes there 'for free'. Or just cpy paste the resource processing bits into your config.

That sounds really useful.  And yeah, that was basically the plan - to add a Soylent mode to the algae container.  (I may also do a hellfire container based on the current fuel cell, and a Soylent Starter based on the current Xenon container.  Just to have a full set.)  As I said: I'm focusing on USI-LS, since that's what my mod touches, but if it's that simple I may make a full set for Nils277.  (Depending on how much work I feel like doing when I get to that part.)

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  • 1 month later...

Hi all, I'm trying to adapt this to Kerbalism Simplified but I'm struggling. I made a MM config:

@PART[UDA_SOYLENT_GREEN_GIGANTOR]:NEEDS[ProfileSimplified]:FOR[Kerbalism]
{
	MODULE

	{
		name = Greenhouse
		converterName = Green
		StartActionName = Start Green
		StopActionName = Stop Green	
		tag = Life Support		
		GeneratesHeat = false

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.7266319444
			// uses 10x more charge for more pumping
		}
		INPUT_RESOURCE
		{
			ResourceName = SterileOrganicSlurry
			Ratio = 0.00001610277778
		}
		INPUT_RESOURCE
		{
			ResourceName = BadAir
			Ratio = 0.001509731477
		}
		INPUT_RESOURCE
		{
			ResourceName = SoylentStarter
			Ratio = 0.000000017265625
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Consumables
			Ratio = 0.000017265625
			DumpExcess = false
		}
		OUTPUT_RESOURCE
		{
			ResourceName = Air
			Ratio = 0.001747808314
			DumpExcess = false
		}
		UseSpecialistBonus = false
	}
	RESOURCE
	{
		name = Photons
		amount = 0
		maxAmount = 0.1
	}
}

But it's not showing the LS resources in the VAB- there are spots for them but they are blank. I'm not sure if the "name" field is correct.  I also saw this block in soylentconfig.cfg so I added some lines at the bottom, but it didn't work either- any ideas?:

UDA_SOYLENT_CFG
{

//	ElectricChargeRatio = 0.7266319444 // pumps etc
//    Gigantor 24.4 e @ 40% => 61e 'of light'. 10% Earth normal saturates photosynthesis => 6.1e uses 1/3 of spectrum => 2e
//    80% e to lumen => 2.5e, 80% spectal match => 3.125
//	ElectricChargeRatio = 3.125 // lights etc
	ElectricChargeRatio = 3.8516319444
	SterileOrganicSlurryRatio = 0.00001610277778
	CarbonDioxideRatio = 0.001509731477
	SoylentStarterRatio = 0.000000017265625
	OxygenRatio = 0.001747808314
	FoodRatio = 0.000017265625
	WaterRatio = 0.00001141184028
	ConsumablesRatioKerbalism = 0.000017265625
	AirRatioKerbalism = 0.001747808314
	BadAirRatioKerbalism = 0.001509731477

 

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