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Mission Extensions Incorporation


FunnyBunny14

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This is a mod I am working on. It is still WIP and not nearly done.

This work is licensed under: https://creativecommons.org/licenses/by-nc-sa/4.0/

Source: It's only .cfg files ;)

New

I have implemented all the changes I wanted for Karbonite and KarbonitePlus (Karborundum). Changes mostly are just maxTemp rebalances or fixes. All drills and converters now have the engineer bonus, and have had their stats rebalanced to reflect that: power consumption has been increased a lot, and the larger converters and distillers can process a lot more Karbonite than the small ones. The larger converters only have ¾ the efficiency of the small converters though. The small parts have 1 on 1 mass conversion.

Ore is removed, and the Karbonite ground resource got the same values as Ore previously had.

Karborundum now also is on Moho.

I also added Karbonite and Karborundum contracts. They can be used without having installed KRS, the folder in which all the changes for Karbonite and Karborundum are. I also added a file that *should* add contracts for Karborundum mining on Moho (This one needs testing!)

Lastly, I have made a small pack that repurposes the stock parts to mine XenonHydrate (RadialDrill), store it (LargeTank and SmallTank), and convert it into water and XenonGas (ISRU). XenonHydrate can be found beneath icecaps (Poles on Kerbin and Duna), on Eve, on Vall, on Eeloo and occasionally in asteroids (25% chance). The reasoning for all this is that a requirement for the Hydrates to form in real life is extreme pressure and presence of water. But pressure can be created by depth, so I just chose everything with ice, or in Eve’s case, anything with a high atmospheric pressure that has a surface (sorry Jool).

Very important!

This all hasn’t been tested. There is a 99.99% chance that something, somewhere, did not go as it should have or that something is unbalanced.

Major areas of testing: resource spread, asteroid mining and contracts.

(Especially the Moho Karborundum contracts, I’m not certain if ModuleManager is doing what I want it to do).

Future plans

Very likely to be done:

· Rebalancing of all Karbonite parts to match the new values if needed.

· Adding the engineer bonus to all MKS converters and drills.

What I would like to accomplish:

· A contract pack for MKS

Download

https://www.dropbox.com/s/7ise2s4rq1rozdr/MEI%20Pre-Release%201.zip?dl=0

Edited by FunnyBunny14
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First off IMO don't know anyone would use a plugin if there is something close in stock has, I would drop Karbonite and MKS plugin and set it up all for stock but thats me and why are you removing them ?

And this is just a rough shot here

@PART[KA_Drill_125_01]:NEEDS[Karbonite]
{
minimum_drag = 0.2 // this all just being added or are you changing ?
crashTolerance = 7
maxTemp = 2000 // 3000

[COLOR="#FF0000"]@[/COLOR]MODULE // is this one just being added ? EDIT see it now you missed
{
[COLOR="#0000FF"]ImpactTransform = ImpactTransform
ImpactRange = 5
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2 <--- Any changes if not don't need them
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1[/COLOR]

[COLOR="#FF0000"]@[/COLOR]INPUT_RESOURCE
{
@ResourceName = ElectricCharge
@Ratio = 15
}
}

[COLOR="#FF0000"]+[/COLOR]MODULE // didn't know you could do that , I would have use %
{
name = ModuleAsteroidDrill
DirectAttach = false
StartActionName = Start Karbonite Drill
StopActionName = Stop Karbonite Drill
PowerConsumption = 1.5
Efficiency = 10
ImpactRange = 5
ImpactTransform = ImpactTransform
UseSpecialistBonus = true
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Engineer
EfficiencyBonus = 1
}
}

Edited by Mecripp2
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First off IMO don't know anyone would use a plugin if there is something close in stock has, I would drop Karbonite and MKS plugin and set it up all for stock but thats me and why are you removing them ?
Karbonite is far superior :P

It has atmospheric and particle harvesting and engines that run on Karbonite. This makes for a more interesting combination than stock. It also generally is better when running a modded game due to for example the distillers, that allow you to make other resources.

The reason for removal of the stock parts is that the balance is completely different on them, and they would also become obsolete after all these changes.

As for the code:

The minimum drag is just being changed (because it was higher than the maximum for some reason). The temperature and impact tolerance are also just being changed.

What exactly did did you mean with all the blue values?

I'll try using the @ for MODULE and INPUT_RESOURCE tomorrow since I don't have time right now.

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If you are changing things be sure to add @ and the blue if your not changing any of it you don't need it in the patch you could have just used

@MODULE[INPUT_RESOURCE]

and then your changes and isn't really anything that you couldn't do with stock and drop all the MKS plugin and covert them parts to stock but hay it's your game you play it how you want :)

EDIT- And yes I did use Karbonite but see no need in it now.

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