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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience


Angelo Kerman

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4 hours ago, Angel-125 said:

That's an interesting idea... It might work, you'd have to connect to something like the trailer hitch, or a small underside docking port, but maybe it'll do the job. :)

A docking node connected to a regular node in the VAB will decouple from it without issues. I don't know if this works with KAS. Give me an hour.

Edit:
Went with:

It can be fiddly, but i managed to get a working rover out of a box of parts. A scene change (quicksave-quickload) is necessary to activate the docking port.

 

Edited by Sudragon
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18 hours ago, Bombaatu said:

Ok - the port on the saddle will connect to an SEP power conduit. However, the experiment did not recognize that it was connected to an SEP Central Station when I had a scientist try to calibrate it. Nor did the "Run All Experiments" button show in the right-click dialog for the Ponderosa. Maybe @CobaltWolf has some insights... ?

I have no idea, ask @DMagic. He programmed it all.

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Do you know if MKS's kerbal classes work with your parts? I've done a bit of testing with the geology lab, but i haven't gone far in my career save, so I can't be certain. 

Also, did you change the number of pipe ports on some of the parts in this pack and Buffalo? I seem to recall there being more. 

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12 minutes ago, Lord_Potato said:

Do you know if MKS's kerbal classes work with your parts? I've done a bit of testing with the geology lab, but i haven't gone far in my career save, so I can't be certain. 

Also, did you change the number of pipe ports on some of the parts in this pack and Buffalo? I seem to recall there being more. 

There is minimal compatibility between Pathfinder and MKS, including adding MKS's resource distribution to Pathfinder parts, support for USI-LS (which is likely out of date), and requiring MaterialKits instead of Equipment. Beyond that, I don't provide any more support. I don't know anything about "MKS's kerbal classes," but Pathfinder's converters and drills all use skills instead of traits, just like the stock ISRU and drills do. So if these classes have the ConverterSkill or ScienceSkill- used by the stock Engineer and Scientist, respectively- then you should be ok.

You're correct, there used to be more pipe ports on several parts. After consulting with IgorZ, having multiple pipe connections on a single part is unsupported and led to strange behavior. As a result I removed the extra pipe connectors, but kept some hooks in place so that I could add more attachment nodes if needed.

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There appears to be an issue with a Pathfinder science definition that is preventing KEI from functioning after Advanced Construction is unlocked. Here is the error from the log:

Quote

[WRN 22:27:54.635] [R&D]: No Experiment definition found with id WBIGeoScienceExperiment

[EXC 22:27:54.640] NullReferenceException: Object reference not set to an instance of an object
    KEI.KEI.<GainScience>b__22_0 (.ScienceExperiment x)
    System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[ScienceExperiment].MoveNext ()
    KEI.KEI.GainScience (System.Collections.Generic.List`1 experiments, Boolean analyze)
    KEI.KEI.ShowMainWindow ()
    KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType)
    UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (System.Object[] args)
    UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
    UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1)
    KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup)
    KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data)
    KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
    UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
    UnityEngine.EventSystems.EventSystem:Update()

 

Edited by Bombaatu
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26 minutes ago, Bombaatu said:

There appears to be an issue with a Pathfinder science definition that is preventing KEI from functioning after Advanced Construction is unlocked. Here is the error from the log:

 

I recently changed some things in Pathfinder to use the experiment system I built for MOLE; not sure which part uses that definition.

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Hi Angel. It looks like it is impossible to change the Hacienda to be a Cropworks these days. It is wanting to use the Soil resource, but that is missing from the CRP. In the log, I see this immediately after the template for the Cropworks, when I try to reconfigure a Hacienda:

Spoiler

[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityFactor: 1
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Clearing resource list, should keep: Snacks
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Resources cleared
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: template resource count: 7
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityModifier: 1
[LOG 00:09:04.425] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Fertilizer
[LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Water
[WRN 00:09:04.426] Could not create PartResource of type 'Soil
[LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: RedecorateModule encountered an ERROR: System.NullReferenceException: Object reference not set to an instance of an object
  at WildBlueIndustries.WBIResourceSwitcher.loadResourcesFromTemplate (.ConfigNode nodeTemplate) [0x00000] in <filename unknown>:0 
  at WildBlueIndustries.WBIResourceSwitcher.RedecorateModule (Boolean loadTemplateResources) [0x00000] in <filename unknown>:0 

 

CRP no longer has Soil, neither in the original mod, or your bundled one. RD got rid of it in favour of Dirt, IIRC.

Pathfinder 1.5.1, KSP 1.2.2, USILS (not Snacks)

Edited by Bluebottle
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12 hours ago, Bluebottle said:

Hi Angel. It looks like it is impossible to change the Hacienda to be a Cropworks these days. It is wanting to use the Soil resource, but that is missing from the CRP. In the log, I see this immediately after the template for the Cropworks, when I try to reconfigure a Hacienda:

  Reveal hidden contents


[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityFactor: 1
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Clearing resource list, should keep: Snacks
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Resources cleared
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: template resource count: 7
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityModifier: 1
[LOG 00:09:04.425] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Fertilizer
[LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Water
[WRN 00:09:04.426] Could not create PartResource of type 'Soil
[LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: RedecorateModule encountered an ERROR: System.NullReferenceException: Object reference not set to an instance of an object
  at WildBlueIndustries.WBIResourceSwitcher.loadResourcesFromTemplate (.ConfigNode nodeTemplate) [0x00000] in <filename unknown>:0 
  at WildBlueIndustries.WBIResourceSwitcher.RedecorateModule (Boolean loadTemplateResources) [0x00000] in <filename unknown>:0 

 

CRP no longer has Soil, neither in the original mod, or your bundled one. RD got rid of it in favour of Dirt, IIRC.

Pathfinder 1.5.1, KSP 1.2.2, USILS (not Snacks)

Ok, I'll take a look. I think I know what it is.

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First, thanks for the hard work you do to make this and your other great mods.  I've just started playing around with them and I really appreciate the attention to detail and innovative ideas.

On to the less smiley part of the post:

I downloaded the pathfinder starter base craft from the wiki and found that it wouldn't load in the VAB or SPH due to locked or invalid parts.  It turns out that the newest version of the Buffalo mod has changed the name of the trailer hitch from WBI.TrailerHitch to WBI.TrailerHitch2.  A simple change to the craft file resolved the problem.  Below is the diff (technically fc) output:

Comparing files PathfinderStarterBase.craft and PATHFINDERSTARTERBASE.CRAFT.BROKEN
***** PathfinderStarterBase.craft
 1785:          link = WBI.Flatbed1uStd_4294287864
 1786:          link = WBI.TrailerHitch2_4294275550
 1787:          link = WBI.OmniWheel_4294222292
***** PATHFINDERSTARTERBASE.CRAFT.BROKEN
 1785:          link = WBI.Flatbed1uStd_4294287864
 1786:          link = WBI.TrailerHitch_4294275550
 1787:          link = WBI.OmniWheel_4294222292
*****

***** PathfinderStarterBase.craft
 1791:          attN = top,WBI.Flatbed1uStd_4294287864
 1792:          attN = back,WBI.TrailerHitch2_4294275550
 1793:          attN = front,WBI.Chassis2u_4294293906
***** PATHFINDERSTARTERBASE.CRAFT.BROKEN
 1791:          attN = top,WBI.Flatbed1uStd_4294287864
 1792:          attN = back,WBI.TrailerHitch_4294275550
 1793:          attN = front,WBI.Chassis2u_4294293906
*****

***** PathfinderStarterBase.craft
 2672:  {
 2673:          part = WBI.TrailerHitch2_4294275550
 2674:          partName = Part
***** PATHFINDERSTARTERBASE.CRAFT.BROKEN
 2672:  {
 2673:          part = WBI.TrailerHitch_4294275550
 2674:          partName = Part
*****

Thanks again for all your hard work!

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8 minutes ago, bmaltby said:

First, thanks for the hard work you do to make this and your other great mods.  I've just started playing around with them and I really appreciate the attention to detail and innovative ideas.

On to the less smiley part of the post:

I downloaded the pathfinder starter base craft from the wiki and found that it wouldn't load in the VAB or SPH due to locked or invalid parts.  It turns out that the newest version of the Buffalo mod has changed the name of the trailer hitch from WBI.TrailerHitch to WBI.TrailerHitch2.  A simple change to the craft file resolved the problem.  Below is the diff (technically fc) output:


Comparing files PathfinderStarterBase.craft and PATHFINDERSTARTERBASE.CRAFT.BROKEN
***** PathfinderStarterBase.craft
 1785:          link = WBI.Flatbed1uStd_4294287864
 1786:          link = WBI.TrailerHitch2_4294275550
 1787:          link = WBI.OmniWheel_4294222292
***** PATHFINDERSTARTERBASE.CRAFT.BROKEN
 1785:          link = WBI.Flatbed1uStd_4294287864
 1786:          link = WBI.TrailerHitch_4294275550
 1787:          link = WBI.OmniWheel_4294222292
*****

***** PathfinderStarterBase.craft
 1791:          attN = top,WBI.Flatbed1uStd_4294287864
 1792:          attN = back,WBI.TrailerHitch2_4294275550
 1793:          attN = front,WBI.Chassis2u_4294293906
***** PATHFINDERSTARTERBASE.CRAFT.BROKEN
 1791:          attN = top,WBI.Flatbed1uStd_4294287864
 1792:          attN = back,WBI.TrailerHitch_4294275550
 1793:          attN = front,WBI.Chassis2u_4294293906
*****

***** PathfinderStarterBase.craft
 2672:  {
 2673:          part = WBI.TrailerHitch2_4294275550
 2674:          partName = Part
***** PATHFINDERSTARTERBASE.CRAFT.BROKEN
 2672:  {
 2673:          part = WBI.TrailerHitch_4294275550
 2674:          partName = Part
*****

Thanks again for all your hard work!

Much appreciated, thanks! :) I'll update the craft file and re-upload it. The wiki is a bit out of date at this point but I'm knee-deep in DSEV right now. I definitely could use some help on the wiki. :)

Edit: Well, I just figured out a bear of a problem with my ModuleManager code fu, and figured out why the CropWorks was giving out the Snacks version when it should give out the USI-LS version. Now to go find that WBIGeoScienceExperiment...

15 hours ago, Bluebottle said:

Hi Angel. It looks like it is impossible to change the Hacienda to be a Cropworks these days. It is wanting to use the Soil resource, but that is missing from the CRP. In the log, I see this immediately after the template for the Cropworks, when I try to reconfigure a Hacienda:

  Reveal hidden contents


[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityFactor: 1
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Clearing resource list, should keep: Snacks
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: Resources cleared
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: template resource count: 7
[LOG 00:09:04.424] WBIMultipurposeHab [FF881ACC][7841.1110]: capacityModifier: 1
[LOG 00:09:04.425] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Fertilizer
[LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: Added resource: Water
[WRN 00:09:04.426] Could not create PartResource of type 'Soil
[LOG 00:09:04.426] WBIMultipurposeHab [FF881ACC][7841.1110]: RedecorateModule encountered an ERROR: System.NullReferenceException: Object reference not set to an instance of an object
  at WildBlueIndustries.WBIResourceSwitcher.loadResourcesFromTemplate (.ConfigNode nodeTemplate) [0x00000] in <filename unknown>:0 
  at WildBlueIndustries.WBIResourceSwitcher.RedecorateModule (Boolean loadTemplateResources) [0x00000] in <filename unknown>:0 

 

CRP no longer has Soil, neither in the original mod, or your bundled one. RD got rid of it in favour of Dirt, IIRC.

Pathfinder 1.5.1, KSP 1.2.2, USILS (not Snacks)

Fixed in next release. :)

Edited by Angel-125
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Pathfinder 1.6.0 is now available:

New Parts
- SCP Adapter: Use this to adapt standard crew ports (like the Mineshaft) to 1.25m parts. Thanks for the suggestion, @JustJim! :)
- AKI Power Strip: If you have the Surface Experiment Package (SEP) installed, then you can tack one of these power strips onto the sides of your modules or along the base of the Saddle and gain extra AKI plugs.

WheelJack
- The top node of the WheelJack now serves as a docking port. Simply bolt the WheelJack to the ground and attach a stock Clamp-O-Tron Jr to the top (in KIS, cycle through the nodes until you select the "top" node). Then, attach a chassis or other part to the docking port, and continue your rover assembly. When finished, do a quicksave and reload, and finally, decouple the Clamp-O-Tron Jr. Thanks for the investigations, @Sudragon! :)

Ponderosa Inflatable Habitat Module
- Added a probe core for automated vessel control (both Switchbacks already have them).

Pathfinder Geology Lab
- The Pathfinder Geology lab can now serve as a SEP Central Station. Thanks for the config file, @Bombaatu! :)

Saddle, Gaslight, Telegraph, & Sombrero
- Added additional attachment nodes to make it easier to attach things like KAS ports and AKI plugs.
- Adjusted ground attachment nodes to help reduce the chance of parts exploding when bolted to the ground.

KIS Attachment
- To help with base assembly and correctly orienting inflatable modules, simply press "R" to cycle through the attachment nodes, and find the "KISMount" node. Use "KISMount" when attaching inflatable modules to your base.

Bug Fixes
- Fixed an issue where CropWorks was using the Snacks version of the CropWorks when USI-LS was installed. Ditto for the Prairie.
- Updated Buffalo ASET cockpit to use ASET 1.4: https://spacedock.info/mod/1204/ASET Props
- Fixed seating in the Doc Science Lab to prevent kerbals from poking through the seats.
- Fixed starter craft file so that it loads properly. Thanks @bmaltby! :)
- Wired up the Switchback and Switchback2 for KerbNet.
- Fixed an issue where the Buffalo's multi-biome experiment wasn't working.
- WBT update

Edited by Angel-125
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8 hours ago, Angel-125 said:

- Fixed an issue where CropWorks was using the Snacks version of the CropWorks when USI-LS was installed. Ditto for the Prairie.

heh, so I have no idea where I got my Soil vs Dirt story from then. I was sure I'd seen Soil somewhere, many moons ago, despite never installing Snacks...

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The contract pack: field research contracts are giving me biome-specific, landed/splashed at kerbin contracts that include a 'biome research' experiment. I think that experiment is coming from one of your mods (I have pathfinder and MOLE installed), but I've looked through every science part I have unlocked and I can't find a science experiment by that name. I also did a search on my gamedata folder and this thread, but can't figure out what experiment this is supposed to be. 

I'm about halfway through the 160 science tier of the community tech tree.

Edit: It looks like "Take Core Sample" in the Buffalo Crew Cabin returns a "Biome Research". 

Edited by drhay53
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18 hours ago, drhay53 said:

The contract pack: field research contracts are giving me biome-specific, landed/splashed at kerbin contracts that include a 'biome research' experiment. I think that experiment is coming from one of your mods (I have pathfinder and MOLE installed), but I've looked through every science part I have unlocked and I can't find a science experiment by that name. I also did a search on my gamedata folder and this thread, but can't figure out what experiment this is supposed to be. 

I'm about halfway through the 160 science tier of the community tech tree.

Edit: It looks like "Take Core Sample" in the Buffalo Crew Cabin returns a "Biome Research". 

Yup, that's the one. :)

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@Bombaatu, @ThRodrigues

Here some workaround configs I made for Kerbalism:

MM_Kerbalism_000WildBlueTools.cfg --> for 24h Day

@STORAGE_TEMPLATE[Water]:FINAL
{
	@RESOURCE[Water]
	{
		@amount = 6000
		@maxAmount = 6000
	}
}
@STORAGE_TEMPLATE[Food]:FINAL
{
	@RESOURCE[Food]
	{
		@amount = 21350.1
		@maxAmount = 21350.1
	}
}
@STORAGE_TEMPLATE[Oxygen]:FINAL
{
	@RESOURCE[Oxygen]
	{
		@amount = 4255319.16
		@maxAmount = 4255319.16
	}
}

STORAGE_TEMPLATE
{
	name = Nitrogen
	author = Angel-125
	shortName = Nitrogen
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Nitrogen.

	RESOURCE
	{
		name = Nitrogen
		amount = 4796163.06
		maxAmount = 4796163.06
	}
}

STORAGE_TEMPLATE
{
	name = FoodWaterOxygen
	author = Angel-125
	shortName = Food, Water & Oxygen
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Food, Water & Oxygen.

	RESOURCE
	{
		name = Food
		amount = 5000.22
		maxAmount = 5000.22
	}
	RESOURCE
	{
		name = Water
		amount = 1923.78
		maxAmount = 1923.78
	}
	
	RESOURCE
	{
		name = Oxygen
		amount = 1894312.38
		maxAmount = 1894312.38
	}
}

STORAGE_TEMPLATE
{
	name = Supplies
	author = Angel-125
	shortName = Supplies
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Supplies.

	RESOURCE
	{
		name = Food
		amount = 4414.86
		maxAmount = 4414.86
	}
	RESOURCE
	{
		name = Water
		amount = 1698.54
		maxAmount = 1698.54
	}
	
	RESOURCE
	{
		name = Oxygen
		amount = 1672536.06
		maxAmount = 1672536.06
	}
	RESOURCE
	{
		name = Nitrogen
		amount = 561509.94
		maxAmount = 561509.94
	}
}

STORAGE_TEMPLATE
{
	name = Waste
	author = Angel-125
	shortName = Waste
	logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupport
	glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LifeSupportGlow
	description = This kit stores Waste.

	RESOURCE
	{
		name = Waste
		amount = 5000.22
		maxAmount = 5000.22
	}
	RESOURCE
	{
		name = WasteWater
		amount = 1923.78
		maxAmount = 1923.78
	}
	
	RESOURCE
	{
		name = CarbonDioxide
		amount = 1894312.38
		maxAmount = 1894312.38
	}
}

MM_Kerbalism_Atmo.cfg --> Jetwing uses same resource as Kerbalism

@RESOURCE_DEFINITION[#name[Atmosphere]]:HAS[#density[0.005]]:FINAL
{
	@name = AtmosphereDrift
}
@PLANETARY_RESOURCE[#ResourceName[Atmosphere]]:HAS[#ResourceType[2]]:FINAL
{
	@ResourceName = AtmosphereDrift
}


!PART[WBI_JetWing,WBI_MicroJetEngine] {}

MM_Kerbalism_Buffalo.cfg:

@PART[WBI_CrewCab,WBI_BuffaloCab,WBI_BuffaloAirlock,WBI_ShortPassengerCab,WBI_LongPassengerCab]:FINAL
{
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = panorama
		desc = The windows are offer great views. My Squad, it's full of stars!
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
}

MM_Kerbalism_Pathfinder.cfg --> The inflatation was a little bit complicated. Kerbalism and WBI have their own trigger MODULE for it. I used only the WBI one and set the Habitat state to disabled by default. Inflate first, enable habitat after!

// Crew Parts
@PART[WBI_HomesteadMk2]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 103.86
		%surface = 120.95
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeLab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_HABITATION;PATH_SCIENCE;PATH_INDUSTRY;ROCKHOUND
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		@name = WBIMultipurposeHab
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Working in a sweatshop distracts kerbals from getting homesick.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
// Crew Parts
@PART[WBI_MCM]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 12.44
		%surface = 20.73
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 0.25
		// templateNodes = PATH_HABITATION
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments keep kerbals busy.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
}
@PART[WBI_Ponderosa]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 18.2
		%surface = 25.32
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_HABITATION
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
@PART[WBI_DocSciLab]:FINAL
{
	!MODULE[WBIEfficiencyMonitor] {}
	
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 16.44
		%surface = 32.45
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeLab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_SCIENCE
		@name = WBIMultipurposeHab
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments create inquiring minds that want to know.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
	
}
@PATH_SCIENCE[*]:FINAL
{
	RESOURCE
	{
		name = Shielding
		amount = 0
		maxAmount = 32.45
	}
	RESOURCE
	{
		name = Atmosphere
		amount = 0
		maxAmount = 16.44
	}
	RESOURCE
	{
		name = WasteAtmosphere
		amount = 0
		maxAmount = 16.44
	}
}
@PART[WBI_Ponderosa2]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 18.2
		%surface = 25.32
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_HABITATION
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
@PATH_HABITATION[*]:FINAL
{
	RESOURCE
	{
		name = Shielding
		amount = 0
		maxAmount = 25.32
	}
	RESOURCE
	{
		name = Atmosphere
		amount = 0
		maxAmount = 18.2
	}
	RESOURCE
	{
		name = WasteAtmosphere
		amount = 0
		maxAmount = 18.2
	}
}
@PART[WBI_Chuckwagon]:FINAL
{
	@CrewCapacity = 0
	!MODULE[Habitat] {}
		
	@MODULE[WBIMultipurposeStorage]
	{
		// capacityFactor = 3
		// templateNodes = GREENHOUSE;STORAGE_TEMPLATE
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		@flightAnimationOnly = False
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
}

@PART[WBI_Hacienda]:FINAL
{
	%MODULE[Habitat]
	{
		%name = Habitat
		%volume = 34.65
		%surface = 43.27
		//%inflate = Deploy
		%state = disabled
	}
	
	@MODULE[WBIMultipurposeHab]
	{
		// capacityFactor = 1.0
		// templateNodes = PATH_INDUSTRY;HOTSPRINGS
		//!isInflatable = False
		//!animationName = delete
		//!startEventGUIName = delete
		//!endEventGUIName = delete
		//!inflatedCrewCapacity = delete
		
		//%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Nitrogen;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
		
		//Shielding;Atmosphere;WasteAtmosphere
	}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Working in a sweatshop distracts kerbals from getting homesick.
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	
	!MODULE[ModuleResourceConverter]:HAS[#ConverterName[E?M??Radiation?Shield]] {}
	MODULE
	{
		name = Emitter
		radiation = -0.0000025 // -0.010 rad/h
		toggle = true
		ec_rate = 7.5
		active = e10
	}
}
@PATH_INDUSTRY[*]:FINAL
{
	RESOURCE
	{
		name = Shielding
		amount = 0
		maxAmount = 43.27
	}
	RESOURCE
	{
		name = Atmosphere
		amount = 0
		maxAmount = 34.65
	}
	RESOURCE
	{
		name = WasteAtmosphere
		amount = 0
		maxAmount = 34.65
	}
}

!RESOURCE_DEFINITION[#name[PlasmaShielding]] {}

@Rule[#name[Radiation]]:FINAL
{
	!resource_name = delete
	!rate = delete
}

@PATH_HABITATION[PonderosaHab]:FINAL
{
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = The Ponderosa has a full entertainment suite to distract your kerbals form the fact that thay're very, very far from home.
	}
}

@PATH_INDUSTRY[Ironworks]:FINAL
{
	MODULE
	{
		name = ModuleResourceConverter
		ConverterName = Ore->Shielding
		StartActionName = Start Ore Shielding
		StopActionName = Stop Ore Shielding
		AutoShutdown = true
		GeneratesHeat = true
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1

		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 3.5
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 10
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Shielding
			Ratio = 0.1
			DumpExcess = false
		}
	}
	MODULE
	{
		name = ModuleResourceConverter
		ConverterName = Dirt->Shielding
		StartActionName = Start Dirt Shielding
		StopActionName = Stop Dirt Shielding
		AutoShutdown = true
		GeneratesHeat = true
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1

		INPUT_RESOURCE
		{
			ResourceName = Dirt
			Ratio = 30
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 15
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Shielding
			Ratio = 0.1
			DumpExcess = false
		}
	}
}

@PATH_SCIENCE[DocScience]:FINAL
{
	!MODULE[WBISciLabOpsView] {}
	!MODULE[WBIDataTransferUtility] {}
}

// @PATH_HABITATION[Pigpen]:FINAL {} //Fertilizer
// @PATH_HABITATION[Prairie]:FINAL //Greenhouse
// @PATH_HABITATION[CropWorks]:FINAL //Greenhouse
// @PATH_HABITATION[Watney]:FINAL //Organics

MM_Kerbalism_MOLE.cfg:

// Crew Parts
@PART[WBI_BOW]:FINAL
{
	@MODULE[WBIMultipurposeLab]
	{
		// -inflatedCrewCapacity = delete
		@name = WBIMultipurposeHab
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments keep kerbals busy.
	}
}

@PART[WBI_Mole182]:FINAL
{
	@MODULE[WBIMultipurposeLab]
	{
		// -inflatedCrewCapacity = delete
		@name = WBIMultipurposeHab
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = exercise
		desc = Lab experiments keep kerbals busy.
	}
}

@PART[WBI_Backseat2]:FINAL
{
	@MODULE[WBIConvertibleStorage]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
}

@PART[WBI_StationHub2]:FINAL
{
	@MODULE[WBIConvertibleStorage]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
}

@PART[WBI_MOH18]:FINAL
{
	@MODULE[WBIMultipurposeHab]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
	
	!RESOURCE[Food] {}
	!RESOURCE[Oxygen] {}
	!RESOURCE[Shielding] {}
	
	!MODULE[Entertainment] {}
	MODULE
	{
		name = Comfort
		bonus = panorama
		desc = The windows are offer great views. My Squad, it's full of stars!
	}
}

@PART[WBI_MOBL18]:FINAL
{
	@MODULE[WBIMultiConverter]
	{
		// -inflatedCrewCapacity = delete
		
		%resourcesToKeep = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater;Shielding;Nitrogen;Atmosphere;WasteAtmosphere;_Scrubber;_PressureControl;_WaterRecycler;_WasteProcessor;_SOE
	}
}

@PART[WBI_AirlockModule]:FINAL
{
	!RESOURCE[Shielding] {}
}

@BACKSEAT[BackseatCrew]:FINAL
{
	!RESOURCE[Food] {}
	!RESOURCE[Water] {}
	!RESOURCE[Oxygen] {}
	RESOURCE
	{
		name = Food
		amount = 31.66806
		maxAmount = 31.66806
	}
	RESOURCE
	{
		name = Water
		amount = 12.18394
		maxAmount = 12.18394
	}
	
	RESOURCE
	{
		name = Oxygen
		amount = 11997.31174
		maxAmount = 11997.31174
	}
}

@COACH_COMMNET[CommNet]:FINAL
{
	!MODULE[ModuleDataTransmitter] {}
	MODULE
	{
		name = Antenna
		type = low_gain
		cost = 0.07
		dist = 150000000
		rate = 0.7
	}
	
	MODULE
	{
		name = Reliability
		type = Antenna
		title = Antenna
		redundancy = Communication
		repair = true
		mtbf = 252288000 // 8y
		extra_cost = 2.0
		extra_mass = 1.0
	}
}

// @MOBL[Greenhouse]:FINAL {} //Greenhouse

I did not have time to test it long. Feedback is welcome!

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On 1/31/2017 at 6:36 PM, Angel-125 said:

- Minor MM patches (thanks @Kerbas_ad_astra! :) )

You're always welcome, but I've understood it to be better Git etiquette to accept PRs (if they're making changes that you want) rather than duplicate the changes and commit them on your end.  Because Git runs on line-by-line comparison, it sees that we've changed the same lines, and thinks there's a conflict that requires manual resolution, which prevents automatic merging when I update my repo from yours, which in turn makes it harder for me to contribute future fixes.

Or you could make your mods perfect the first time and not require any fixes from me.  :wink:

Edited by Kerbas_ad_astra
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Merging PRs on github is quite painless. First, github lets you know whether or not there are any conflicts (no conflicts: the PR can be automatically merged), and then it's just a click of a button. Rather importantly, github allows you to review the changes beforehand, and even gives instructions for doing the merge by hand locally (probably of importance when there are conflicts as you can then clean up the conflicts before finalizing the merge).

Also, on top of what @Kerbas_ad_astra said, using git (by hand or via github) to do the merge gives credit to the contributor on github.

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