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[1.1.3] MKS Lite - A lighter, friendlier colonization mod from USI [0.4.4]


RoverDude
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Well, I suggested it because it would provide OKS parts with compatible stats to their MKS-L counterparts. Currently, if I wanted OKS parts with "Lite" functionality, I'd have to download the full UKS, delete the non-OKS parts, and possibly edit some the of their stats to balance them with MKS-L. Also, Roverdude mentioned that UKS hides the MKS-L parts if it detects it, so you'd have to turn that off too. The player-base this mod targets, I think, are unlikely to be willing or able to go through that.

You might just need a Pioneer-like part, habitat rings, greenhouse, connector part and the power module. I wish I could explain it a little better, but I don't understand the full UKS mod as it is to put it in words.

No I get what you are trying to achieve. I just don't know how it would generally be feasible. If you reused the OKS parts but "lightened" them up then there is little incentive to even bother "upgrading" them.

Even now in the full UKS world, a "lite" station would really just be utilizing the USI-LS greenhouse instead of the OKS parts. In my mind a "lite" OKS base is a cupola, Hitchhiker, Stock science lab, large USI-LS greenhouse, some solar panels and batteries.

Ultimately since I'm not going to downgrade to UKS lite anyhow any decision doesn't really affect me directly.

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No I get what you are trying to achieve. I just don't know how it would generally be feasible. If you reused the OKS parts but "lightened" them up then there is little incentive to even bother "upgrading" them.

Even now in the full UKS world, a "lite" station would really just be utilizing the USI-LS greenhouse instead of the OKS parts. In my mind a "lite" OKS base is a cupola, Hitchhiker, Stock science lab, large USI-LS greenhouse, some solar panels and batteries.

Ultimately since I'm not going to downgrade to UKS lite anyhow any decision doesn't really affect me directly.

You know what, that kinda makes sense. It would be a huge shame to miss out on the very nice OKS parts though.

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You know what, that kinda makes sense. It would be a huge shame to miss out on the very nice OKS parts though.

Well it is essentially what I actually use even though I run the full UKS mod, when I'm sending a small orbital base somewhere.

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This is a great idea. I had performance issues with the bases needed to make a UKS/EPL base work, so I dropped UKS a while back. A slimmer UKS will be perfect, especially if 1.1 does not add substantial improvements to memory use.

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It makes life easier in some instances, kinda like the USI Life Support vs TAC. To each his own;)

I can see using this vs normal MKS, and I can see using normal MKS vs this. Its all in the amount of work that is involved or free time that can be invested.

A long weekend is coming up. This is perfect timing.

A question! Will this play nice with your amazeballs Karibou?

Indeed it does

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Why i don't use MKS-OKS ?

Machinery dependencies and maintenance make me crazy when i have more than 2 bases.

Why i don't use MKS-Lite ?

I don't like dirt resource, at least use water and substrate for cultivator and metallicore for rocketparts.

I like the intention but don't fill my gameplay.

This is just my point of view.

Regards

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This may be a dumb question, as I'm coming from a stock install (thinking about adding KAS), but do I need to have a life support mod already installed? Or does your mod simply work *with* other life support mods without needing one already installed? I like the idea of a simplified life support mod but am wondering if I'll need to install more mods in order to get the full functionality.

If I have time, I will download MKS-L on a separate install and help you test this mod. I appreciate your work!

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This may be a dumb question, as I'm coming from a stock install (thinking about adding KAS), but do I need to have a life support mod already installed? Or does your mod simply work *with* other life support mods without needing one already installed? I like the idea of a simplified life support mod but am wondering if I'll need to install more mods in order to get the full functionality.

If I have time, I will download MKS-L on a separate install and help you test this mod. I appreciate your work!

As mentioned it the first post it works with USI-LS (Roverdudes own life support) TAC-LS and Snacks! .

You dont need life support installed at all, if you dont want, though at that point then the parts are just cosmetic :) If you like a simplified life support grab USI-LS , it goes perfectly with this as designed.

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Why i don't use MKS-OKS ?

Machinery dependencies and maintenance make me crazy when i have more than 2 bases.

Why i don't use MKS-Lite ?

I don't like dirt resource, at least use water and substrate for cultivator and metallicore for rocketparts.

I like the intention but don't fill my gameplay.

This is just my point of view.

Regards

Can't please everyone.

This may be a dumb question, as I'm coming from a stock install (thinking about adding KAS), but do I need to have a life support mod already installed? Or does your mod simply work *with* other life support mods without needing one already installed? I like the idea of a simplified life support mod but am wondering if I'll need to install more mods in order to get the full functionality.

If I have time, I will download MKS-L on a separate install and help you test this mod. I appreciate your work!

MKS-L does not have LS built in if that is what you are asking (somewhat unclear) so you will need to install some sort of LS mod if you want to play with that capability. Also you will want KIS in order to assemble viaEVA

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As mentioned it the first post it works with USI-LS (Roverdudes own life support) TAC-LS and Snacks! .

You dont need life support installed at all, if you dont want, though at that point then the parts are just cosmetic :) If you like a simplified life support grab USI-LS , it goes perfectly with this as designed.

So if I want to build a sustainable colony with this mod, I need another life support mod in order to get the "keep resources full or Kerbals die" functionality. Correct?

Also, what are people's thoughts between USI-LS and TAC? I've heard of both but don't know which one is simpler/easier to use.

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So if I want to build a sustainable colony with this mod, I need another life support mod in order to get the "keep resources full or Kerbals die" functionality. Correct?

Also, what are people's thoughts between USI-LS and TAC? I've heard of both but don't know which one is simpler/easier to use.

From a gameplay standpoint, I have honestly found little difference between the two. Yes TAC-LS has 3 resources, but if you fill the container with full food/water/oxygen they go down at the same rate, so it is about the same as one bar of supplies.

That being said, USI-LS was also made by Roverdude and is far better integrated into his mods.

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Why i don't use MKS-OKS ?

Machinery dependencies and maintenance make me crazy when i have more than 2 bases.

Why i don't use MKS-Lite ?

I don't like dirt resource, at least use water and substrate for cultivator and metallicore for rocketparts.

I like the intention but don't fill my gameplay.

This is just my point of view.

Regards

That's nice, but it offers no value to the conversation, and is a bit jerky. Leave it at the door please.

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That's nice, but it offers no value to the conversation, and is a bit jerky. Leave it at the door please.

I think I can expand on that. Machinery was a little confusing to me when I was trying the full UKS. I actually ended sending up a module with less (about 20%) machinery and planned to send the rest later. I came to find out that there was no easy way to get machinery back up to orbit. The easiest was using a freight container and that was huge and heavy! I understand how you need machinery to represent that module degradation and the need to resupply those parts or construct them on-site but it threw me for a loop.

About dirt. Am I correctly noticing that dirt is NOT a resource used in UKS? I don't remember seeing it anywhere. If that's the case, players moving up from MKS-L might be wondering how to get dirt. I think extracting water is more intuitive. I, however, don't have a problem with dirt as a resource, but if it can interchanged with water, I think it could work too.

Disclaimer: I have not yet tested MKS-L :blush:. My Linux install is... finicky. I'm basing my understanding on what I read on the wiki.

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I think I can expand on that. Machinery was a little confusing to me when I was trying the full UKS. I actually ended sending up a module with less (about 20%) machinery and planned to send the rest later. I came to find out that there was no easy way to get machinery back up to orbit. The easiest was using a freight container and that was huge and heavy! I understand how you need machinery to represent that module degradation and the need to resupply those parts or construct them on-site but it threw me for a loop.

About dirt. Am I correctly noticing that dirt is NOT a resource used in UKS? I don't remember seeing it anywhere. If that's the case, players moving up from MKS-L might be wondering how to get dirt. I think extracting water is more intuitive. I, however, don't have a problem with dirt as a resource, but if it can interchanged with water, I think it could work too.

Disclaimer: I have not yet tested MKS-L :blush:. My Linux install is... finicky. I'm basing my understanding on what I read on the wiki.

Thanks

The reason I am using stock Ore and a new 'Dirt' resource for MKS-Lite is pretty simple. Ore is present in all biomes, as is the new 'dirt' resource. This is done because with so few resources you have too great odds of coming up empty, and for the lite version it's a bit early to introduce orbital logistics, etc. so pretty much drop a base anywhere and it will work (the only difference will be to what degree). This was a concious design choice to keep that aspect pretty simple.

Machinery of course is completely absent from MKS-Lite.

For folks moving up to MKS, the answer is that 'Ore' is now replaced by MetallicOre, Substrate, and Minerals. 'Dirt' is replaced by Substrate and Water. And you have no guarantee of having any of these.

- - - Updated - - -

Unrelated - looks like I chased down one of our base explosion issues, so expect an update relatively soon

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I think I can expand on that. Machinery was a little confusing to me when I was trying the full UKS. I actually ended sending up a module with less (about 20%) machinery and planned to send the rest later. I came to find out that there was no easy way to get machinery back up to orbit. The easiest was using a freight container and that was huge and heavy! I understand how you need machinery to represent that module degradation and the need to resupply those parts or construct them on-site but it threw me for a loop.

About dirt. Am I correctly noticing that dirt is NOT a resource used in UKS? I don't remember seeing it anywhere. If that's the case, players moving up from MKS-L might be wondering how to get dirt. I think extracting water is more intuitive. I, however, don't have a problem with dirt as a resource, but if it can interchanged with water, I think it could work too.

Disclaimer: I have not yet tested MKS-L :blush:. My Linux install is... finicky. I'm basing my understanding on what I read on the wiki.

Thanks for expand what i have wrote and sorry roverdude for my poor english.

I think if mks-L is a step to MKS at least ppl need to plan where to build a base and play with the right need resources, after switch to mks they can enjoy orbital logistic an all the great features of a complete mod

Edit

Here is a patch for use it with CRP resource

MKSL_CRP.cfg

@PART[MKSL_AgModule]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]
{
!MODULE[ModuleResourceConverter,Agroponics] {}
MODULE
{
name = ModuleResourceConverter
ConverterName = Greenhouse
tag = Greenhouse
StartActionName = Start Greenhouse
StopActionName = Stop Greenhouse
INPUT_RESOURCE
{
ResourceName = Mulch
Ratio = 0.0001
}
OUTPUT_RESOURCE
{
ResourceName = Organics
Ratio = 0.000075
DumpExcess = False
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
}
}

MODULE
{
name = ModuleResourceConverter
ConverterName = Agroponics
tag = Agroponics
StartActionName = Start Agroponics
StopActionName = Stop Agroponics
INPUT_RESOURCE
{
ResourceName = Mulch
Ratio = 0.0001
}
INPUT_RESOURCE
{
ResourceName = Fertilizer
Ratio = 0.00002
}
OUTPUT_RESOURCE
{
ResourceName = Organics
Ratio = 0.00012
DumpExcess = False
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
}
}

MODULE
{
name = ModuleResourceConverter
ConverterName = Cultivator
tag = Cultivator
StartActionName = Start Cultivator
StopActionName = Stop Cultivator

INPUT_RESOURCE
{
ResourceName = Water
Ratio = 0.0001
}
INPUT_RESOURCE
{
ResourceName = Substrate
Ratio = 0.0001
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 48
}
OUTPUT_RESOURCE
{
ResourceName = Organics
Ratio = 0.00002
DumpExcess = False
}
}

RESOURCE
{
name = Fertilizer
amount = 0
maxAmount = 200
isTweakable = True
}
}

@PART[MKSL_ILM]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]
{
!MODULE[FSfuelSwitch] {}
MODULE
{
name = FSfuelSwitch
resourceNames = MetallicOre,Substrate,Minerals,Water;Ore;RocketParts,Organics;Mulch,Supplies,Fertilizer;RareMetals,ExoticMinerals
resourceAmounts = 35,35,35,35;7;7,35;35,35,35;35,35
initialResourceAmounts = 0,0,0,0;0;0,0;0,0;0,0,0;0,0;
tankCost = 3500;3500;3500;3500;
hasGUI = false
basePartMass = 0.75
tankMass = 0;0;0;0;
}
}

@PART[MKSL_ScanOMatic]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]
{
!MODULE[ModuleResourceScanner,ore] {}
!MODULE[ModuleResourceScanner,Dirt] {}
MODULE
{
name = ModuleResourceScanner
ScannerType = 0
ResourceName = Minerals
MaxAbundanceAltitude = 1
}
MODULE
{
name = ModuleResourceScanner
ScannerType = 0
ResourceName = MetallicOre
MaxAbundanceAltitude = 1
}
MODULE
{
name = ModuleResourceScanner
ScannerType = 0
ResourceName = Substrate
MaxAbundanceAltitude = 1
}
MODULE
{
name = ModuleResourceScanner
ScannerType = 0
ResourceName = Water
MaxAbundanceAltitude = 1
}
MODULE
{
name = ModuleResourceScanner
ScannerType = 1
ResourceName = Water
MaxAbundanceAltitude = 1
}
MODULE
{
name = ModuleResourceScanner
ScannerType = 2
ResourceName = Water
MaxAbundanceAltitude = 1
}
}

@PART[MKSL_Sifter]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]
{
!MODULE[ModuleResourceHarvester,ore] {}
!MODULE[ModuleResourceHarvester,Dirt] {}
MODULE
{
name = ModuleResourceHarvester
HarvesterType = 0
Efficiency = 1
ResourceName = Minerals
ConverterName = Minerals Harvester
StartActionName = Start Minerals Harvester
StopActionName = Stop Minerals Harvester
ImpactTransform =
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Scientist
EfficiencyBonus = 1

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 2
}
}
MODULE
{
name = ModuleResourceHarvester
HarvesterType = 0
Efficiency = 1
ResourceName = MetallicOre
ConverterName = MetallicOre Harvester
StartActionName = Start MetallicOre Harvester
StopActionName = Stop MetallicOre Harvester
ImpactTransform =
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Scientist
EfficiencyBonus = 1

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 2
}
}
MODULE
{
name = ModuleResourceHarvester
HarvesterType = 0
Efficiency = 1
ResourceName = Substrate
ConverterName = Substrate Harvester
StartActionName = Start Substrate Harvester
StopActionName = Stop Substrate Harvester
ImpactTransform =
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Scientist
EfficiencyBonus = 1

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 2
}
}
MODULE
{
name = ModuleResourceHarvester
HarvesterType = 0
Efficiency = 1
ResourceName = Water
ConverterName = Water Harvester
StartActionName = Start Water Harvester
StopActionName = Stop Water Harvester
ImpactTransform =
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
SpecialistBonusBase = 0.05
Specialty = Scientist
EfficiencyBonus = 1

INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 2
}
}
}

@PART[MKSL_Smelter]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]
{
!MODULE[ModuleResourceConverter,RocketParts] {}
!MODULE[ModuleResourceConverter,Prospector] {}
MODULE
{
name = ModuleResourceConverter
ConverterName = RocketParts
StartActionName = Start RocketParts
StopActionName = Stop RocketParts

INPUT_RESOURCE
{
ResourceName = MetallicOre
Ratio = 1
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
}
OUTPUT_RESOURCE
{
ResourceName = RocketParts
Ratio = 0.1
DumpExcess = True
}
}
MODULE
{
name = ModuleResourceConverter
ConverterName = Prospector
StartActionName = Start Prospecting
StopActionName = Stop Prospecting

INPUT_RESOURCE
{
ResourceName = Minerals
Ratio = 1
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
}
OUTPUT_RESOURCE
{
ResourceName = ExoticMinerals
Ratio = 0.01
DumpExcess = True
}
OUTPUT_RESOURCE
{
ResourceName = RareMetals
Ratio = 0.01
DumpExcess = True
}
}
}

!RESOURCE_DEFINITION[Dirt]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]{}
!PLANETARY_RESOURCE[Dirt]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]{}
!GLOBAL_RESOURCE[Dirt]:FOR[KolonyTools]:NEEDS[CommunityResourcePack]{}

Edited by Badsector
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Unrelated - looks like I chased down one of our base explosion issues, so expect an update relatively soon

Aw :( Exploding is the best part.

I do agree that the "lite" version of OKS is basically the greenhouse parts, but I think you could include something like the habitation wheel, just to give the crew slots and visual effect?

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Correct. If you install UKS all mks-l parts go legacy. Reason being these are outbalanced, and it would not make sense to nerf either mod.

MKs-l is more about having some training wheels, or for folks for whom the full UKS mod is too much.

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So I read somewhere on the wiki that the default difficulty sets ore and dirt to be available everywhere. How do you change that to make it more limited, so you at least have to land somewhere specific to get going?

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I get that this and UKS are redundant, but what about this and USI-LS?

I gotta say, roverdude, the USI-LS/KCT combo definetely changed the way I play. VERY fun. However, I like my install parts-lite, and whenever possible I put the modules from mods into stock parts, so this is an attractive alternative to your mod which I never downloaded because of its complexity/part footprint.

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This is exactly what I was waiting for. I really love your mods, but UKS always seemed a little to heavy and complicated.

I especially like your approach with USI LifeSupport, combining a new challenge with fun kerbal-like game mechanics. So why not stick to the [ Mulch + Fertilizer -> Supplies ]-approach and have the colony-modules provide a way of producing Fertilizer? A possibility would be to use relatively common resources (e.g. water, dirt, substrate?) to produce Fertilizer (growing algae?).

This way MKS-Lite would offer a tight integration with USI-LS by only using one possible production chain for Supplies.

Great mod!

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Yeah, that's exactly what I was thinking. USI-LS is great for it's simplicity of resource management; the only thing it lacks for permanent settlement is a way to create fertilizer out of something (ore?), with needed infrastructure in place.

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