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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]


Nils277

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2 hours ago, Tonka Crash said:

 

Create a file somewhere under Kerbal Space Program\GameData that ends .cfg

Mine is Kerbal Space Program\GameData\ZZZ_Personal_Patches\Mods\KPBS-USILS.cfg

BUT, you may want to wait a few days if you can. Nils indicated in the USI-LS thread that he was testing his official patch for a release soon.

Thanks I created .cfg files before just wanted Toto make sure I put it in the right folder

 

Whoop!!! congrats Nils and KPBS in reaching 100 pages

Edited by Rafael acevedo
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For some reason, the greenhouse doesn't show up in my (regular) partlist :/

Should be right here:

Spoiler

xsaQGqn.png?1

Well, it DOES show up in the advanced mode, for example by using the resource filter for 'waste':

Spoiler

evfoIJ6.png?1

The config in the MM ConfigCache looks fine to me (it is not hidden or in a strange category):

Spoiler

UrlConfig
{
	parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g
	PART
	{
		name = KKAOSS_Greenhouse_g
		module = Part
		author = Nils277
		rescaleFactor = 1.0
		node_stack_top = 0, 2.1853, 0, 0, 1, 0, 1
		node_stack_bottom = 0, -2.1853, 0, 0, -1, 0, 1
		node_stack_front = 0, 0, -0.765, 0, 0, -1, 0
		node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0
		TechRequired = longTermHabitation
		entryCost = 5600
		cost = 6100
		category = Utility
		subcategory = 0
		title = K&K Planetary Greenhouse
		manufacturer = K&K Advanced Orbit and Surface Structures
		description = K&K developed this Greenhouse to provide food and oxygen for Kerbals on long time missions. Still, when K&K presented this glorious piece of engineering many Kerbals were disappointed because it wasn't actually green!
		attachRules = 1,0,1,1,1
		mass = 3.0
		dragModelType = default
		maximum_drag = 0.2
		minimum_drag = 0.2
		angularDrag = 1
		crashTolerance = 20
		vesselType = Base
		CrewCapacity = 2
		maxTemp = 1600
		fuelCrossFeed = True
		bulkheadProfiles = PlanetaryBase
		tags = cck-lifesupport
		MODEL
		{
			model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g
		}
		INTERNAL
		{
			name = KKAOSS_Greenhouse_g_internal
		}
		MODULE
		{
			name = PlanetaryModule
			animationName = Greenhouse_Deploy
			startEventGUIName = Deploy
			endEventGUIName = Retract
			additionalInternalName = Greenhouse_g_internal_jsiatp
			crewCapacityDeployed = 2
			crewCapcityRetracted = 0
		}
		MODULE
		{
			name = ModuleKPBSDependentLight
			animationName = Greenhouse_Light
			startEventGUIName = Turn Light On
			endEventGUIName = Turn Light Off
		}
		MODULE
		{
			name = ModuleScienceExperiment
			experimentID = KPBS_plantgrowthstudy
			experimentActionName = Make plant growth study
			resetActionName = Discard Plant Samples
			reviewActionName = Review Plant Samples
			useStaging = False
			useActionGroups = True
			hideUIwhenUnavailable = True
			xmitDataScalar = 0.4
			FxModules = 0
			dataIsCollectable = True
			collectActionName = Collect Plant Samples
			interactionRange = 1.2
			usageReqMaskInternal = 1
			usageReqMaskExternal = 8
		}
		MODULE
		{
			name = ModuleScienceContainer
			reviewActionName = Review Stored Data
			storeActionName = Store Experiments
			collectActionName = Take Data
			evaOnlyStorage = True
			storageRange = 2.0
		}
		MODULE
		{
			name = ModuleAGX
		}
		MODULE
		{
			name = FMRS_PM
			parent_vessel = 0
		}
		MODULE
		{
			name = ModuleScienceExperiment
			experimentID = sspxPlantGrowth
			experimentActionName = Observe Plant Growth
			resetActionName = Discard Specimens
			useStaging = False
			useActionGroups = True
			hideUIwhenUnavailable = True
			xmitDataScalar = 0.35
			dataIsCollectable = True
			collectActionName = Collect Specimens
			interactionRange = 1.85
			usageReqMaskInternal = 1
			usageReqMaskExternal = 8
		}
		MODULE
		{
			name = ControllingRecoveryModule
		}
		MODULE
		{
			name = AYPart
		}
		MODULE
		{
			name = ModuleCrewRandR
			crewComposition = Engineer, Scientist
		}
		MODULE
		{
			name = PlanetaryGreenhouse
			ConverterName = Greenhouse
			StartActionName = Start farming
			StopActionName = Stop farming
			AutoShutdown = false
			GeneratesHeat = false
			INPUT_RESOURCE
			{
				ResourceName = CarbonDioxide
				Ratio = 0.001480128
			}
			INPUT_RESOURCE
			{
				ResourceName = Water
				Ratio = 0.000011188078
			}
			INPUT_RESOURCE
			{
				ResourceName = Fertilizer
				Ratio = 0.0000166
			}
			INPUT_RESOURCE
			{
				ResourceName = ElectricCharge
				Ratio = 0.58
			}
			OUTPUT_RESOURCE
			{
				ResourceName = Food
				Ratio = 0.0001015625
				DumpExcess = false
			}
			OUTPUT_RESOURCE
			{
				ResourceName = Oxygen
				Ratio = 0.0017135376
				DumpExcess = true
			}
		}
		RESOURCE
		{
			name = Fertilizer
			amount = 150
			maxAmount = 150
		}
		RESOURCE
		{
			name = Waste
			amount = 0
			maxAmount = 35
		}
		MODULE
		{
			name = LifeSupportModule
		}
		MODULE
		{
			name = ModuleB9PropagateCopyEvents
		}
	}
}

 

(BTW: The "ModuleScienceExperiment" misses an entry for "hideFxModuleUI" which creates the error "[ModuleScienceExperiment]: Part Module 0 doesn't implement IScalarModule").

I've already tried to delete the config cache and part database, reinstalled the mod, tried a fresh savegame (sandbox and career) but the greenhouse will not appear in the regular part list. Any idea what's going on there?

Full output_log: https://www.dropbox.com/s/p0mv2w113uvmpw1/output_log(greenhouse).txt?dl=0

ConfigCache: https://www.dropbox.com/s/i1obhoe1efoi9n1/ModuleManager.ConfigCache?dl=0

Edited by 4x4cheesecake
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for some reason the central hub doesnt seem to actually have a lab. is this just happening to me or is anyone else having that problem?

update: it also doesnt say in the vab info that it has a science lab, and you also cant use it to make a crew report. i tried swapping out the code for the science module with the code from the stock lab, and still nothing.

Edited by Joshinken
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9 hours ago, Joshinken said:

for some reason the central hub doesnt seem to actually have a lab. is this just happening to me or is anyone else having that problem?

update: it also doesnt say in the vab info that it has a science lab, and you also cant use it to make a crew report. i tried swapping out the code for the science module with the code from the stock lab, and still nothing.

Why do you expect that it should have a lab at all?

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32 minutes ago, Starwaster said:

Why do you expect that it should have a lab at all?

It does have an lab, it is mentioned in the part description (and it's working fine for me) ;)

@Joshinken Did you check the ModuleManager ConfigCache? Maybe a different mod interferes with science labs in general.

edit: I just checked the modsupport configs and if you have USI-LS installed, the lab is removed from the hub, maybe that's already the solution? ;)

Edited by 4x4cheesecake
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1 hour ago, 4x4cheesecake said:

It does have an lab, it is mentioned in the part description (and it's working fine for me) ;)

@Joshinken Did you check the ModuleManager ConfigCache? Maybe a different mod interferes with science labs in general.

edit: I just checked the modsupport configs and if you have USI-LS installed, the lab is removed from the hub, maybe that's already the solution? ;)

I must be thinking of a different part that has no crew capacity at all....  the PBS equivalent of the stock station hub.

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9 hours ago, 4x4cheesecake said:

It does have an lab, it is mentioned in the part description (and it's working fine for me) ;)

@Joshinken Did you check the ModuleManager ConfigCache? Maybe a different mod interferes with science labs in general.

edit: I just checked the modsupport configs and if you have USI-LS installed, the lab is removed from the hub, maybe that's already the solution? ;)

i have usi-ls installed, is there any way to reactivate the lab then?

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1 hour ago, Joshinken said:

i have usi-ls installed, is there any way to reactivate the lab then?

This patch should add it back to the hub:

@PART[KKAOSS_Central_Hub]:NEEDS[USILifeSupport,PlanetarySurfaceStructures]:FINAL
{
	MODULE
	{
		name = ModuleScienceLab
		containerModuleIndex = 0
		dataStorage = 300
		crewsRequired = 1
		canResetConnectedModules = True
		canResetNearbyModules = True
		interactionRange = 5
		SurfaceBonus = 0.1
		ContextBonus = 0.25
		homeworldMultiplier = 0.1
		RESOURCE_PROCESS
		{
			name = ElectricCharge
			amount = 10
		}
	}
	
	MODULE
	{
		name = ModuleScienceConverter
		dataProcessingMultiplier = 0.25  // Multiplier to data processing rate and therefore science rate
		scientistBonus = 0.25	        //Bonus per scientist star - need at least one! So 0.25x - 2.5x 
		researchTime = 7            	//Larger = slower.  Exponential!
		scienceMultiplier = 4	        //How much science does data turn into?
		scienceCap = 250	            //How much science can we store before having to transmit?		
		powerRequirement = 4	        //EC/Sec to research
		ConverterName = #autoLOC_502055
		StartActionName = #autoLOC_502056
		StopActionName = #autoLOC_502057
	}
}

Just copy&paste it in a textfile within your GameData folder and name it whatever_you_like.cfg

I assume, there is a reason why the lab got removed for USI-LS, so no warrenty if anything breaks :P

Edited by 4x4cheesecake
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40 minutes ago, 4x4cheesecake said:

This patch should add it back to the hub:


@PART[KKAOSS_Central_Hub]:NEEDS[USILifeSupport,PlanetarySurfaceStructures]:FINAL
{
	MODULE
	{
		name = ModuleScienceLab
		containerModuleIndex = 0
		dataStorage = 300
		crewsRequired = 1
		canResetConnectedModules = True
		canResetNearbyModules = True
		interactionRange = 5
		SurfaceBonus = 0.1
		ContextBonus = 0.25
		homeworldMultiplier = 0.1
		RESOURCE_PROCESS
		{
			name = ElectricCharge
			amount = 10
		}
	}
}

Just copy&paste it in a textfile within your GameData folder and name it whatever_you_like.cfg

I assume, there is a reason why the lab got removed for USI-LS, so no warrenty if anything breaks :P

Is his ModuleScienceContainer still on the part? If not it needs patching back in too and containerModuleIndex in your patch might need changing, depending on where the container ends up

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8 minutes ago, Starwaster said:

Is his ModuleScienceContainer still on the part? If not it needs patching back in too and containerModuleIndex in your patch might need changing, depending on where the container ends up

ModuleScienceContainer is still there but since you mentioned it: the ModuleScienceConverter got removed as well, I'll edit it in my previous post.

Not quiet sure about the containerModuleindex though...I just copied the original ModuleScienceLab from the Central Hub config.

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On 2/9/2019 at 6:08 AM, 4x4cheesecake said:

(BTW: The "ModuleScienceExperiment" misses an entry for "hideFxModuleUI" which creates the error "[ModuleScienceExperiment]: Part Module 0 doesn't implement IScalarModule").

Do you know if hideFxModuleUI should be True or False?

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2 hours ago, Tonka Crash said:

 

Do you know if hideFxModuleUI should be True or False?

It depends on it has animation FX (or anything that implements IScalarModule) that you DON'T want the UI to show up for in the part action window.

For instance if you had a drill that has a science experiment on, you DON'T to hide the UI for the drill so you set it to false. (it defaults to true)

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@Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls :rolleyes: But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal

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7 hours ago, Nils277 said:

@Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls :rolleyes: But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal

I believe that was the main thought on it: That with a command center, recycler, habitat, and lab there was very little reason to use most of the rest of this mod.

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7 hours ago, Nils277 said:

@Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls :rolleyes: But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal

To be honest: I never noticed it was "missing". I've used USI-LS since before I started using KPBS, so the lab was never there for me and I never missed it. I used the hub for the command function and aesthetics more than anything else.

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  • 2 weeks later...
On 2/12/2019 at 8:23 AM, Nils277 said:

@Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls :rolleyes: But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal

I used kpbs with usi-ls from the start so I guess I didn't miss the lab functionality
especially considering there iis a very nice separate lab
but central hub still keeps "level up crew" option which I find odd considering it's not a lab
is that been done on purpose,or was just an oversight when removing lab functionality for usi-ls? 

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Update to 1.6.8

Changelog:

Quote

General:

  • Updated CCK to version 4.1.0.0
  • Updated CRP to version 1.1.0.0

Enhancements:

  • Increased EVA interaction distance for science bay

Mod Support:

Localization:

Bug Fixes:

  • Fixed error message of science bay

Download:

oYvtZpW.pngUVVt0OP.pnglMOxt2k.png

 

@alien_wind I kept the "level up crew" functionality because otherwise the lab that can be seen in the IVA oft the Central Hub would be kinda useless ;) 

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10 hours ago, TheBok said:

Thanks for your epic work sir, this mod is amazing.

Could you possibly elaborate on the updates to USI-LS support or point me in the direction of such elaboration? 

There is not much to elaborate. There are no changes for you as a player. USI-LS was updates a few weeks ago which technically disabled the support of this mod for it. The update fixes that. ;) 

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