maculator

[1.4.X] Colonists!

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I really like the idea behind this mod and one of the scopes of what and why I build concerns colonization. I'd love to staff my biggest (or smallest) ships with kerbals of this kind, especially that soon I'm no longer going to play only Sandbox. :) Now let me poke your mind. @maculator

What color (if it was in your power to, or in your TextureReplacer config) would you have as default for colonists? Green, like the emphasis in the OP?

* Got here from a thread about a medics trait in which you were tagged.

Edited by JadeOfMaar

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I'm planning to use Green for colonist and when I get into putting symbols on their suits I'm thinking a 3 bladed Leaf.

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love the mod, Would like to suggest that for the next update you add a symbol for them so we don't get a interrogation sign in their portrait (specially if using portrait stat) thanks

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I now got the idea to suggest Portrait Stats integration... and the clover would be a perfect symbol.  @Rafael acevedo @Vorg :)

If you can do that, Vorg, I'd like to believe that you're actively on OP's dev crew, which is more awesome.

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I've just been messing with texture replacer and custom suits.

And I wasn't thinking clover, I was thinking pointed 3 leaf. Something along the lines of: ashleaf-maple-leaves.jpg

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22 hours ago, Vorg said:

And I wasn't thinking clover,

Oh, alright then. I guess any plant will do, once it's not secretly a toxic one like Poison Ivy. :P

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I noticed there is a icon for Life Support in the VAB. Maybe added by Roverdude, but it is what I had in mind.

Edited by Vorg

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can you update your version info to 1.2.1 so CKAN will grab this?

 

oh and Science full reward as well.

 

I am assuming they are 1.2.1 compatible that is?  just have not updated the tag to tell CKAN to go ahead?

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Oh my goodness, I'd been thinking of doing this exact mod! :D

My thought for the skill tree was a little less... powerful... though. The idea being that they're less capable than any one Kerbal, thus ensuring you still care about sending a three-man pod to the moon (for that Pilot to land it, the Scientist to research it, and the Engineer to fix it, right?)... but can still be a slightly more versatile 'handyman' for rover work and, crucially, a cheaper source of personnel for life-support dependent bases: Simply rig up contracts that award them, tourist-style, and are satisfied by getting them to their destination!

0: Tourist with EVA and ability to 'work' for life support facilities (I'm not sure whether this is possible, but is probably worth checking with MKS and the like guys whether it's possible) - if you want them to be much use outside of a moonbase, you'll need to train 'em. :wink:
1: Vehicle control (sans SAS or other handy help): Basic controls for driving rovers, or piloting craft in a pinch, but you'll really want a pilot for the fiddly stuff.
2: Repair wheels: Now you can drive your Space Truck, it's time to maintain it. Articulated legs and the like remain the remit of Engineers; this is for the guy that needs to swap a tyre.
3: EVA Samples: You still need a Scientist if you want to maintain the kit in the back, but he can be trusted to dig 'em out.
4: Repair solar panels: Gettin' handy round the base.

If a multiplier could be granted to working in Life Support mod Greenhouses, that'd be even better - but that, again, depends on talking to the Life Support guys. :)
I wonder if UCS's homesickness rate can have a Colonist multiplier for willingness to stay around a long time? Colonists rapidly lose interest in going home would be... thematic. :wink:

Whatcha think?

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Quick question: does this have compatibility with Dangit and KIS/KAS? As (I think) only an engineer can assemble thing with KIS/KAS or repair things with Dangit.

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Similar to some, since now some other mods are trying to tie into this, cann we get a confirmed version update so Ckan can coordinate? would be nice.

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@maculator I thought pilot levels affect SAS control availability? You can't limit that? Level 0 give you control and Level 1 (or higher) gives you basic SAS Attitude Hold. Or are pilots abilities hardcoded so you can't limit progression? (If so, I wonder if you can integrate a Probe Core-like command module into a kerbal for limiting SAS functions.)

Edited by StahnAileron

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They're hardcoded for me. I can only do module manager, not create .dll files :S So I can only add piot skill but can'T limit how far they can progress in that skill.

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I have had this mod for a while now; but I have never been able to hire them in the Admin building.  I can only find them randomly on rescues.  Is this the norm or am I just dense?

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On 11/10/2016 at 2:28 AM, hraban said:

Please also add tourists who never learn anything and can not control a space ship. Experiments which touch them should be lost.

 

Edited by Errol

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