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[1.12.x] - Modular Kolonization System (MKS)


RoverDude

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Hi, I installed the Constellation 2020-12-31 prerelease to try the KonFabricator, but the only function I can find is Legomatic to produce Mk from Ore - I still have to work on accepting this as non-OP as so far producing Mk in a Kolony was a really big achievement for me. Is the actual 3D printing function not implemented yet, or am I missing something?

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3 hours ago, bounty123 said:

Hi, I installed the Constellation 2020-12-31 prerelease to try the KonFabricator, but the only function I can find is Legomatic to produce Mk from Ore - I still have to work on accepting this as non-OP as so far producing Mk in a Kolony was a really big achievement for me. Is the actual 3D printing function not implemented yet, or am I missing something?

In the pre-release there should be a separate menu button for the Konfabricator on your stock menu bar vs. a PAW (this is changing in the next pre-release).  Also note that the Ore->MatKit ratio is pretty rough, and that more than MatKits are required for a lot of parts.

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13 hours ago, Feye said:

 

Exactly why I asked if it scales with the science multiplier... because driving around on Kerbin SOI with (bon voyage enabled) rovers is trivial and the amount of science will be hilarious just from that.
Guess I'm gonna survey all the stuff and delete 90% of the science gained via save file edit (it's easy enough).

You can delete science inside the game with the console Ctrl-Alt-F12

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More just tossing out a design note RE Fabrication, etc. 

there were a few of constraints when updating Konstruction for in-situ.

  • Konstruction needed to work stand-alone without an MKS supply chain.
  • The behavior of the Legomatic and the Konfabricator needed to be exactly the same whether you had an MKS install or not.

So the net behavior is that MatKits comprise a lot of the part mass - but at a pretty high ratio, and the LegoMatic is at a 10:1 conversion ratio which makes things tougher.  The side effect is that you get reasonably easy (assuming you have enough drills, etc.) MatKit production early on.  Which is actually kinda nice for MKS as it smooths out the production cliff a bit.  But you're going to be shipping in a lot of stuff (SpecParts, Robotics, Electronics, etc.). so your long-term chain is a bit more complex for 100% off world (adding a bit of a jump at the end of the production curve).  Since this is the same stuff used for vessel construction, it means that while the first part of the chain can be a bit easier to work with, the tail is a bit more challenging, and IMO that's pretty good stuff.  Also your tail end resource chain can be significantly more efficient, which is also good.  Also had to do a bit of defensive coding (and may have to do a bit more) since some mods/modders break the rules of CRP, which in turn messes with some of the planetary resources.

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Hey Roverdude, just letting you know that MKS version 1.3.0.0 is hanging on load for me.  It is calling for a part:  "UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe"

There is a LightGlobe.cfg in the main Parts subdirectory. Deleting this allowed the game to start.

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3 hours ago, MartyG said:

Hey Roverdude, just letting you know that MKS version 1.3.0.0 is hanging on load for me.  It is calling for a part:  "UmbraSpaceIndustries/MKS/Parts/LightGlobe/MKS_LightGlobe"

There is a LightGlobe.cfg in the main Parts subdirectory. Deleting this allowed the game to start.

Hi. This is a known issue and fixed on 1.4.0

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7 hours ago, MartyG said:

Cool, thanks for the quick answer.  Somehow I got hold of 1.3.0. Can't remember where I DLed it from,  but someone is obviously hosting an old version.

Get the latest version of USI/MKS from the GitHub repository or Spacedock, as  listed on the OP, or use CKAN to help manage dependencies and updates.

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3 hours ago, RoverDude said:

Kerbals in both? 

Yes. There is something wrong with my game, because I just checked The Mun base and scavenging  also stopped working.

Edit: I removed several mods, including KSP Interstellar, and seems to be working again.

Edited by Tacombel
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5 hours ago, Tacombel said:

 

I must be doing something wrong, because the habitation module at the bottom is not receiving supplies from the greenhouse or the kontainer in the top left.

 

Is there USI kontainers in both? I am not sure if it would work without parts that have the local logistics module. 

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21 hours ago, Tacombel said:

Yes. There is something wrong with my game, because I just checked The Mun base and scavenging  also stopped working.

Edit: I removed several mods, including KSP Interstellar, and seems to be working again.

Interesting - hate to ask, but can you let us know which mods?  Would be really good to know which is causing us grief.

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2 hours ago, RoverDude said:

Interesting - hate to ask, but can you let us know which mods?  Would be really good to know which is causing us grief.

I removed them just because they were the last ones I installed: DaMichel's parts mods and Fuel Tank Plus. No part of this mods is in use in the bases.

And I was to fast to talk, it is still not working. I will post when I find anything more useful.

The only thing is the console spamming this lines, both the orange and green lines. The green lines appear 5 or 6 every second or so.

zJ9b0ii.png

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2 hours ago, Tacombel said:

I removed them just because they were the last ones I installed: DaMichel's parts mods and Fuel Tank Plus. No part of this mods is in use in the bases.

And I was to fast to talk, it is still not working. I will post when I find anything more useful.

The only thing is the console spamming this lines, both the orange and green lines. The green lines appear 5 or 6 every second or so.

zJ9b0ii.png

Ground tethers on?

 

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On 2/10/2021 at 6:48 PM, RoverDude said:
On 2/10/2021 at 6:48 PM, RoverDude said:
On 2/10/2021 at 6:17 PM, Ollz said:

I Know this Mod Fits In With USI, Life Support, But will it Work With Kerbalism?

 

All bets are off with Kerbalism because of how invasive it is.  To be honest, I don't recommend it.

Will MKS work well with TEAC-LS?

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50 minutes ago, nickicool said:

Will MKS work well with TEAC-LS?

It will work with TAC-LS.  It works well with USI-LS ;)  There's a community provided TAC-LS config, but no support for it nor can I confirm that it's been kept up to date.

Semi related, over time we'll be pulling out some of these third party patches and encouraging the community to maintain these as an optional package vs bundling them with the download (It clears confusion over who has to support it, etc.).

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Forgive me if this is a dumb question but im missing something here and i just cant figure it out. Read the wiki and tried to google the solution with no luck. Im trying to mine an asteroid but none of my drills have a start option. They just extend into the asteroid and wont run. What does one need to do in order to start mining an asteroid? Is there a particular drill or scanner i need to be using to get the MKS resources?

6fQPopW.png

Edited by Aest47
added picture
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4 hours ago, Aest47 said:

Forgive me if this is a dumb question but im missing something here and i just cant figure it out. Read the wiki and tried to google the solution with no luck. Im trying to mine an asteroid but none of my drills have a start option. They just extend into the asteroid and wont run. What does one need to do in order to start mining an asteroid? Is there a particular drill or scanner i need to be using to get the MKS resources?

Also keep in mind you have to configure the Drills for the resources you're planning to extract - their default setting is DIRT.
If you didn't configure them in the VAB/SPH before launching, you can still do that on-site, but it costs Specialized Parts, Material Kits and EC.

Nvm I just saw you did that

 

Unrelated to drills:
I just looked through the various WOLF Hoppers and what they spit out in terms of usable output... and holy solid organic waste products >1200 colony supplies for the 2.5m life support hopper?
Isn't that just a teeny tiny little bit overkill? That'd be enough for >400 Kerbals? :o

Like when would you ever build on that scale?

Edited by Feye
Reading a screenshot is hard, mkay xD
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5 hours ago, Feye said:

Unrelated to drills:
I just looked through the various WOLF Hoppers and what they spit out in terms of usable output... and holy solid organic waste products >1200 colony supplies for the 2.5m life support hopper?
Isn't that just a teeny tiny little bit overkill? That'd be enough for >400 Kerbals? :o

Like when would you ever build on that scale?

Did you see that the new 20m atlas parts have a max crew of 96 each?

A couple of hab domes and a couple of factory domes would let you use most of that.

Question: do the Atlas parts still benefit from only the highest specialist on the station?  I vaguely remember something about multiple specialists being useful, but that might have been in relation to WOLF...

If you only benefit from one specialist, that is a *lot* of kolonists...

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5 minutes ago, Terwin said:

Did you see that the new 20m atlas parts have a max crew of 96 each?

A couple of hab domes and a couple of factory domes would let you use most of that.

Question: do the Atlas parts still benefit from only the highest specialist on the station?  I vaguely remember something about multiple specialists being useful, but that might have been in relation to WOLF...

If you only benefit from one specialist, that is a *lot* of kolonists...

Atlas parts have the same rules as their Tundra counterparts - only larger :)

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13 hours ago, modus said:

I'd say it's because the asteroid doesn't have the resource(s) you're tryning to mine. 

Think you have to do a surface scan first.

Thats what i thought was the problem maybe. I built a module with a surface scanner and a narrow band scanner just to rule that out but both seem to think im talking about Kerbin which im in the SOI of and say "To High" as the values. One of the drills is configured for ore and that doesnt run either.

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