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


RoverDude

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On 12/18/2019 at 2:55 PM, Terwin said:

1) ckan can be wonky some times.  Usually it works ok, but if you are having problems with CKAN installed mods, the first step to try and fix it is to uninstall the CKAN mods and install them manually(for MKS this involved downloading from github{the 'latest release' link https://github.com/UmbraSpaceIndustries/MKS/releases  } then putting the contents of the zip file into your gameData folder)

2) the extraplanetary Launchpad models are no longer maintained and have been hidden/disabled so that they will not appear any more except on previously built vessels(to avoid breaking saves).  I believe there is a mod out there that will re-enable them, but General Construction(Previously Ground Construction) has replaced extra-planetary launchpads as the recommended on-site building mod for MKS

I tried installing it by hand but theses Drills don't appear to. any other ideas?

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On 12/18/2019 at 9:45 PM, DStaal said:

Actually, the solution is fairly simple:

Leave, the come back.  Or quicksave and then reload.

The nice looking attachment pieces (actually, they're fairings) will load upon scene load.  It's just when they're first attached via KIS (this is KIS, not KAS) that they don't load.

That did the trick, awesome! Thank you very much :D

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I can't hire anyone, i tried reinstalling the game and mod. I made new save and this problem still happens. In the console i get "Exception:NullReferenceException: Object reference not set to an instance of an object" everytime i hire. I'm using ksp 1.7.3 with MKS and USI-Life Support.

Here's my log

https://gofile.io/?c=mxRZ1z

Edited by idkwhattochooseausername
forgot to include log
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Greetings!

I was wondering if there is any news regarding Wolf or the Atlas parts. I'm getting back into KSP after about a year and catching up. I've seen in this thread that there were some Twitch streams demoing the new mod/parts but they don't seem to be available anymore. Is there a download link available for Beta testing?

Sorry if this information is already available. I did some searching around and was unable to find anything from the past 6 weeks. I'm sure with the holidays things have slowed down a bit.

Great thanks!

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I've actually been wondering the same thing, the discussion feels like WOLF is out, but I just can't find it, so I'm wondering if I'm just being dumb or if it's not released yet.

If it's not released yet, cool.

 

(I'm also thinking of getting back into KSP. I last played about a year ago. I actually have to play very sporadically because KSP sucks me in like no other game I've ever played. But I've got some time off over the holidays so figured I'd indulge.)

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Due to the lack of twitch streams or a release announcement(I have been watching closely for this, last MKS release was 10-28 according to Git-hub), I suspect development is on hold while RoverDude works on something covered by a comprehensive NDA.

My hope is that Star Theory looked at how highly-configurable USI-LS is and tapped him to update and clean-up the mod for inclusion as the stock life support system in KSP 2, but with just enough background processing/environment awareness to common points of confusion such as the remaining EC time dropping even though a base is staying fully charged.

With any luck, many of the elements of MKS will also be part of base-building.

 

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On 12/20/2019 at 10:00 AM, .Iszox said:

This is my modfolder. I had this Problem with only Roverdude Mods and their Dependencies installed so i think the Problem is somewhere there. The Logs:https://github.com/Iszox/Mod-Problems

 

TTTvNhD8.png39PXfIy.png

HI @ISzox. I had the same issue. The reason was the ReStock Mod. After I whitelisted Squad/Parts/Resources/RadialDrill/ the MKS big drills showed up. The link below detalis how to do it.

https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist

Btw, @RoverDude thank you a lot for this great mod!

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  • 2 weeks later...
3 hours ago, goldenpsp said:

As @CateredCarrot said, you can just add it manually.  Other than ending up with more parts the result is the same.

Oh ok.  Glancing through the thread for GC it looked like MKS might have made some changes to GC configs so I wasn't sure if I should just wait until it was re-added.

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5 hours ago, Rein said:

Oh ok.  Glancing through the thread for GC it looked like MKS might have made some changes to GC configs so I wasn't sure if I should just wait until it was re-added.

MKS only has the 'GC core' piece, which is basically GC without some of the workshops(as MKS has its own), and may not have the recipe for making specialized parts out of ore.

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On 12/28/2019 at 1:59 AM, CateredCarrot said:

HI @ISzox. I had the same issue. The reason was the ReStock Mod. After I whitelisted Squad/Parts/Resources/RadialDrill/ the MKS big drills showed up. The link below detalis how to do it.

https://github.com/PorktoberRevolution/ReStocked/wiki/Asset-Blacklist-and-Whitelist

Btw, @RoverDude thank you a lot for this great mod!

Thanks for the solution

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I've got a station obriting the Mun with various components, incluing a piloted Pioneer module, and plenty of various kerbals, but I don't seem to be getting any kolony rewards. Also, nothing happens when I click on check kolony rewards on the pioneer module. Am I missing something about how the rewards work or is something going wrong? Cheers!

Thanks for the mod by the way, it's awesome!

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2 hours ago, Falesh said:

I've got a station obriting the Mun with various components, incluing a piloted Pioneer module, and plenty of various kerbals, but I don't seem to be getting any kolony rewards. Also, nothing happens when I click on check kolony rewards on the pioneer module. Am I missing something about how the rewards work or is something going wrong? Cheers!

Thanks for the mod by the way, it's awesome!

From the wiki

 

Quote

Kolony Bonuses are accrued by kerbonauts spending time on the relevant body and which stat they contribute to depends on their specialisation (FundsBoost contributes to Geology rating, ScienceBoost contributes to Botany rating and RepBoost contributes to Kolonisation rating). As these points are generated, in addition to providing production and habitation buffs, they will also generate their namesake resources over time, which can be collected from a Pioneer module on the vessel containing the points-generating crew.

So I'm pretty sure you have to be ON the Mun, not orbiting it to accrue kolony rewards.

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Are the KIS/KAS Flex-o-Tubes deprecated for the 1.2.0 version of MKS (for use in 1.7.X versions of KSP)? I've been looking for them but can't find them. I suppose the alternative is to just use KAS pipes to link up my bases, but the Tubes looked so much nicer.

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41 minutes ago, terrendos said:

Are the KIS/KAS Flex-o-Tubes deprecated for the 1.2.0 version of MKS (for use in 1.7.X versions of KSP)? I've been looking for them but can't find them. I suppose the alternative is to just use KAS pipes to link up my bases, but the Tubes looked so much nicer.

The parts they were based on in KAS were deprecated, and it took a bit for a new solution to be found.  I think there's a changed patch in the version for KSP 1.8 that lets them work, which you could backport.  (Otherwise there's some discussion on the issue earlier in this thread.)

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21 hours ago, RoverDude said:

Hey!  Sorry for the absence, had a few things to sort out followed by holiday and conference :)  Will be working on the next patch soonish as I have a holiday coming up.

Great to have you back - wholeheartedly reject any idea of you apologising, of course.

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