Xtra Posted April 21, 2022 Share Posted April 21, 2022 (edited) On 4/21/2022 at 9:53 AM, modus said: Also, 2 material kits in your depot. Forever. That's not the same as having 2 units of MK. Have you tried making MK without WOLF? And then, doing stuff with those MK, like making colony supplies? Talk about monstrosities, lagging your game. The (imho very cool) thing with WOLF is that you can set up huge mining bases, all running in the background. Yes, sometimes you have to make weird looking big things*, and yes, setting up a WOLF base off Kerbin can be hard and maybe a bit of a grind, but in my experience it's totally worth the effort. *It's very much possible to build WOLF stuff in pieces, you just have to make good use of the planner, like @RoverDudesaid. Don't try to do everything in one go. You have to look at the 'recipe'. If you want to fabricate MK, the fabricators recipe has to be MK. To change the recipe, click on 'next recipe' untill it says what you want Okay I feel like I'm talking to myself but I'll try this again. I'm not blind and can see that recipes can be changed and that use of the Planner is the way to get the correct configuration but... what I'm putting in while it should make sense and be logical isn't coming out that way. Example: KSC has the following Harvest-able Resources: Dirt 590 Gypsum 115 Hydrates 105 MetallicOre 90 Minerals 10 Oxygen 1000 Silicates 5 Water 830 Xenon 0 If I set my Bulk Harvester to Dirt => MetallicOre, in the planner I see at the bottom of the planner - Dirt Abundance 590 Harvested 0 (-5) Available 585 UP TOP in the planner I see Dirt Incoming 0 (+10) Outgoing 0 (-25) Available -15 So... I understand that I haven't deployed this unit so it's NOT currently harvesting... What I don't understand is, am I trying to make the Top Available go Positive or Negative to achieve my resource? Is the Goal to drive the Bottom part of the Planner Available down to Zero???? Logic to me says that if I set my Harvester to Dirt => Metallic Ore then that's what I'm going to get, but it doesn't look like I am in the Planner window. Next part of the logic would be if my Harvest-able Resources is Zero then if I set my Harvester to Xenon => Whatever... I'm not going to get Anything because there is no Xenon at that area. Setting the Harvester to whatever my Harvest-able resource tab says I have should yield that Item .... there shouldn't be a recipe because it's not a refinery or converter but a Harvester. The Refinery is where I take that Raw resource and extract or choose the recipe of what I want from that resource. Example: Dirt yields Ores,Minerals, Rare Metals, Metals, Exotic Minerals, Gypsum, Metallic Ore, Silicate, Substrate Hydrates yields Water, Oxygen, Chemicals, and other Fluid items. What I was attempting to do per the example that was given in the documentation I was going off was to create Material kits. I have 4 options within the Fabricator: Colony Supplies, Machinery, Mat kits, Special parts Each have 3 recipes within them all pointing back to each other... i.e. Colony Supplies => (Machinery, Mat kits, or Special Parts) and so on. If I understand the logic... I want Mat kits... so I set the Fabricator to Mat Kits => (Whatever). But what I'm not understanding is... in setting it to this... is it Making Mat Kits from the Whatever OR is it taking Mat Kits and making the Whatever? That (=>) symbol is confusing. Example: Setting Fab mod to (Mat Kit => Machinery) Would this mean that I need to somehow make Machinery in order for the Fab mod to make Mat kits? BUT when I open the CFG file for the Fabricator module and look at the Recipe for Mat Kits, it's looking for 1 Chemical, 1 Maintenance, 2 Metals, 2 Polymers, 1 Power, 1 TechCrewpoint. Nowhere in that recipe is it asking for Machinery, Colony Supplies, or Special parts! So it appears to be a disconnect. The CFG file for Fabricator Colony Supplies Recipe throws in more questions as it asks for: 5 Machinery, 1 Maintenance, 3 Mat kits, 1 Power, 2 Special Part, 1 Techcrew. So you'd need a Fabricator building nothing but Mat kits, another for building Machinery, and another to build the Colony Supplies. A total of 3 Fabricators to build Colony Supplies, which I'm okay with if I better understood what the options are telling me to do. I'm not knocking this Mod... I love it or rather WANT to love it. I'm just not understanding how it works to get it to work and thus missing out on what could be a very Great part of the overall simulation, because... KSP is more simulation then game. Bottomline: Bulk Harvesters shouldn't have Recipes. It should have options to harvest the raw materials that are in that biome period. Refineries breakdown the raw materials into the various bi-product of those raw materials. (Recipes) Fabricators combine those refined materials into a new resource/product. (Recipes) Manufacturing combines any of the above materials to make the final product. (Recipes) I wish I had the knowledge you all do on creating these mods and I do appreciate the time and effort put into them... All of them good/bad or otherwise. The whole idea of this forum is to discuss them and promote new ideas or refinements.... To also gain knowledge that we didn't have before. My last ask is that no one take offense to my post, but to understand that I'm asking for assistance and helpful assistance is appreciated. If there is a document I need or should read, great - point it out.... but to say change the options without an explanation or asking if I tried is not helpful, just snarky. Edited April 22, 2022 by Xtra Added more clarification Quote Link to comment Share on other sites More sharing options...
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