RoverDude

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

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When using OSE Workshop, all recipes now require a quantity of specialized parts

Wow, that was super fast!

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Hi, just installed new release. Power distribution not working. Any building that pulls power from PDUs just runs out of power. It also sees the correct number of PDUs available.

One more thing, ground tether no longer works, the bases just bounce if I try to enable.

Edited by Gilph

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4 minutes ago, Gilph said:

Hi, just installed new release. Power distribution not working. Any building that pulls power from PDUs just runs out of power. It also sees the correct number of PDUs available.

One more thing, ground tether no longer works, the bases just bounce if I try to enable.

Sounds like a hotfix...

 

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This is most likely just me.

What I did:
Copied my current career of KSP and updated it.  I went to my MKS Minerals drill site / Chemical Refine site and it started to bounce a little.  I thought perhaps the ground tether was no enabled.  I clicked the ground tether button and the bounding stopped. [message indicated that it was released]  I clicked the button again and it started to bounce again.

I then unlinked part of it to see if perhaps there was some stress at a certain part, then enabled the tether again and it exploded .

Thinking that perhaps it was must that site, I loaded up the copy [not upgraded] and the same drill site had no bouncing.

Is there anything that I share that might help?

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Confirm your USI Tools version.  0.8.17 had a bug.  0.8.18 is good, as is 0.8.16 (for your specific situation)

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9 minutes ago, RoverDude said:

Confirm your USI Tools version.  0.8.17 had a bug.  0.8.18 is good, as is 0.8.16 (for your specific situation)

I had the bad apple... as is 0.8.17 Rig Flipping situation

 

Thanks

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2 minutes ago, RoverDude said:

There ya go :)  You caught it in a couple of hours of bugginess!

 

I can confirm, no more bouncy rigs..

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The MKS 'Tundra' Mobile Workshop (2.5m) part's price seems bugged.

- In the tooltip it says it costs 790 funds. Seems ridiculously cheap.

- When you build it, the VAB says it "costs" -16,620 funds and when you launch it, you actually gain that amount of funds.

- In the part's file (Tundra_Workshop250.cfg) it says it's supposed to cost 8000 which sound reasonable.

I have loads of mods though. Haven't tried reproducing the bug in a clean install.

 

P.S.

The Ranger workshop costs almost twice as much as the Tundra 3.75m workshop. Is that correct?

Edited by Smorfty

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The nuclear fuel container costs 2 million to build with OSE. Bug or a feature?

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2 minutes ago, sh1pman said:

The nuclear fuel container costs 2 million to build with OSE. Bug or a feature?

That seems.... off.  Which size?

 

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Just now, RoverDude said:

That seems.... off.  Which size?

 

The big one.

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Just now, RoverDude said:

hmm... check the VAB cost, tbh.  EnrichedUranium is expensive.

Yeah, but it's built empty, and still costs more that 2kk.

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Since a Colonization Module can consume Colony Supplies, and freeze and extend hab/home timers, is there any reason to have a Medical Bay as well?

Edited by FirroSeranel

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25 minutes ago, FirroSeranel said:

Since a Colonization Module can consume Colony Supplies, and freeze and extend hab/home timers, is there any reason to have a Medical Bay as well?

Yes, if you have crew who've been tourist-ized and you want to turn them back.

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43 minutes ago, zabieru said:

Yes, if you have crew who've been tourist-ized and you want to turn them back.

Ah, so the Colonization Module can't do that... and the Med Bay can't extend hab timers, then?

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can i have EL parts hiding again as an option (except survey stake and mallet)? it was so good, i dont need them if i have MKS =( i deleted those hex cans and others from EL folder, but they are still in a game.

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