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[1.12.x] KSPCasher: Cash Economy Rebalance, Continued


linuxgurugamer

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This is a revival and contuation of the KSP Casher mod, written by @astat , original thread here:  http://forum.kerbalspaceprogram.com/index.php?/topic/139279-112-kspcasher-cash-economy-rebalance-021-22-may-2016/

The new version for KSP 1.4.1 has new dependencies

New Dependencies

CKAN has been updated to install the dependencies, if needed.

What this mod does is:

  • Buy tech nodes for cash
    Nodes in the research tree will now cost funds instead of science. Any science spent is refunded when you leave the R&D building.
  • Get cash for science
    Turn science into cash at the click of a button
  • Daily budget
    Every day at 4am you receive cash according to your reputation level. Use the "Warp to next morning" button if that node is just a few bucks away.
  • Let you configure all the above
    Click the "$" button to change the multipliers for all of the above, values are saved with your save game

But Why?

Career mode for me just seems to be motivated only by science, and most can agree it's a bit of a grind unlocking the tree. Making this easy change using the plugin system allowed me to play the game with a slightly different outlook, and combined with other mods you are able to progress the game using contracts or funds from your production/mining empire. The reputation budget is just another way to reduce grind, go ahead and time accelerate that engine tech upgrade if you need to.
 

Download: https://spacedock.info/mod/1267/KSPCasher Continued

Source: https://github.com/linuxgurugamer/kspcasher

Also available in CKAN

License: MIT

fzaBFJg.png 9VWsSpY.png

Compatible with:

  • Strategia
  • Kerbal Construction Time
  • Real Solar System (24 hour budget cycle)

Recommended Mods for a Cash-Based Career Mode:

  • Contract packs, all of them
  • Karbonite+ (Find Karborundum for much $$)
  • Kerbin-Side + Supplements (for more profitable opportunities on Kerbin)

Changes from original release

  • Added code to prevent it from running when not in a career game
  • Fixed display of countdown time to prevent seconds from flickering
     

Incompatible with:

  • Kerbal Construction Time

Notices

This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin.

 

Edited by linuxgurugamer
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Another great mod revived - I used this one a LOT back when it worked. A request, though, if I may - I have another mod that does the budget part. Is it possible to turn this one's completely off, either through toggle or setting the multiplier to zero?

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  • 3 weeks later...

Trying this mod and have some issues

- Purchasing science appear to clash with Kerbal Construction Time. Basically I can buy a science node despite not having enough fund, and KCT is happy to add the node onto its research queue. Disabling KCT research time workarounds this.

- Every time I leave the VAB I get the budget :confused:

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6 hours ago, pwhk said:

Trying this mod and have some issues

- Purchasing science appear to clash with Kerbal Construction Time. Basically I can buy a science node despite not having enough fund, and KCT is happy to add the node onto its research queue. Disabling KCT research time workarounds this.

- Every time I leave the VAB I get the budget :confused:

I would venture to think that this would not work with KCT.  

And when leaving the VAB, I assume you have KCT installed?

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15 hours ago, linuxgurugamer said:

I would venture to think that this would not work with KCT.  

And when leaving the VAB, I assume you have KCT installed?

Yes I have KCT kspv1.2_3 (which is a dev version) installed.

Edited by pwhk
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  • 4 weeks later...

New release, 0.2.3:

  • Fixed ScenarioModule to properly save data
  • Merged in some code from @severedsolo to load one instead of every scene
  • Fixed window not going away when entering other scenes
  • Fixed bug where cash was added every scene change
  • Moved ScenarioModule into it's own file
Edited by linuxgurugamer
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  • 3 weeks later...
  • 4 months later...
public void TechUnlockEvent(GameEvents.HostTargetAction<RDTech, RDTech.OperationResult> ev)
{
  	// [snip]
	int num = ev.host.scienceCost * 10000;

Please fix it to actually use ScienceBuyMultiplier! Spent an hour wondering if I was going insane ;.;

EDIT: Sorry, missed the github link. Sent a PR.

Edited by windowsguroplayer
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  • 1 month later...
On 6/15/2020 at 11:31 PM, FabioofSpace said:

Hey, is it possible to make it show what is the price of a tech node without having to click on buying it?

I just discovered this mod.

It appears to be 10000:1 by default, settable in the mod.  You can use some quick head math to note it.

So for example 550 science is 5.5 Million

Agreed though, having $$ numbers in the research screen would be nice.  Just a cosmetic add of text, not even altering anything in there.  Sort of like a hover.

 

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1 hour ago, maj. M.AL. funqt10n said:

idk if it helps but u can just set the node's science cost to 0 when registering for RDNode.OnNodeSelected event  (and store the cost value for reset at RDNode.OnNodeUnselected). just a solution i found when working on my own mod.

What are you replying to?  if the post from @SkiRich that is over a year and a half old

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