RealGecko

[KSP ANY] Orbital Colony(1.0.1) - Civilian Population Assets standalone

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Once I recieved a tourism contract that required to build a space hotel capable of holding up to 50 kerbals... 50 KAAAARL!

I started to try various superb station parts pack, but was not satisfied by any of them, as none contained parts that were capable of holding at least 25 kerbals in one part. And also none looked like "hotel" (of course, these are space station parts :confused:).

The only mod that looked close to what I wanted was "struggling to survive" Civilian Population. And eventhough Civilian Population is cool I personally wanted to have it's parts with stock only functionality. That's how I created Orbital Structures.

Contains Apartments, Administration Deck, Science Deck, Biosphere Gardens and some structural Elements.

OrbitalColony-1508708495.2002409.png

Things to note:

Assets

  • Taken from original CivilianPopulation
  • Fixed texture references in every model files
  • Some textures were missing just duplicated from existing ones

Parts

Configs

  • Following parts have internals commented out
    • ApartmentsSmall.cfg
    • ApartmentsLarge.cfg
    • ApartmentsMedium.cfg

TODO

  • convert all textures to dds
  • modify mu files to use dds

MM patches

All credits go to:

A collective work of...

License:

CC BY-NC 4.0

Download:

logo4.pngGitHub-Logo.png

Edited by RealGecko
Mod update

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3 minutes ago, Starslinger999 said:

Is this going to be compatible with MKS?

It has patches for compatibility with USI-LS, but I did not try anything beyond that.

Edited by RealGecko

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I like.  I'm not sure Civilian Population was ever *fully* working, but the assets are great and it's nice to at least have them be usable in some fashion.  I don't think they're likely to need dedicated MKS support beyond USI-LS - the intention was always these were 'civilian' parts, so they aren't likely to contain industrial workspaces, just living/recreational quarters.

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Nice! Always wanted those civilian population parts for interstellar colony ships.

I'll try to make some MM patches for snacks when I got the time to play with it.

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Actually it would be nice if someone could "revamp" the assets, as they need this. Alas I'm a programmer and only thing I can do is fix incorrect texture references with ... well hex editor :D

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@RealGecko, firstly, awesome adaptation of CivPop and the other mods! I can't wait to offer up hundreds of our favorite little green people, in one go, to the mighty Krake.... er....   give Kerbals a lovely home in space.

If I missed it, I apologize, but does this work with Snacks? 

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8 minutes ago, MaeharaProjekt said:

If I missed it, I apologize, but does this work with Snacks? 

Nope, there're MM patches for Connected Living Space, Community Tech Tree, Extraplanetary Launchpads, two Kerbalism profiles, TAC-LS, USI-LS. I think it's not that hard to create a set of patches for Snacks, but currently my goal is the next version of Overdrive :cool:

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1 minute ago, RealGecko said:

Nope, there're MM patches for Connected Living Space, Community Tech Tree, Extraplanetary Launchpads, two Kerbalism profiles, TAC-LS, USI-LS. I think it's not that hard to create a set of patches for Snacks, but currently my goal is the next version of Overdrive :cool:

Thank you for the information! I do need to learn how to make my own patches, so I might as well use Orbital Colony to do it. :D

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Here's my take on snacks compatibility.

I felt like it was weird to just add an ore to snack processor in the garden, so instead I went with a "greenhouse" style config that inputs soil and EC to output snacks directly. The larger the garden the higher the efficiency, while the largest garden having a much faster speed.

@PART[OrbitalColonyApartmentsLarge]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 6000
	}
	
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 60
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.000034723
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

@PART[OrbitalColonyApartmentsMedium]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 2500
	}
	
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 25
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.000034723
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

@PART[OrbitalColonyApartmentsSmall]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 800
	}
	
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 8
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.000034723
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

@PART[OrbitalColonyApartmentsTiny]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 200
	}
}

@PART[OrbitalColonyAdministrationDeck]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 200
	}
}

@PART[OrbitalColonyScienceDeck]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 2000
	}
	
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 20
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.000034723
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
	
	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Processor
		StartActionName = Start Snack Processor
		StopActionName = Stop Snack Processor
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		
		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 0.001
			FlowMode = STAGE_PRIORITY_FLOW
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 50
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.01
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
		}
	}
}

@PART[OrbitalColonyGardenBiosphereLarge]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Snacks
		amount = 40000
		maxAmount = 40000
	}
	
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 40000
	}
	
	RESOURCE
	{
		name = Ore
		amount = 0
		maxAmount = 4000
	}
	
	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Greenhouse
		StartActionName = Start Snack Production
		StopActionName = Stop Snack Production
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.00034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 24
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.00069446
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

@PART[OrbitalColonyGardenBiosphereMedium]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Snacks
		amount = 4000
		maxAmount = 4000
	}
	
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 4000
	}
	
	RESOURCE
	{
		name = Ore
		amount = 0
		maxAmount = 400
	}
	
	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Greenhouse
		StartActionName = Start Snack Production
		StopActionName = Stop Snack Production
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 24
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.000069446
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

@PART[OrbitalColonySmallGarden]:NEEDS[Snacks]
{
	RESOURCE
	{
		name = Snacks
		amount = 2000
		maxAmount = 2000
	}
	
	RESOURCE
	{
		name = Soil
		amount = 0
		maxAmount = 2000
	}
	
	RESOURCE
	{
		name = Ore
		amount = 0
		maxAmount = 200
	}
	
	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Greenhouse
		StartActionName = Start Snack Production
		StopActionName = Stop Snack Production
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.000034723
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 24
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.0000520845
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}
}

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If you are still looking for 50+ kerbal module. SSTU have that, all of them are very nicely modeled and add the possibility to built them in space. IN SPACE! Look for the inflatable ring. Folded, their weight is low, to deploy them you need to bring the necessary material (think furniture etc). Nice mechanic.

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47 minutes ago, RedParadize said:

If you are still looking for 50+ kerbal module. SSTU have that, all of them are very nicely modeled and add the possibility to built them in space. IN SPACE! Look for the inflatable ring. Folded, their weight is low, to deploy them you need to bring the necessary material (think furniture etc). Nice mechanic.

SSTU is smexy and I love using it. The glass and insert-alloy-here frog terrariums from the mods that @RealGecko so kindly collected together in Orbital Colony lend themselves to space habitats in a style that would mesh with my dark fascination of superdeformed Gundam, but before the UC era and the advent of mobile suits.

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OrbitalColony-1508708495.2002409.png

REVOLTING JOOL SPOTTING IN THE WILD

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6 hours ago, TheProtagonists said:

Here's my take on snacks compatibility.

I felt like it was weird to just add an ore to snack processor in the garden, so instead I went with a "greenhouse" style config that inputs soil and EC to output snacks directly. The larger the garden the higher the efficiency, while the largest garden having a much faster speed.

Do you mind me including your patch into the mod?

6 hours ago, RedParadize said:

If you are still looking for 50+ kerbal module. SSTU have that, all of them are very nicely modeled and add the possibility to built them in space. IN SPACE! Look for the inflatable ring. Folded, their weight is low, to deploy them you need to bring the necessary material (think furniture etc). Nice mechanic.

AFAIK SSTU brings a lot of various parts into the game, ALAS my potato laptop is already struggling to run KSP with all the mods I installed, anyway thanks for the point :)

4 hours ago, GregroxMun said:

REVOLTING JOOL SPOTTING IN THE WILD

Da best recolor IMO :D

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Nice, I will try to reintegrate the modifications you did in Civilian Population, I missed the spaceport and the theatre and you manage to revive those :) 

Ho and by the way, you can use civilian pop just for the part, as there will be not contractor delivery nor breeding if you do not allow it. I will do the same for the ageing stuff so that someone who just need the parts but no behaviour could use the mod.

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Just now, Pamynx said:

Ho and by the way, you can use civilian pop just for the part, as there will be not contractor delivery nor breeding if you do not allow it. I will do the same for the ageing stuff so that someone who just need the parts but no behaviour could use the mod.

Hey, really convinient info, thanks for explaining. I included theater, but it really does nothing interesting by itself except holding four kerbals. I think LS mods may use it for "recreation", AFAIK some of 'em have something regarding kerbonauts mood, but I'm not familiar with any of LS, so I cannot apply patches right now, this will require some trial and error testing from my side.

Also note that "Flight School" in OC is now "Administration Deck" so it's a command module capable of only holding 8 kerbals and with all attributes of command module. "University" turned into "Science Deck" so it's now a giant lab capable of holding up to 20 kerbals and store up to 3000 data (description = Whole R&D launched to orbit :D).

Actually original CivPop contains much more assets, but I stopped at including structural components, cause did not want the mod to be abundant, we already have a lot of nuclear reactors, storage tanks etc. I also put aside all assets regarding surface structures as I wanted only orbital ones.

I think maybe it'll be a good idea to split all assets into various submodules that can be installed separately like:

  • Core - Administration, Science Deck, apartments, theater
  • Hydroponics - gardens, biospheres
  • Structural - trusses
  • Containers - all sorts of storage tanks
  • Power - reactors

And then also create another mod "Surface Colony" that'll contain surface assets (also split into submodules) like

  • Biodomes
  • Farms

Or maybe we shall create a mod that's called simply "Colony" and add all the assets there.

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5 hours ago, RealGecko said:

Do you mind me including your patch into the mod?

Of course not, please go ahead!

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1 hour ago, MaeharaProjekt said:

@RealGecko Thanks to you both!  I'm gonna use @TheProtagonists 's patch to immediately get my new orbital kapsule motel going. I'm shooting for negative reviews on Kelp, Ekkspedia, and Kerbyak.

Well, thanks for all the people who put effort into Civilian Population :)

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32 minutes ago, RealGecko said:

Well, thanks for all the people who put effort into Civilian Population :)

Oh yes. Indeed! :blush:

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I'm looking at doing a small patch/PR to add Community Category Kit support to this mod, and I realized there's three choices on how to do so:

  1. Parts in both CCK (when installed) and normal category.
  2. Parts in CCK category and CCK required.
  3. Parts change to CCK category when CCK is installed.

The simplest is #1, which would work fine.  It also has the advantage of leaving the parts findable by the standard search function.  (Which doesn't seem to handle custom categories.)  The only real disadvantage is that some people get offended if a part is in two places. #2 is also fairly simple, but more overhead for RealGecko, as either you have to bundle and keep up to date CCK or explain why the parts don't show up to people who forgot to install it.  #3 is a bit more complex, and means that 'are the parts working' is a bit less deterministic, as they could be in different places depending on what else is installed.  (And I'm not sure how well KSP handles parts changing categories after unlocking, if people add mods mid-game.)

I personally lean towards #1, but I've seen a number of reports in different threads for that type of behavior being a 'bug' that needs to be fixed, so I wouldn't want to put the PR in without letting the maintainer know that they're likely to see that (in my mind, erroneous) report.  As far as I can tell, *none* of the choices is completely clean - with the search function issue/bug the latter two will have issues as well, the question is what's intended and what RealGecko prefers.

 

(And this post is probably longer than the PRs for all three choices put together...)

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Actually I tried to master CCK with no luck at all, I wanted to add Colonization category. I really like approach #2 cause I don't like mess in Utilities tab.

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I was just planning on putting the greenhouses in the LifeSupport category, which is simple enough.

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1 hour ago, DStaal said:

I was just planning on putting the greenhouses in the LifeSupport category, which is simple enough.

Sounds reasonable. I was thinking about creating manufacturers tab, similar to KPBS's one. But looks like it requires some coding. And I want to keep this mod free of any dependencies (or rather code) except stock, so that it can be easily used with any KSP version.

Hmmm, maybe approach #1?

Actually I'm confused :D

Approach #3 is the most attractive one, but if it's complex and not reliable, then we have to avoid it. OTOH difficulties are always good, as overwhelming 'em leads to perfection :D

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