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module manager: increase stored science in labs.


magnemoe

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This is an fairly simple issue, labs can only store 500 science, with high level scientists they will fill up the 500 in less than an month. 
To reduce number of interupts during long interplanetary missions I thought to increase the science storage to 2000, this would let the lab run longer. 

However I have no idea how to work with module manager, even if this should be an very simple script. 

Any guides or tips or samples?

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Yes, you separate parts by comma in the bracket. No spaces.

@PART[some_part,someotherpart,yet_another_part]

Note: science labs work faster the more data they store. By upping the max science cap, you just massively buffed the maximum research science production speed.

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This should work too, but it should apply to all science containers... but I'm not home right now... so I can't 100% verify.

 

@PART[*]:HAS[@MODULE[ModuleScienceConverter]]:Final

{

%MODULE[ModuleScienceConverter]

{

%scienceCap = 2000

}

}

Edited by TheKurgan
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5 hours ago, magnemoe said:

Thanks has to test it, assume I just add other mod labs to file to. 

In that case it's:

@PART[*]:HAS[@MODULE[ModuleScienceConverter]]:Final
{    
@MODULE[ModuleScienceConverter]
 {
  @scienceCap = 2000
 }
}

 

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21 hours ago, Streetwind said:

Yes, you separate parts by comma in the bracket. No spaces.

@PART[some_part,someotherpart,yet_another_part]

Note: science labs work faster the more data they store. By upping the max science cap, you just massively buffed the maximum research science production speed.

No that is data storage or input, who as you say science created is an faction of stored data so with more data you get more science. 
Has two labs from mods with other values. 

Science is output, then you have 500 science the lab stops working, with two high end scientists this happens in 20 days, with larger science capacity lab can run for 3 months before getting full. 
Yes this will give less science at end as you start running low on date.
 

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