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[1.5.x~1.7.x] ProgressiveColonizationSystem - Life Support & Colonization for more fun in late game


NermNermNerm
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Having an issue (well i can see it as an advantage sometimes but it's still bugging me), my kerbals aren't eating snacks anymore. Yes, I know they don't eat snacks while on kerbin, and they'll happily work again when back on kerbin even if they're out of snacks. But here, they're not eating them while in space. I may have enabled infinite propellant and electricity at some point but it's been disabled since then and I don't see what else could cause this.

Help please.

 

EDIT : Aaaand the cupcake button is gone .. noticed that recently. Bad mod interaction ?

Edited by Nirahiel
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On 3/12/2021 at 5:09 AM, Nirahiel said:

EDIT : Aaaand the cupcake button is gone .. noticed that recently. Bad mod interaction ?

Not eating and this button is gone?  Hm.  I think something has gone wrong in your install and it's not loading at all.

Debugging something like this is pretty near impossible - and if one mod has a problem like this, likely more do.  You might back up your KSP folder, wipe all your mods out and reinstall them all.

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On 3/13/2021 at 9:33 PM, NermNermNerm said:

Not eating and this button is gone?  Hm.  I think something has gone wrong in your install and it's not loading at all.

Debugging something like this is pretty near impossible - and if one mod has a problem like this, likely more do.  You might back up your KSP folder, wipe all your mods out and reinstall them all.

Aha. I had the same problem (which I first noticed in seeing that none of my parts had settings for tiers in the PAW).  After quite a lot of mucking around, I think I found it. I fiddled a lot with deleting and reinstalling stuff to no avail. Then I took a quick glance at the KSP.log. That's often too cryptic and full of cra^h^h^hstuff for me to figure much out, but this time I noticed right near the beginning a "poodle" (as the forum software likes to bowdlerize a term also used to refer to female dogs :-)) about PKS throwing an exception. Seemed to be related to being unable to find things in contract configurator. I'm not even using contract configurator. Hmm... I wonder... Added contract configurator and that seemed to  solve it. I'm guessing the newest version of PKS added a hard dependency on contract configurator, but that dependency didn't get added in CKAN. I suppose I ought to mention this in the CKAN forum, but I don't know how (or if it is even possible) to post a single message to both fora ( @HebaruSan   ?). Also, I probably ought to verify my guess with @NermNermNerm.

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  • 3 weeks later...
On 3/15/2021 at 1:36 PM, rmaine said:

the newest version of PKS added a hard dependency on contract configurator

You're probably right - I'll have a look at fixing that this weekend.  I thought I had arranged for it to not straight-up require it.

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  • 4 months later...

@NermNermNerm I very recently started a new 1.12.2 career using PKS. Had been waiting for a version of EL that worked with 1.12.2; have one now. Anyway, 3 things I'll comment on - one new and 2 old.

The new thing is a bug in the base game that hits PKS. Fortunately, @nertea helpfully pointed me to a fix, which other users of PKS might also want to be aware of. They will want to install the community fix for the recovery cost bug in KSP 1.12.2. Without that fix, you can't get any credits for selling shinies. Not that selling shinies is horribly necessary, as contracts can provide plenty of funds. But without the ability to sell them, they seem to lack much point (though I do tend to produce them just to help hasten my production tier leveling anyway).

 

The old things. I've grumbled before about how annoying the rover stuff is. With Bon Voyage, it is at least tolerable, though I am careful to save before every Bon Voyage expedition because of the high frequency of explosions on arrival. (The stabilization feature of McJeb's rover autopilot seems to somewhat help that.) But there is one aspect that is extra annoying. Sometimes, I'll get a deposit that is essentially impossible to get at - for example halfway up a nearly vertical crater side where you can't get a rover to stay still even if you do get it there. (Parking brake can't be set if you can't manage to at least momentarily stop sliding first). There's then no way in PKS to abandon that deposit and go after a different one. If you exhaust a deposit, you can find a new one, but if you can't exhaust the first one because you can't get to it... well I hope you have a save from right before you located the deposit (I now always do) or you will forevermore be blocked from further development on that body. I really think there ought to be a way to abandon a deposit and search for a new one; even if there's a cost of some sort that would be ok. Forever blocking development isn't so ok.

One other old thing is to correct a misstatement I made earlier. At least now that I relook at it, I come to a different conclusion. I had commented about the orbital hydro labs as being pointless for missions shorter than about 1000 days. But I now can't reconstruct how I came up with that except by guessing at a significant omission in my calculation. I can get a figure something like that if I compare the weight of a hydro lab with the weight of the snacks I'd have to haul without the lab. But that omits the weight of the containers I'd need for those snacks. And those containers (from the Stockalike Station Parts Redux) are *HEAVY*. (Also the snacks get pretty expensive, but money doesn't tend to be much of an issue by the time I'm doing interplanetary missions anyway). So I guess the hydro labs look more useful after all (even before you tweaked their weight and production a while back).

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  • 1 month later...

Sorry to have missed this - I should get better notifications set up for this forum.  If there's something that really needs my attention, a GitHub issue would get noticed sooner.  (I monitor github more closely because, well, you know, job and all that;)

Definitely a bummer about the recovery cost bug.  Seems to me that money in career mode is really a mess - you got from absolutely desperate straights (because you can't even set a maneuver node) to ridiculously flush.  Selling shines also boosts your Prestige, but I still haven't figured out how that number really works, and the reward isn't well tuned at all.  I had thought that perhaps there should be missions to bring back shines, but unless you're talking someplace close, it can easily go well above and beyond the play-time-cost of any existing mission.  It's a shame since bringing back that load of shinies is one of the parts of the mod that I think is really fun.  (And kinda frustrating too, since KSP just doesn't seem to do well with heavy parts).

On 8/30/2021 at 1:50 PM, rmaine said:

Sometimes, I'll get a deposit that is essentially impossible to get at

I get your point about sometimes having to abandon deposits.  In my playthroughs, I never got quite that unlucky that I couldn't find a spot within the radius that was unserviceable.  But still, in a game where quicksave is a thing, it's dumb to have a mechanic that can actively encourage you to use it.

I wonder what kind of penalty would make sense?  Best I can think of is time.  Maybe a couple days between scans?  What do you think?

It was a while ago, but I thought your estimate for break-even was pretty close after I did the math myself.  I made a change a while ago (maybe last release?) that was intended to buff hydroponics somewhat.  As I recall, I came to the conclusion that parts like that probably will be pretty damn heavy when they come in real life.  So even with the change, it's still the case that you could maybe be more mass-efficient on a trip from Eve or Duna to Kerbin with pure snacks.  But if you look at the labor-curve for making snacks vs. fertilizer, I think you'll find that it's easier to produce fertilizer.  It's also pretty trivial to make rocket fuel and boost that up into orbit.  The net sum is that I still think you're more "efficient" by having a transit craft that has hydroponics than not, even when you're only at tier 3.

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19 hours ago, NermNermNerm said:

I get your point about sometimes having to abandon deposits.  In my playthroughs, I never got quite that unlucky that I couldn't find a spot within the radius that was unserviceable.  But still, in a game where quicksave is a thing, it's dumb to have a mechanic that can actively encourage you to use it.

I wonder what kind of penalty would make sense?  Best I can think of is time.  Maybe a couple days between scans?  What do you think?

That's a hard call. I hadn't really put much thought into the details. Time would make sense, but that would be a pretty trivial penalty. Trying to think of something that wouldn't be trivial. By the time it comes up, money is getting to be not much of an issue. The same with science; it's pretty easy to max out science before leaving Kerbin and its moons. And as you note, prestige doesn't seem to have much use at all (unless you are using a mod like strategia, which I recently tried out). Hmm. What would actually have some non-trivial cost? Needing to cart more complex parts up from Kerbin can be enough of a bother to be a noticeable penalty without being impossible.  I struggle to come up with a rationalization for that, though. Maybe require a higher level Kerbal of some sort to reset things?

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