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[1.12.x] Civilian Population Modernized


linuxgurugamer

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Hello @linuxgurugamer

I will update by installation with this release, later at night and then I will give my feedback. Thanks!

Meanwhile what, I am missing (it would be a nice feature to have) is the save of the kerbal age with persistence :)

The ages are random distributed by kerbals and sometimes when I reload a saved game they are younger, because its random... :S

Edited by pmborg
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New release, 3.0.0.5

  • Renamed module to ModuleAnimateGenericEffects
  • Split ModuleAnimateGenericEffects into new mod
  • Added MM code to parts to use stock ModuleAnimateGeneric if the ModuleAnimateGenericEffects is not installed
  • Mod now has dependency on ModuleAnimateGenericEffects for proper animation & sounds for the landing legs

Download from here:

https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.5

Note that this mod now has a "soft" dependency on the following new mod; soft meaning that if not installed things will still work, but the landing legs animations will be too fast and silent:

Please delete the current version of the mod before installing this new beta

Edited by linuxgurugamer
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2 hours ago, pmborg said:

Hello @linuxgurugamer

I will update by installation with this release, later at night and then I will give my feedback. Thanks!

Meanwhile what, I am missing (it would be a nice feature to have) is the save of the kerbal age with persistence :)

The ages are random distributed by kerbals and sometimes when I reload a saved game they are younger, because its random... :S

Could you send me a save game with a colony, which has kerbals being generated?

I'm looking at the code, and it does seem that the birthdates are being recorded, so I need to figure out why they are changing.  A save file would be very helpful

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45 minutes ago, linuxgurugamer said:

Could you send me a save game with a colony, which has kerbals being generated?

I'm looking at the code, and it does seem that the birthdates are being recorded, so I need to figure out why they are changing.  A save file would be very helpful

@linuxgurugamer

Strange, at least landed on Kerbin, this behavior it's not reproducible.

JMm34S1.png

I will keep an eye on it, to check, when that will happen again.

 

Another thing that is strange is why only one is dead :)

kR27CFR.png

SAVE:

https://www.dropbox.com/s/cwhuwjai7lybg1u/InterStar-5.zip?dl=0

Edited by pmborg
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New Release Candidate, 3.0.0.6

  • Fixed time displays to show time in years, days, hours & minutes
  • Changed the "x" to "Close" in the GUI
  • Added following parts:
    • biosphereAirlock
    • LaserSmelter
    • CNC Mill
    • CivPopSAS
    • CivPoPSaucer
    • Flight School
    • Movie Theater

https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.6

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Hello good night, @linuxgurugamer

Congratulations by the work done!  for giving live to those lost old parts of CP.

There are 2 things that I noticed (on top of that listed before with age of 380 and so on )

 

- [1] The legs don't move on editor, (but maybe this is expected)

- [2] The legs now go a little below the runway level:

q6rGska.png
 

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Just now, pmborg said:

- [1] The legs don't move on editor, (but maybe this is expected)

Not necessary, but I'll see if I can configure it

1 minute ago, pmborg said:

The legs now go a little below the runway level

I noticed that as well.  It's a collider issue, I will see if I can find someone to fix it.

23 hours ago, pmborg said:

Another thing that is strange is why only one is dead

I'll look into the issue of why they aren't dying.

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Actually on the Image that I uploaded, there is a bug introduced by @SQUAD on 1.8.x, on those light sprites, near the runway, this rendering bug, actually disappear if we advance the time to night, then on next day light, the problem is solved! :)

Edited by pmborg
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I using in my colony also the new golden parts added to civilian population:

xZkDfqc.png

https://kerbalx.com/pmborg/Space3

https://kerbalx.com/pmborg/Alfa-Colony-Vip2

For those that don't know how it works here a few hints.

arxqr4k.png

1 - Recruitment Center  just click on recruit button and a new Kerbal from KSC can appear here on colony, but this is only valid for Kerbin orbit or Mun.

2 - University, just transfer a new baby Civilian to here and then click on recruit button and a Civilian will become a Kerbal (Eng. or Sci or Pilot (randomly))

3- Flight School - Similar to University but here only recruit pilots

A - Apartment Complex - Put a Male(s) and one or more Females here and after 10 days of more a female will become pregnant and after about 318 days a new baby Civilian will born. (a new candidate to University or Flight School)

B- Used for life support.

 

Maybe you found this video useful, an example of how-to use it:

 

Steps to load those modules from KerbalX HOW TO:

Install from CKAN these pack: https://www.dropbox.com/s/pb5hursdsea38u1/CKAN1.8.1.ckan?dl=0

After install delete from "C:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData"
DeployableEngines
DynamicBatteryStorage
B9_Aerospace_Legacy
B9_Aerospace_ProceduralWings
FlagPack
MK1CabinHatch
WaypointManager

Download and Add:
CivilianPopulation: https://github.com/linuxgurugamer/CivilianPopulation/releases

Add also: (drag only the main mod folder and not the other old dependencies from zips)
BLO: https://github.com/Galileo88/Better-Looking-Oceans/releases (I recommend: BLO_Low.zip)
Grounded: https://spacedock.info/mod/1715/Grounded - Modular Vehicles
KerbalFoundries: https://github.com/shadowmage45/KerbalFoundries2/releases (just KerbalFoundries directory)
KerbalReusabilityExpansion: https://spacedock.info/mod/841/Kerbal Reusability Expansion

Add pmborg (GameData.zip) pack to make the installation easier:
https://www.dropbox.com/s/2vk19x132c13kv8/GameData.zip?dl=0

Extra Planet Packs (optional with Kopernicus) to test KSPIE also:
Outer Kerbin: https://spacedock.info/mod/2066/Outer Kerbin
RealExoplanets: https://spacedock.info/mod/2286/Real Exoplanets?ga=<Game+3102+'Kerbal+Space+Program'>

 

 

Edited by pmborg
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19 minutes ago, dlrk said:

Does USI-LS work with this, or is it just TACLS?

I use it with this pack of mods, which is the one that I also use for interstellar flights with KSPIE:

https://www.dropbox.com/s/pb5hursdsea38u1/CKAN1.8.1.ckan?dl=0

But just for this colony is only a sub set of it.

 

Edited by pmborg
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New beta, 3.0.0.7

  • Fixed internal spaces for flight school and movie theater
  • Removed resources from the flight school (Not needed since they are added by LS patches)
  • Added message to hab module showing current breeding status
  • Improved recruitment, to now take into account what is being show in in the movie theatres
  • Chance of female getting pregnant now improved if romance movies are being shown

https://github.com/linuxgurugamer/CivilianPopulation/releases

My thanks to user @pmborg who has helped in the testing of this.

Changes to the base mod are now complete.  I'll be working on Life Support now.

The following mods already have patches in place for Life Support, so I'm not going to touch them:

  • TAC-LS
  • USI-LS
  • Kerbalism (both Classic and default)

I'll be adding patches for the following:

  • Snacks!
  • Progressive Colonization

When complete, the 5 most popular life support mods will be supported.

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( This is a Colony with Real Solar System in the Surface of Mercury )

 

For those with less experience on Civilian Population MOD with USI life support MOD here a few hints:

WrRGZCf.png

To avoid keep and eye and Control the Habitation Sickness and the Home Sickness, you can just bring 5 stars astronauts this problem don't happen.

As you can see on this example the pilot 5 Stars Pmborg, don't feel such things :)

 

Edited by pmborg
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  • 2 weeks later...

An update for everybody:

I've been digging into why null vessels were in the list and causing problems, just found it in the JSON code.  The clue I had was that a female in a new station could get pregnant, but if I reloaded the game, she could not.  That's now working.

I've also consolidated it all into a single DLL, makes it easier to both build, distribute and have common functions, such as my logging library.

I can now get back to the new parts and the new/old mechanisms.  For testing I am leaving the short time for Uni, flight school, etc, but will increase them before release.

Specifically: 

  • Currently 3 days for flight school will eventually turn into something more, probably 3-6 months for a level 1.
  • Flight School creates FlightExperience, will need both FlightExperience and Inspiration to be recruited.
  • Movie Theatre provides Inspiration
  • University provides education, education is used both for Engineer and Scientist, again, inspiration is also needed.

There are limits to how much of each of these can be stored in each building

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  • 4 weeks later...
  • 4 weeks later...

Loving the resurrection of this mod!

 

Just a couple of questions..

Are the parts intended to be 3.5m rather than the standard 3.75m

I'm tempted to write support patches for other parts packs I'm using (KPBS and/or station parts redux for example), is the best place to start hacking one of the parts (to get variable names etc) or is there a better source of documentation?  

I may also write a patch for civilian pop assets to support extraplanetary launchpads (as this is my game setup and seems to logically fit well with this mod) what's the best way to add this back into your work?

Thanks for your work, I'm just getting the hang of growing my population.. 

Edited by bunjatec
typo
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just going through the EPLextention.cfg

all the Ex... references are now EL.. like this:

@PART[t1CivilizationGenerationShipQuartersLarge]:NEEDS[Launchpad]
{
    MODULE     
    {
        name = ELWorkshop
        productivityFactor = 10
    }
}
@PART[t1CivilizationGenerationShipQuartersMedium]:NEEDS[Launchpad]
{
    MODULE     
    {
        name = ELWorkshop
        productivityFactor = 5
    }
}
@PART[InsituKerbalRecruiterTest]:NEEDS[Launchpad]
{
    MODULE     
    {
        name = ELWorkshop
        productivityFactor = 2
    }
}
@PART[surfaceAttachHouseSmall]:NEEDS[Launchpad]
{
    MODULE     
    {
        name = ELWorkshop
        productivityFactor = 1
    }
}
@PART[civieDock]:NEEDS[Launchpad]
{
    MODULE
    {
        name = ELLaunchpad
        SpawnHeightOffset = 4
    }
}
@PART[civieLandingPadSpace]:NEEDS[Launchpad]
{
    MODULE
    {
        name = ELLaunchpad
        SpawnHeightOffset = 10
    }
}
@PART[civieLandingPadGround]:NEEDS[Launchpad]
{
    MODULE
    {
        name = ELLaunchpad
        SpawnHeightOffset = 3.5
    }
}

I've not checked the spawn offsets are correct (and suspect they may get explodey if used..)

I've been looking for the correct NEEDS[...] term for Civilian population to write a patch for stockalike station parts redux.. I don't suppose there is one? 

(I really could do with understanding how interdependent mod patches work better) 

 

Thanks.

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