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[1.12.2] MoarKerbals - Populate your colony in space! (1.1.2.99-prerelease) [20 Nov 2021]


zer0Kerbal
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Download on Curseforge or Github or SpaceDock.

Available on CKAN as MoarKerbals
Kerbthulhu Kinetics Program's
MoarKerbals (MOAR)

Populate your colony in space!
A simple add on that adds the ability to use resources to create and train new kerbal(s) for Kerbal Space Program.

Author @zer0Kerbal\zer0Kerbal, originally created by @strideknight\strideknight

Mod Version KSP version License CC BY-NC-SA 4.0
Curseforge CKAN GitHub SpaceDock

Code KSP-AVC Validate AVC .version files

brought to you by KGEx

Description

Preamble by @strideknight

This mod installs a KloneKabin, KuddleShack, and Academy that you can use to replicate and train new Civilian (kerbals) wherever you feel like.

Kloning, Kuddling, and Teaching require a fair amount of electricity, and other resources. You can also change the requirements via Module Manager patches.

There is a small chance for a freakish accident to occur, both positive and negative results can occur. This is experimental technology after all. :) Note: a failed kloning process has a very LOW chance to kill every kerbal inside the KloningKabin. The deceased may or may not respawn back at the KSC depending upon your game and difficulty settings. You can adjust or even disable accidents with Module Manager Patches.

In either case, you can just quicksave before operating.

Features

  • No extra parts
  • No RAM usage
  • Uses Module Manager to add functionality to stock parts
  • Simple, configurable and adds levels of depth to the gameplay without a learning curve
  • Includes an upgrade to the stock Science Lab from two to six seats (including the IVA)
  • Community Trait Icon configs are included.

MoarKerbals adds functionality to the following parts:

  • Kloning
    • Science Lab
    • mk1 Crew Cabin
    • mk3 Crew Cabin
    • mk2 Lander Can
  • Kuddling
    • Hitchhiker's
    • mk2 Crew Cabin
  • Academy
    • Cupola
    • mk1 Lander Can
    • Science Lab

Flag
Hero Image

Cabin notes

  • There are dedicated parts for this addon, and they are available under 'MoarKerbalsParts'
  • Future Plans: lol. Except compatibility patches, keep it working with future KSP updates.
  • Community Tech Tree integration and Tech Tree Balancing (need feedback and assistance)
  • I have not personally tested the patches
  • Have a request? Glad to have them, kindly submit through GitHub.
  • Want to add support for life support and colony mods. Drop a patch through GitHub to have it included. :D

It requires a large amount of electricity to operate, and @strideknight always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate.

MoarKerbals was inspired by @strideknight's desire to have a small colony of kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin.

This was @strideknight's first mod and it runs fine, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy!

Known issue

If you use a third party mod to transfer kerbals, like ShipManifest, the PAW/RMB might have ghost listings until a the vessel is reloaded.


Localization work in progress

  •  American-flag-sm.png English - in progress
  •  your translation here

HELP WANTED - See the README in the Localization folder for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections solicited and welcome!


How to support this and other great mods by @zer0Kerbal

Support Github Sponsor Patreon Buy zer0Kerbal a snack


See More

  • Discussions and news on this mod: See Discussions or [KSP Forums][MOD:forum]
  • Changelog Summary for more details of changes : See ChangeLog
  • Known Issues for more details of feature requests and known issues : See Known Issues

Installation Directions

  • Use 1
    CKAN

Dependencies

Recommends

Suggests

Mods that benefit MoarKerbals (MOAR)

Other fun mods by zed'K

Supports

Conflicts

  • none

Replaces

  • none

Tags

  • parts, config, career, uncrewed, crewed

*red box below is a link to forum post on how to get support*

How to get support

Credits and Special Thanks

Legal Mumbo Jumbo (License provenance)

Current (1) - @zer0Kerbalzer0Kerbal

Forum: [Thread][MOD:forum] - Source: GitHub
License: License CC BY-NC-SA 4.0

*** All bundled mods are distributed under their own licenses ***
*** All art assets (textures, models, animations, sounds) are distributed under their own licenses ***

Original (0) - Author: @strideknight

Thread - Download - Source: GitHub License: License CC BY-NC-SA 4.0


68747470733a2f2f692e706f7374696d672e6363 68747470733a2f2f692e696d6775722e636f6d2f 68747470733a2f2f692e696d6775722e636f6d2f

Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

View full albums: here here

v1.3.0.0 original: 01 Jul 2018 zed'K | updated: 16 Nov 2021 zed'K

Footnotes

  1. this isn't a mod. ;P 

  2. may work on other versions (YMMV) 

  3. Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! 

 

Edited by zer0Kerbal
updates
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reserved for current version changelog:


THIS IS PRE-RELEASE; Working BETA.
DO NOT USE ON LIVE SAVES.

You.Have.Been.Warned. :o

 

Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09]

@zer0Kerbal zer0Kerbal released this 2020 02 09

MoarKerbals version 1.1.1.0 KSP 1.7.3 CKAN listed License CC 4.0 BY-NC-SA

Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09]

  • Recompile for KSP 1.7.3
  • Recompile with .NET 3.5
  • AudioSource.pan [Obsolete] -> AudioSource.panStereo
  • added [Obsolete] (update soon™): part.RequestResource(resourceList, resourceAmounts);
  • added Log.cs
  • added version.tt
  • added Assembly.cs
  • added Utility.cs
  • added InstallChecker.cs
  • adjusted folder structure from KKP/MoarKerbals -> MoarKerbals (to handle InstallChecker and other)
  • renamed MKS_KloneBay -> MK-Klonebay-MKS;
    • adjusted formating;
    • removed KKP/;
    • added bulkheadProfiles (MKS = lander, ???)
  • renamed OKS_KloneBay -> MK-Klonebay-OKS;
    • adjusted formating;
    • removed KKP/;
    • added bulkheadProfiles (OKS = station, Orbital Klone Station)
  • added ModuleManager patch to +PART(add) MODULE[KloneBay] to all sciencelabs (requires SimpleLife)
  • updated Readme.md
  • many little changes to patches/parts.

Kerbal Space Program 1.7.3
.NET Framework 3.5

Edited by zer0Kerbal
updating changelog
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reserved for past changelogs (II):

Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09]
THIS IS PRE-RELEASE; Working BETA. DO NOT USE ON LIVE SAVES.

You.Have.Been.Warned. :o

Spoiler

@zer0Kerbal zer0Kerbal released this 2020 02 09

MoarKerbals version 1.1.1.0 KSP 1.7.3 CKAN listed License CC 4.0 BY-NC-SA

Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09]

  • Recompile for KSP 1.7.3
  • Recompile with .NET 3.5
  • AudioSource.pan [Obsolete] -> AudioSource.panStereo
  • added [Obsolete] (update soon™): part.RequestResource(resourceList, resourceAmounts);
  • added Log.cs
  • added version.tt
  • added Assembly.cs
  • added Utility.cs
  • added InstallChecker.cs
  • adjusted folder structure from KKP/MoarKerbals -> MoarKerbals (to handle InstallChecker and other)
  • renamed MKS_KloneBay -> MK-Klonebay-MKS;
    • adjusted formating;
    • removed KKP/;
    • added bulkheadProfiles (MKS = lander, ???)
  • renamed OKS_KloneBay -> MK-Klonebay-OKS;
    • adjusted formating;
    • removed KKP/;
    • added bulkheadProfiles (OKS = station, Orbital Klone Station)
  • added ModuleManager patch to +PART(add) MODULE[KloneBay] to all sciencelabs (requires SimpleLife)
  • updated Readme.md
  • many little changes to patches/parts.

Kerbal Space Program 1.7.3
.NET Framework 3.5

Version v1.1 [2014/12/27]

Spoiler

Version v1.1 [2014/12/27]
- Twice as many parts as before!  Orbital station as well as ground station version.
- Textures adapted from RoverDude's parts, designed to fit in with his style
- Added success/failure sounds

Version v1.0

Spoiler

Version v1.0
- Initial release

 

Edited by zer0Kerbal
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  • 2 weeks later...
13 minutes ago, Elidnas said:

Oh @zer0Kerbal you're just the best. Thank you for this.

 

Testing on my 1.7.3 install. Please have a version backdated to 1.7.3 when you update. The new versions don't like my potatoe laptop, I keep getting Unity crashes at startup so sticking with 1.7.3 until I get a new laptop.

 

you are welcome.

I have added kloneSchool (ability to convert 'colonists' into random (scientist, engineer pilot).

I plan on getting everything done, release to 1.7.3; then immediately recompile for 1.8.1; release and then immediately recompile for 1.9.1 and stay there. At that time I will add the localization code.

I don't need any additional features for kloneSchool - just install FTF and or FTL (Field Training Facility/FieldTrainingLab)

This is being designed to work hand-in-hand with SimpleLife.

Edited by zer0Kerbal
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  • 1 year later...
  • 1 month later...

For those interested, I have a new beta:

New beta, 1.1.2.4, BETA 3

  • Added KSPField to define KSPEvent guiPrompt in the module
  • Kuddle Shack part made/contributed by @Nils277
  • Added need for time to be spent together in Kuddleshack
  • Added visual update message for amount of Kuddle time spent
  • Added setting to control the amount of time need to Kuddle
  • Added setting to control frequency of visual update message
  • Made base class to consolidate and simplify code
  • Added resource requirements to the KerbalRecruitement

Deleted due to return of @zer0Kerbal

Edited by linuxgurugamer
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  • 2 weeks later...

New beta, 1.1.2.5

  • Added lights to the Kuddleshack, lights up when Kuddling in progress
  • Added new models for the KloneSchools (landed and orbital) part made/contributed by @Nils277 with full IVA
  • Added new models for the KloneShack (landed and orbital) part made/contributed by @Nils277 with full IVA
  • Moved patch for adding Kloning to science labs into the PatchManager configs

Deleted due to the return of @zer0Kerbal

Unless something comes up, I'm pretty much done.  I've created a PR (Pull Release) to @zer0Kerbal's repo, hopefully he will merge it soon

Edited by linuxgurugamer
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  • 2 weeks later...
  • 3 months later...
  • 4 weeks later...

news: progress made.

the following items are working enough to push out a release (shortly)

  • Kloning (all klones now start out as civilians (or can be set to random)
  • Academy (can affect one part or the entire vessel, and no more amnesia)
  • Kuddling (still a black box - see issues for more)

@theJesuit

Edited by zer0Kerbal
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  • 2 weeks later...

I got sidetracked by Kribbles.... almost everything is working except minor details (one or two localizer strings) and the kuddleshack. I broke it when I added a master on/off switch.

still on deck:

Track progress here; issues here; discuss here.

Parts have been moved into their own mod; many reasons for this. More soon. Look for 'MoarKerbalsParts'

 

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Everything should now be working. took only 258 builds but it is working. :D

v1.2.99.258 (pre) release will be released to CurseForge once I update the documentation. MoarKerbalsParts should be almost immediately follow with the updated part.configs.

Edited by zer0Kerbal
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38 minutes ago, AtomicTech said:

@zer0Kerbal can I write a MM patch that makes it so that Kerbals need some stock resource other than just EC to be created?

@AtomicTechyes you could.

This version requires (subject to change after prerelease):

KloningKabin:

Spoiler
  • Resources
    • ElectricCharge: 8,000
    • Oxidizer: 100
    • Ore: 150
  • Currency (depends upon if Career or Science)
    • Funds: 15,000
    • Reputation: 2
    • Science: 1

Kuddling:

Spoiler
  • Resources
    • ElectricCharge: 10,000
    • MonoPropellant: 100
    • Ore: 100
  • Currency (depends upon if Career or Science)
    • Funds: 10,000
    • Reputation: 2

Academy:

Spoiler
  • Resources
    • ElectricChange: 5,000
    • LiquidFuel: 50
    • Ore : 50
  • Currency (depends upon if Career or Science)
    • Funds: 5,000
    • Reputation: 2
    • Science: 1

The reason these cost :rep:is because the game gives positive :rep: for each kerbal recruited (amongst other reasons)

If you wanted to write a Module Manager patch to change anything, well here is some boilerplate to help:

Spoiler
// KloneKabin.cfg v1.0.0.0
// MoarKerbals (MOAR)
// created: 15 Nov 2020
// updated: 

@PART[*]:HAS[@MODULE[KuddleShack]]:NEEDS[MoarKerbals]:AFTER[MoarKerbals]
{
	@MODULE[KuddleShack]
	{
		initiateAction = #MOAR-KUD // Complete Kuddling!

		!recipeIngredients {}
		!recipeAmounts {}
		recipeIngredients = ElectricCharge, MonoPropellant, Ore
		recipeAmounts = 8000, 100, 100

		// recipe currency costs (defaults to 0 if not included)
		@costFunds = 10000
		@costScience = 0
		@costReputation = 2

		//Determines whether accidents happen or not, can range from 0.0 (to disable) to 1.0 (occurs every time) (double)
		@accidentRate = 0.15

		@allowOrbital = true
		@allowSplashedOrLanded = true
	}
}

// CC BY-SA 3.0
// zer0Kerbal

 

Just change the Module to KuddleShack/KloneBay/KerbalRecruitment (these might change before the final release)

Edited by zer0Kerbal
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