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[PreRelease: 1.7.3] MoarKerbals - Populate your colony in space! (1.1.1.0) [2020 02 09]


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UNDER CONSTRUCTION

 

Download on SpaceDock, Github or Curseforge.  Available on CKAN.

MoarKerbals (MK)

Mod Version KSP 1.7.3 CKAN listed License CC 4.0 BY-NC-SA

Populate your colony in space!

adopted for curation by zer0Kerbal - Originally created by strideknight

MoarKerbals

Kerbthulhu Kinetics Program's

MoarKerbals

Populate your colony in space!

This mod installs a Klone Bay that you can use to replicate new kerbals wherever you feel like. It takes a fair amount of electricity, and when combined with USI's MKS mod or TAC Life Support, it will require biomatter as well.

There is a small chance for a freakish accident to occur, which can be disabled in the part's .cfg file, or you can just quicksave before kloning ;)

This is a fairly simple mod that adds the ability to use resources to create a new kerbal. Requires resources and the presence of a living kerbal. There's a small chance that an accident can happen - this is experimental technology after all. :o

You can disable accidents or change the requirements in the part's .cfg file if you want, or just save before operating.

MoarKerbals adds two parts:

  • orbital station
  • ground station (Klone Bay)

It requires a large amount of electricity to operate, and [strideknight] has 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 is [strideknight]'s first mod and it runs fine installs, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy!

Known issue

Because [strideknight] used the stock lander can for internals, which is only sized internally for two, if you clone a third kerbal into the bay it won't show up in the kerbal profiles at the bottom right. They will show up properly once you transfer them to another module though.

Features

  • No extra parts
  • No RAM usage
  • Added functionality for the Mobile Processing Lab in the late game
  • Simple, configurable and adds levels of depth to the gameplay without a learning curve

Installation Directions

  • Use CKAN

Changelog Summary

See ChangeLog for full details of mod changes


Requires

Depends

Recomends

Suggests

Supports

Conflicts

 

Screenshots MoarKerbals

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YdYfStN.jpg

License

Source: GitHub
License: CC 4.0 BY-NC-SA
Attribution-NonCommercial-ShareAlike (CC BY-NC-SA)

  • All bundled mods are distributed under their own licenses
  • All art assets (textures, models, animations) are distributed under their own licenses
  • DNA Icon made by Freepik from www.flaticon.com CC BY 3.0
  • Textures originally made by RoverDude distributed under the CC 4.0 BY-NC-SA, and modified by strideknight

Original: Thread: Source/License: Source and license are included in the zip.)

v1.3.1.0 original: 11 Aug 2018 zed'K | updated: 09 Feb 2020 zed'K

 

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...

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.

 

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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

https://github.com/linuxgurugamer/MoarKerbals/releases/tag/1.1.2.4

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