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This gonna sound weird but...


Souptime

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I'm looking for a kerbal reproduction mod. JUST STICK AROUND DON'T WORRY DON'T WORRY; i've been making a minmus colony and have been using EL launchpads and I can't keep shipping crew back and fourth so is there a mod to "make" new kerbals?

I've seen MKS and civilian population but MKS adds too many parts and civilian population need you to feed and have greenhouses and 50+ kerbals

Kinda like something of the astronaut complex, they just show up and stop after reaching full capacity and an RNG for the job types, genders and stats (Except for XP)

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4 hours ago, Souptime said:

I'm looking for a kerbal reproduction mod. JUST STICK AROUND DON'T WORRY DON'T WORRY; i've been making a minmus colony and have been using EL launchpads and I can't keep shipping crew back and fourth so is there a mod to "make" new kerbals?

I've seen MKS and civilian population but MKS adds too many parts and civilian population need you to feed and have greenhouses and 50+ kerbals

Kinda like something of the astronaut complex, they just show up and stop after reaching full capacity and an RNG for the job types, genders and stats (Except for XP)

https://forum.kerbalspaceprogram.com/index.php?/topic/191409-18x-19x-civilian-population/

 

only mod i can think of that comes close.

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I want ths too @Souptime so that kerbal spawning could be agnostic to the life support mechanics - you can use whatever LS mod you want.

I have a couple of ideas on this, beacuse I don't fancy the mechanic on Jeb and Val go to Mün and have babies that are full grown and specialised kerbonauts a few weeks later.

  1. Full mod: Have a colonist resource.  This would mean setting up a colony say a really heavy and large part that is an arcology.   Say 10,000 tons.  You must populate to a certain level of the colonist resource,  special large crew cabins that are colonist 'tanks'.  Once at a certain level, colonists can be recruited via a right click on the part.  This was is not reproduction (as we assume colonists reproduce themselves).
  2. EL: Petition Taniwha to introduce a spawning mechanism for kerbals in EL.  I have asked for this in the past but it was a no.  If more people ask then it could be considered, even if someone uses the functionality in their own add on and not in base EL.  The 'build' option could be a recruit utilising something like a colonist resource as in #1, or certain number of resources to at least construct the spacesuit.
  3. Use Contract Configurator to spawn your kerbals.  I have tried this and got frustrated.  This could use a time mechanic, or whatever you want potentially similar to #1.  Have a special part where they appear, like a repurposed hitchhiker. This would mean recruiting kerbals from Mission Control.

So that's it really.  

My head canon suggests that kerbals live in a extrademension and only appear on kerbin to have a 'lived' experience, which they can do whenever they want - but only on kerbin (I turn off the rescue contracts for immersion).  My latest thought is that if you don't want colonist options your spawning could be opening a 'portal' to recruit a new kerbonaut.

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Well, there's already Kerbals from other space program spawning, the one that you need to rescue. So, from a cannon point of view, it might be that you attract kerbals from other space agencies. Either because you're running joint operation, or because they're bored of being sent to drift in space waiting for another space program to rescue them. You don't really needs biological reproduction for raising the number of Kerbals in an outpost, you need collaboration with other Kerbals space agencies.

So, the "fluff" part being figures out, the actually spawning kerbals thinggy. I guess Contract Configurator, like suggested by @theJesuit is an easy way to go. You generate contract that, on acceptation, and in exchange of, says, money, would spawn kerbals in a craft. There's probably some magic to do to limit the spawning and avoid over filling them, and to ensure the contracts are rotated around, so maybe looking for craft with specific parts (hitchhikers module and science lab for instance) as well as having a countdown.

And reputation will lower the cost of "hiring" such a kerbal, since kerbals would flee their own bogus space program for your own way more reputable one.

And ...  There's already a Behaviour for that in Contract Configurator: SpawnPassenger.

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2 hours ago, theJesuit said:

I want ths too @Souptime so that kerbal spawning could be agnostic to the life support mechanics - you can use whatever LS mod you want.

I have a couple of ideas on this, beacuse I don't fancy the mechanic on Jeb and Val go to Mün and have babies that are full grown and specialised kerbonauts a few weeks later.

  1. Full mod: Have a colonist resource.  This would mean setting up a colony say a really heavy and large part that is an arcology.   Say 10,000 tons.  You must populate to a certain level of the colonist resource,  special large crew cabins that are colonist 'tanks'.  Once at a certain level, colonists can be recruited via a right click on the part.  This was is not reproduction (as we assume colonists reproduce themselves).
  2. EL: Petition Taniwha to introduce a spawning mechanism for kerbals in EL.  I have asked for this in the past but it was a no.  If more people ask then it could be considered, even if someone uses the functionality in their own add on and not in base EL.  The 'build' option could be a recruit utilising something like a colonist resource as in #1, or certain number of resources to at least construct the spacesuit.
  3. Use Contract Configurator to spawn your kerbals.  I have tried this and got frustrated.  This could use a time mechanic, or whatever you want potentially similar to #1.  Have a special part where they appear, like a repurposed hitchhiker. This would mean recruiting kerbals from Mission Control.

So that's it really.  

My head canon suggests that kerbals live in a extrademension and only appear on kerbin to have a 'lived' experience, which they can do whenever they want - but only on kerbin (I turn off the rescue contracts for immersion).  My latest thought is that if you don't want colonist options your spawning could be opening a 'portal' to recruit a new kerbonaut.

Yeah, something like if you have extra space, a base with EC and LF/O and 20 ish kerbals then over time new ones would show up like in Civilian population without life support

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2 hours ago, Souptime said:

Yeah, something like if you have extra space, a base with EC and LF/O and 20 ish kerbals then over time new ones would show up like in Civilian population without life support

Is that all civilian population needs?  Maybe it could be repurposed.  Everytime i look into it i get distracted/frustrated and eventually give up.

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I might have some time to play with this again in CC tonight/tomorrow. 

Once I've done my flags and footprints on every planet i  stock with the Simplex TechTree and kerbalism Simplex i want to do something similar with a few additions for OPM and then Tetrix with JNSQ.  But with Tetrix i want to be able to fill out the colonising branch more properly.

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37 minutes ago, Souptime said:

Nice! does this mean you'll be making a mod for thi purpose?

I'll try.  My machine broke down whilst ive been away (screen on laptop packed in)  so i havent been able to.  I'll be using CC.  I can get a kerbao to spawn but not repeat a contract in the same part.  So I'll have another go. When I'm home.

The mod would be called something like Simplex Colonial Contracts.

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  • 1 month later...
On 9/30/2020 at 3:51 PM, Okhin said:

Well, there's already Kerbals from other space program spawning, the one that you need to rescue. 

This gave me a good chuckle this morning, thanks.  Kerbals are born mysteriously in orbit and have to be rescued from their incubation chambers when they grow to full term - this is immediately going in my KSP head-canon

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