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[1.8.1] Far Future Technologies RP1 configs


MLGPinecone

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Hey everyone,  since the far future tech mod is a really cool one, and I've been wanting to use it in my Realism Overhaul game, I've recently created a config for all the parts in Far Future technologies to be placed and priced in the RP-1 tech tree (You'll find most of the stuff in the 2051 and further nuclear propulsion nodes).

To install, first install the Far Future Tech mod, then simply download the configs and place them in an empty folder in the gamedata folder (the name doesn't matter)

 This is my first attempt at porting a mod to RP-1 and I'm not too sure about endgame balance insofar as RP-1 is concerned, so be warned that this may have balance Issues .   You'll need to set a compatibility override for systemheat. Furthermore, I've yet to thoroughly test if systemheat and realheat play nice, and I haven't seen any forum posts about it anywhere, so there may be small incompatibilities I haven't noticed. The build times are pretty insane so I'll probably change the prices later on. Aside from those potential issues, these configs should work fine and give you all the parts in the tech tree, and the parts I've tested work as intended. Please let me know if you think any rebalances are in order and I'll do my best to implement sensible suggestions. 

Link to the Configs in a zip file:

https://drive.google.com/drive/folders/12eeJcMnFzVr742TKqz3Q_99pePJKLHqW?usp=sharing

Source Code Link:

https://drive.google.com/drive/folders/1IQD2eIE1LZHERiUePJ7Yg--2waxXmI7x?usp=sharing

 

License:

I’m putting this under a Attribution 4.0 International creative commons license

 

Feel free to use and edit the configs however you like, they’re basically just text files anyway.

Edited by MLGPinecone
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18 hours ago, Spaceman.Spiff said:

Quite cool. I know for a fact that the mods are gonna ask you to add a license and stuff, so please take a look at this:

 

Thanks for letting me know this. I had no idea there were such complex rules in the ksp modding community, very cool. I'll be adding a license in a bit.

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16 minutes ago, MLGPinecone said:

Thanks for letting me know this. I had no idea there were such complex rules in the ksp modding community, very cool. I'll be adding a license in a bit.

Yeah, it can be complicated with all the legal hoops to jump through.  Thanks for doing that.

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2 minutes ago, MLGPinecone said:

Alright, done. Let me know if there's anything I missed. Thanks!

There needs to be a license in the OP of the thread, and in the downloadable package itself.  (And obviously they should be the same license :D )

Plus, a link to the uncompiled source code of the mod. 

Edited by Gargamel
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