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[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels


Angel-125
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On 5/27/2022 at 2:19 PM, tremonthedgehog said:

Does this work with simple construction

On 2/19/2022 at 8:08 AM, SkyFall2489 said:

SimpleConstruction uses a different resource chain, however.

EL has:

MetalOre, LFO -> Metal (smelter)

Metal-> RocketParts, ScrapMetal (workshop)

ScrapMetal, LFO -> Metal (smelter)

 

Sandcastle has:

MetalOre, LiquidFuel -> Metal (smelter)

Metal -> RocketParts, ScrapMetal

ScrapMetal -> Metal (smelter)

 

SimpleConstruction has:

Ore -> Metal (ISRU)

Metal -> RocketParts (science labs)

 

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  • 2 weeks later...

An error for Universal storage

[LOG 16:18:59.967] Applying update KSP_PartVolume/AddToAllParts/@PART[*]:HAS[!MODULE[ModuleCargoPart],@MODULE[ModuleInventoryPart],!MODULE[KerbalEVA]]:FINAL to UniversalStorage2/Parts/Science/CargoStorageWedge.cfg/PART[USCargoStorageWedge]
[WRN 16:18:59.967] Cannot find key packedVolumeLimit in MODULE
[ERR 16:18:59.968] Error - Cannot parse variable search when inserting new key packedVolumeLimit = #$/MODULE[ModuleInventoryPart]/packedVolumeLimit$

 

Can I use sandcastle for parts printing paired with USI konstruction or Globle construction for ship building? do they conflict and do they use same resource?

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On 3/20/2022 at 5:32 AM, Angel-125 said:

Sigh, I really hate B9PS because of issues like this. I could use some help debugging this since I don't use B9PS.

Since I see so many mods use B9partswitch, for common player not experienced mod author, it's so hard to completely avoid it.

If you are not using any B9PS, how do you manage fuel tank and containers outside WBI series? do you distribute WBI omni storage function to other mods?

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On 5/27/2022 at 10:19 PM, tremonthedgehog said:

Does this work with simple construction

I was looking at swapping out EPL with SimpleConstruction but it does look like there are compatibility issues with Sandcastle. Mostly because there is no MetalOre or ScrapMetal in SimpleConstruction which causes issues with B9PartSwitch. There are also issues with the densities of some on the resources which means that the simplest changes (changing MetalOre to Ore and dropping ScrapMetal) caused the RocketParts container to act like a Tardis and the Smelter to behave oddly.

 

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5 hours ago, Robin Patenall said:

I was looking at swapping out EPL with SimpleConstruction but it does look like there are compatibility issues with Sandcastle. Mostly because there is no MetalOre or ScrapMetal in SimpleConstruction which causes issues with B9PartSwitch. There are also issues with the densities of some on the resources which means that the simplest changes (changing MetalOre to Ore and dropping ScrapMetal) caused the RocketParts container to act like a Tardis and the Smelter to behave oddly.

 

I have a patch which should deal with most of the stuff, it doesnt deal with capacities or b9 though. I figure just re-adding the metalore definition would be enough to prevent b9 from yelling about it.

Spoiler

@PART[Size2PrintShopSmall,Size2PrintShop,wbiELSandcaster,ELLathe]:NEEDS[SimpleConstruction]
{
    !MODULE[ELConverter]{}

    MODULE
    {
        name = ModuleResourceConverter
        ConverterName = RocketParts
        StartActionName = Start Printing Parts
        StopActionName = Stop Printing Parts 
        AutoShutdown = false
        UseSpecialistBonus = false

        INPUT_RESOURCE
        {
            ResourceName = Metal
            Ratio = 0.25
            FlowMode = STAGE_PRIORITY_FLOW
        }
        
        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 30
        }
        
        OUTPUT_RESOURCE
        {
            ResourceName = RocketParts
            Ratio = 0.25
            DumpExcess = false
            FlowMode = STAGE_PRIORITY_FLOW
        }
    }    
}

In my opinion, the balance is super messed up across sandcastle, epl, and sc anyways. SC's rocketparts tank holds twice as much as sandcastles, which is still way denser than the epl tanks.

Edited by SkyFall2489
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  • 1 month later...

Hi @Angel-125

I've just started actually using this in my game but I've noticed some issues with the Recycler UI:

  • It looks like the part selection menu, when there's nothing in the queue, jumps  back to the top every few seconds. I have lots of parts in cargo storage and it's difficult to select parts that are at the bottom as when I scroll down, the scroll resets quickly to the top of the window. Several times I've recycled the wrong part because the window jumped just before I clicked on the part. I'm assuming that this is some sort of periodic refresh.
    • Steps to reproduce:
    1. Have a vessel with a print shop (the large one) and a SEQ-24 cargo container.
    2. Have parts in the cargo containers, enough to make the recycler part selection window have a scrollbar (24 EAS-4 struts + 24 OX-STAT Photovoltaic Panels)
    3. Open the recycler UI
    4. Have nothing in the recycler queue
    5. Scroll the parts window to the bottom
    6. After a couple of seconds, the window's scroll will jump to the top
  • It is sometimes very difficult to identify which part is which (i,e. which of the 20 EAS-4 Struct Connectors in the window are which). I suppose that this isn't a major problem but I'd prefer to recycle the parts I've just pulled off the spent stage I've docked rather than from my neatly arranged stores. Ideally, the parts window would be split up by container, but if that is difficult, could I suggest putting the parts in the inventory slots of the print shop(s) at the top of the parts list and have the rest visually separated from them? In this case possibly having the options to only show parts that are in the print shop inventory slots, and hiding the rest, might be good idea. This would also help with the window scroll reset as you could just put things you want to recycle in the print shop, which would always be at the top. 
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On 7/21/2022 at 3:49 PM, Robin Patenall said:

Hi @Angel-125

I've just started actually using this in my game but I've noticed some issues with the Recycler UI:

  • It looks like the part selection menu, when there's nothing in the queue, jumps  back to the top every few seconds. I have lots of parts in cargo storage and it's difficult to select parts that are at the bottom as when I scroll down, the scroll resets quickly to the top of the window. Several times I've recycled the wrong part because the window jumped just before I clicked on the part. I'm assuming that this is some sort of periodic refresh.
    • Steps to reproduce:
    1. Have a vessel with a print shop (the large one) and a SEQ-24 cargo container.
    2. Have parts in the cargo containers, enough to make the recycler part selection window have a scrollbar (24 EAS-4 struts + 24 OX-STAT Photovoltaic Panels)
    3. Open the recycler UI
    4. Have nothing in the recycler queue
    5. Scroll the parts window to the bottom
    6. After a couple of seconds, the window's scroll will jump to the top
  • It is sometimes very difficult to identify which part is which (i,e. which of the 20 EAS-4 Struct Connectors in the window are which). I suppose that this isn't a major problem but I'd prefer to recycle the parts I've just pulled off the spent stage I've docked rather than from my neatly arranged stores. Ideally, the parts window would be split up by container, but if that is difficult, could I suggest putting the parts in the inventory slots of the print shop(s) at the top of the parts list and have the rest visually separated from them? In this case possibly having the options to only show parts that are in the print shop inventory slots, and hiding the rest, might be good idea. This would also help with the window scroll reset as you could just put things you want to recycle in the print shop, which would always be at the top. 

Thanks for the bug report, I'll take a look. :)

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