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[1.11+] [BG] Planetside Exploration Technologies | Surface bases, NASA MMSEV, wind turbines & more! | (Initial Release!) | v1.0.1


benjee10
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hi, i've found this awesome mod, and i love it!
i not got the Breaking Ground DLC, so i know some feature will missing...

anyway, i've installed the mod to look the parts, and i not found the ground platforms and the "rover" platform...
it is because i not got the DLC?

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10 minutes ago, Kerbinidiel said:

hi, i've found this awesome mod, and i love it!
i not got the Breaking Ground DLC, so i know some feature will missing...

anyway, i've installed the mod to look the parts, and i not found the ground platforms and the "rover" platform...
it is because i not got the DLC?

I don t have the DLC but the parts show up for me ( although the wheel bearings are broken ) , perhaps you install the mod incorrectly ?

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37 minutes ago, golkaidakhaana said:

I don t have the DLC but the parts show up for me ( although the wheel bearings are broken ) , perhaps you install the mod incorrectly ?

i've extracted all inside the "Gamedata" folder, as for all other mods...
in what section there are the ground platforms?

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Most of the base parts from this mod are in structural or in utility. You should find the PT-SP100 Structural Support Unit in the structural category (sort by alphabet and scroll down).

Edit: I recommend the Janitor Closet mod for cases like this, it has a function where you can just filter out all parts except for those from a certain mod. 

Edited by Grimmas
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First of all hats off to benjee for this great mod!

 

On 4/20/2021 at 6:25 PM, Grimmas said:

You're welcome. I didn't really playtest it except for making sure it works, so the balance is almost certainly weird (copied from somewhat-equivalent MKS parts with some minor modifications). Comments on the balance are most welcome, and if you find bugs let me know too of course. 

So I finally found some time to play with your patch @Grimmas, though not as much as I would like.
- I think overall, it works fine. For me it really feels like my MKS game is extended with some very good looking parts, which is as it should be imo. My base had some MKS stuff in the background making supplies and stuff, feeding my amazing looking habitats. Everybody happy.

- As you say balance-wise there maybe are improvements to be made (i think some hab timers are a little generous if I remember correctly), but I expected it worse than it was :wink: Haven't had the time to look at all the details sadly.

Definitely a thumbs up from me!

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4 hours ago, modus said:

First of all hats off to benjee for this great mod!

 

So I finally found some time to play with your patch @Grimmas, though not as much as I would like.
- I think overall, it works fine. For me it really feels like my MKS game is extended with some very good looking parts, which is as it should be imo. My base had some MKS stuff in the background making supplies and stuff, feeding my amazing looking habitats. Everybody happy.

- As you say balance-wise there maybe are improvements to be made (i think some hab timers are a little generous if I remember correctly), but I expected it worse than it was :wink: Haven't had the time to look at all the details sadly.

Definitely a thumbs up from me!

@Grimmas Was basically coming here to say the same thing. Pretty much a +1 on this from me.

That also goes for not being able to look deeply at all the details, but I didn't notice any glaring bugs/issues (yet).

I didn't use the USI-LS side of things though, so I can't talk about that.

Nice job!

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On 4/26/2021 at 8:43 AM, Grimmas said:

Most of the base parts from this mod are in structural or in utility. You should find the PT-SP100 Structural Support Unit in the structural category (sort by alphabet and scroll down).

Edit: I recommend the Janitor Closet mod for cases like this, it has a function where you can just filter out all parts except for those from a certain mod. 

using the Janitor Closet, i've found all the parts of this awesome mod... quite all the parts, i continue to not find 2 of them.

in the screenshot sent in this thread i've seen 2 parts that i not got in my game:

- the plug used as the final part of the structures
-the docking port used to connect the modules (i've found only the "planetside Clamp-O-Tron jr" version)

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1 minute ago, Kerbinidiel said:

- the plug used as the final part of the structures

If by that you're referring to the endcaps, they're part of most base modules. Needs B9 Parts Switch (which is why that's a dependency), there's also separate adapter endcaps in the Structural tabs.

 

3 minutes ago, Kerbinidiel said:

-the docking port used to connect the modules (i've found only the "planetside Clamp-O-Tron jr" version)

You need to have this mod's other dependency, Benjee10 Shared Assets. The C-100 APAS port is from that. 

All dependencies are bundled in the mod download, except for the official Breaking Ground DLC.

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1 hour ago, OrdinaryKerman said:

If by that you're referring to the endcaps, they're part of most base modules. Needs B9 Parts Switch (which is why that's a dependency), there's also separate adapter endcaps in the Structural tabs.

 

You need to have this mod's other dependency, Benjee10 Shared Assets. The C-100 APAS port is from that. 

All dependencies are bundled in the mod download, except for the official Breaking Ground DLC.

i've extracted all the folders, bundled into the .rar, intothe Gamedata folder...

but can't find the endcaps or the docking port...

maybe is because my game is "vanilla", without the Breaking Ground DLC?

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7 minutes ago, Kerbinidiel said:

i've extracted all the folders, bundled into the .rar, intothe Gamedata folder...

but can't find the endcaps or the docking port...

maybe is because my game is "vanilla", without the Breaking Ground DLC?

Not sure quite what you mean by the endcaps here - if you're talking about the flat metal cap on the right hand module in this pic then it's just the small FLA adapter from restock clipped in a bit, not a part from this mod. Otherwise the structural endcaps are included as separate parts and also as a part switch option on every 1.875m part. 

If you are using Janitor's Closet then the APAS docking port wouldn't show up under Benjee10_MMSEV, it'd show up under Benjee10_sharedAssets as it's stored in a different folder.

Worth noting that without the Breaking Ground DLC the MMSEV wheel mounts and wind turbine rotation servo will not work correctly, and some users have reported having problems with them, so it might be worth steering clear until I patch that in the next update (will simply remove the motor functionality if BG is not installed)

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1 hour ago, benjee10 said:

Not sure quite what you mean by the endcaps here - if you're talking about the flat metal cap on the right hand module in this pic then it's just the small FLA adapter from restock clipped in a bit, not a part from this mod. Otherwise the structural endcaps are included as separate parts and also as a part switch option on every 1.875m part. 

If you are using Janitor's Closet then the APAS docking port wouldn't show up under Benjee10_MMSEV, it'd show up under Benjee10_sharedAssets as it's stored in a different folder.

Worth noting that without the Breaking Ground DLC the MMSEV wheel mounts and wind turbine rotation servo will not work correctly, and some users have reported having problems with them, so it might be worth steering clear until I patch that in the next update (will simply remove the motor functionality if BG is not installed)

ok, for the FLA adapter, i understood... i thought it was part of this mod because i not use "Restock" mod and the FLA adapter in the game is visually different... so, thanks!

for the docking port, maybe i was not clear (sorry, english is not my language)... in the picture you linked, what is used to connect the main large command module and the science module? i see two grey rings between the two modules, and i thought they were docking ports

Edited by Kerbinidiel
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5 minutes ago, Kerbinidiel said:

ok, for the FLA adapter, i understood... i thought it was part of this mod because i not use "Restock" mod and the FLA adapter in the game is visually different... so, thanks!

for the docking port, maybe i was not clear (sorry, english is not my language)... in the picture you linked, what is used to connect the main large command module and the science module? i see two grey rings between the two modules, and i thought they were docking ports

Ah I see! Those docking ports are from HabTech2 and not included with this mod. 

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4 hours ago, ninthninja05 said:

What is the notch in the PT-SP100 Structural Support Unit for? The description says it's for size zero docking port, but I can't figure out what a size zero docking port is.

"Size 0 port" usually refers to Clamp-o-Tron Jr. or a compatible port Also, it's not strictly for a docking port, and can be used for anything

Edited by OrdinaryKerman
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Spoiler
///MMSEV - supports 4 crew for 10 days///
@PART[Benjee10_MMSEV,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_baseLander]:NEEDS[SnacksUtils]
{
	RESOURCE
	{
		name = Snacks
		amount = 120
		maxAmount = 120
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 40
		maxAmount = 40
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///3.75m NODE - supports 6 crew for 33 days///
///LAB - supports 2 crew for 33 days///
@PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLab]:NEEDS[SnacksUtils]
{
	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Processor
		StartActionName = Start Snack Processor
		StopActionName = Stop Snack Processor
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		 
		//Ore masses 0.01 metric tons per unit
		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 0.002
			FlowMode = STAGE_PRIORITY_FLOW
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 30
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Snacks masses 0.001 metric tons per unit
		//1 Ore = 5 Snacks, not all of the ore is usable...
		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.001
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 594
		maxAmount = 594
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 198
		maxAmount = 198
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///3.75m HAB - supports 6 crew for 66 days///
// Has recycling
@PART[Benjee10_MMSEV_baseHabShort]:NEEDS[SnacksUtils]
{
	//This is calibrated for 6 kerbals at 100% efficiency when then consume
	//1 snack per meal and 1 meal per day.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
	//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
	//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 6
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.00004630
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 3
			FlowMode = STAGE_PRIORITY_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.00004630
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

	MODULE:NEEDS[SnacksStress]
	{
		name = SnacksConverter
		ConverterName = Entertainment Center
		StartActionName = Start Entertainment
		StopActionName = Stop Entertainment
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
		
		//At least one crew needs to be in the part to run the converter.
		minimumCrew = 1

		//Connection back home required to receive entertainment.
		requiresHomeConnection = true

		//This condition is set whenever the kerbal enters the part and the converter is active, and
		//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
		//skills while the converter is running.
		conditionSummary = Relaxing

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.4
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Works like an INPUT_RESOURCE except:
		// It applies to individual kerbals.
		// You can specify an AmountPerDay or AmountPerSecond.
		ROSTER_INPUT_RESOURCE
		{
			ResourceName = Stress

			//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
			//This will override AmountPerSecond if it is defined in the node.
			AmountPerDay = 2
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 1188
		maxAmount = 1188
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 396
		maxAmount = 396
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///3.75m ATTIC - supports 6 crew for 120 days///
@PART[Benjee10_MMSEV_baseHDU]:NEEDS[SnacksUtils]
{
	//This is calibrated for 6 kerbals at 100% efficiency when then consume
	//1 snack per meal and 1 meal per day.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
	//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
	//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 6
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.00004630
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 3
			FlowMode = STAGE_PRIORITY_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.00004630
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

	MODULE:NEEDS[SnacksStress]
	{
		name = SnacksConverter
		ConverterName = Entertainment Center
		StartActionName = Start Entertainment
		StopActionName = Stop Entertainment
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
		
		//At least one crew needs to be in the part to run the converter.
		minimumCrew = 1

		//Connection back home required to receive entertainment.
		requiresHomeConnection = true

		//This condition is set whenever the kerbal enters the part and the converter is active, and
		//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
		//skills while the converter is running.
		conditionSummary = Relaxing

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.4
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Works like an INPUT_RESOURCE except:
		// It applies to individual kerbals.
		// You can specify an AmountPerDay or AmountPerSecond.
		ROSTER_INPUT_RESOURCE
		{
			ResourceName = Stress

			//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
			//This will override AmountPerSecond if it is defined in the node.
			AmountPerDay = 2
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 2376
		maxAmount = 2376
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 792
		maxAmount = 396
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///LONG HAB - supports 3 crew for 33 days, added recyclers///
@PART[Benjee10_MMSEV_baseHabLong]:NEEDS[SnacksUtils]
{
	//This is calibrated for 6 kerbals at 100% efficiency when then consume
	//1 snack per meal and 1 meal per day.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
	//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
	//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 3
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.00004630
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 3
			FlowMode = STAGE_PRIORITY_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.00004630
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

	MODULE:NEEDS[SnacksStress]
	{
		name = SnacksConverter
		ConverterName = Entertainment Center
		StartActionName = Start Entertainment
		StopActionName = Stop Entertainment
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
		
		//At least one crew needs to be in the part to run the converter.
		minimumCrew = 1

		//Connection back home required to receive entertainment.
		requiresHomeConnection = true

		//This condition is set whenever the kerbal enters the part and the converter is active, and
		//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
		//skills while the converter is running.
		conditionSummary = Relaxing

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.4
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Works like an INPUT_RESOURCE except:
		// It applies to individual kerbals.
		// You can specify an AmountPerDay or AmountPerSecond.
		ROSTER_INPUT_RESOURCE
		{
			ResourceName = Stress

			//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
			//This will override AmountPerSecond if it is defined in the node.
			AmountPerDay = 2
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 594
		maxAmount = 594
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 198
		maxAmount = 198
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///GREENHOUSE - supports 2 crew for 33 days, added greenhouse///
@PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[SnacksUtils]
{

	MODULE
	{
		name = SnacksConverter
		ConverterName = Greenhouse
		StartActionName = Start Grenhouse
		StopActionName = Stop Greenhouse
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1
		hoursPerCycle = 168 //Number of hours to grow crops
		minimumSuccess = 1
		criticalSuccess = 90
		criticalFail = 5

		criticalSuccessBonus = 0.25
		failureLoss = 0.25

		INPUT_RESOURCE:NEEDS[ClassicStockResources]
		{
			ResourceName = Water
			Ratio = 0.000218750
		}

		INPUT_RESOURCE:NEEDS[ClassicStockResources]
		{
			ResourceName = Compost
			Ratio = 0.000072917
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		INPUT_RESOURCE:NEEDS[!ClassicStockResources]
		{
			ResourceName = Ore
			Ratio = 0.001
		}

		OUTPUT_RESOURCE:NEEDS[SnacksFreshAir]
		{
			ResourceName = FreshAir
			Ratio = 0.00045
		}

		//Calibrated for 1 snack per meal, 3 meals per day
		//Supports 2 kerbals
		YIELD_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 168
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 594
		maxAmount = 594
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 198
		maxAmount = 198
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

 

Snacks, Fresh Air, and Stress configs for those interested. :)

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10 minutes ago, Angel-125 said:
  Reveal hidden contents

///MMSEV - supports 4 crew for 10 days///
@PART[Benjee10_MMSEV,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_baseLander]:NEEDS[SnacksUtils]
{
	RESOURCE
	{
		name = Snacks
		amount = 120
		maxAmount = 120
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 40
		maxAmount = 40
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///3.75m NODE - supports 6 crew for 33 days///
///LAB - supports 2 crew for 33 days///
@PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLab]:NEEDS[SnacksUtils]
{
	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Processor
		StartActionName = Start Snack Processor
		StopActionName = Stop Snack Processor
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		UseSpecializationBonus = true
		SpecialistEfficiencyFactor = 0.1
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1.0
		 
		//Ore masses 0.01 metric tons per unit
		INPUT_RESOURCE
		{
			ResourceName = Ore
			Ratio = 0.002
			FlowMode = STAGE_PRIORITY_FLOW
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 30
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Snacks masses 0.001 metric tons per unit
		//1 Ore = 5 Snacks, not all of the ore is usable...
		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.001
			DumpExcess = false
			FlowMode = STAGE_PRIORITY_FLOW
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 594
		maxAmount = 594
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 198
		maxAmount = 198
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///3.75m HAB - supports 6 crew for 66 days///
// Has recycling
@PART[Benjee10_MMSEV_baseHabShort]:NEEDS[SnacksUtils]
{
	//This is calibrated for 6 kerbals at 100% efficiency when then consume
	//1 snack per meal and 1 meal per day.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
	//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
	//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 6
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.00004630
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 3
			FlowMode = STAGE_PRIORITY_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.00004630
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

	MODULE:NEEDS[SnacksStress]
	{
		name = SnacksConverter
		ConverterName = Entertainment Center
		StartActionName = Start Entertainment
		StopActionName = Stop Entertainment
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
		
		//At least one crew needs to be in the part to run the converter.
		minimumCrew = 1

		//Connection back home required to receive entertainment.
		requiresHomeConnection = true

		//This condition is set whenever the kerbal enters the part and the converter is active, and
		//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
		//skills while the converter is running.
		conditionSummary = Relaxing

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.4
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Works like an INPUT_RESOURCE except:
		// It applies to individual kerbals.
		// You can specify an AmountPerDay or AmountPerSecond.
		ROSTER_INPUT_RESOURCE
		{
			ResourceName = Stress

			//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
			//This will override AmountPerSecond if it is defined in the node.
			AmountPerDay = 2
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 1188
		maxAmount = 1188
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 396
		maxAmount = 396
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///3.75m ATTIC - supports 6 crew for 120 days///
@PART[Benjee10_MMSEV_baseHDU]:NEEDS[SnacksUtils]
{
	//This is calibrated for 6 kerbals at 100% efficiency when then consume
	//1 snack per meal and 1 meal per day.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
	//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
	//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 6
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.00004630
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 3
			FlowMode = STAGE_PRIORITY_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.00004630
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

	MODULE:NEEDS[SnacksStress]
	{
		name = SnacksConverter
		ConverterName = Entertainment Center
		StartActionName = Start Entertainment
		StopActionName = Stop Entertainment
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
		
		//At least one crew needs to be in the part to run the converter.
		minimumCrew = 1

		//Connection back home required to receive entertainment.
		requiresHomeConnection = true

		//This condition is set whenever the kerbal enters the part and the converter is active, and
		//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
		//skills while the converter is running.
		conditionSummary = Relaxing

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.4
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Works like an INPUT_RESOURCE except:
		// It applies to individual kerbals.
		// You can specify an AmountPerDay or AmountPerSecond.
		ROSTER_INPUT_RESOURCE
		{
			ResourceName = Stress

			//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
			//This will override AmountPerSecond if it is defined in the node.
			AmountPerDay = 2
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 2376
		maxAmount = 2376
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 792
		maxAmount = 396
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///LONG HAB - supports 3 crew for 33 days, added recyclers///
@PART[Benjee10_MMSEV_baseHabLong]:NEEDS[SnacksUtils]
{
	//This is calibrated for 6 kerbals at 100% efficiency when then consume
	//1 snack per meal and 1 meal per day.
	//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
	//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
	//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
	//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
	MODULE
	{
		name = SoilRecycler
		ConverterName = Soil Recycler
		StartActionName = Start Soil Recycler
		StopActionName = Stop Soil Recycler
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		ExperienceEffect = ConverterSkill
		EfficiencyBonus = 1.0
		RecyclerCapacity = 3
	 
		INPUT_RESOURCE
		{
			ResourceName = Soil
			Ratio = 0.00004630
			FlowMode = ALL_VESSEL
  		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 3
			FlowMode = STAGE_PRIORITY_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 0.00004630
			DumpExcess = false
			FlowMode = ALL_VESSEL
		}
	}

	MODULE:NEEDS[SnacksStress]
	{
		name = SnacksConverter
		ConverterName = Entertainment Center
		StartActionName = Start Entertainment
		StopActionName = Stop Entertainment
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
		
		//At least one crew needs to be in the part to run the converter.
		minimumCrew = 1

		//Connection back home required to receive entertainment.
		requiresHomeConnection = true

		//This condition is set whenever the kerbal enters the part and the converter is active, and
		//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
		//skills while the converter is running.
		conditionSummary = Relaxing

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 0.4
			FlowMode = STAGE_PRIORITY_FLOW
		}

		//Works like an INPUT_RESOURCE except:
		// It applies to individual kerbals.
		// You can specify an AmountPerDay or AmountPerSecond.
		ROSTER_INPUT_RESOURCE
		{
			ResourceName = Stress

			//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
			//This will override AmountPerSecond if it is defined in the node.
			AmountPerDay = 2
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 594
		maxAmount = 594
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 198
		maxAmount = 198
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

///GREENHOUSE - supports 2 crew for 33 days, added greenhouse///
@PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[SnacksUtils]
{

	MODULE
	{
		name = SnacksConverter
		ConverterName = Greenhouse
		StartActionName = Start Grenhouse
		StopActionName = Stop Greenhouse
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		ExperienceEffect = ScienceSkill
		EfficiencyBonus = 1
		hoursPerCycle = 168 //Number of hours to grow crops
		minimumSuccess = 1
		criticalSuccess = 90
		criticalFail = 5

		criticalSuccessBonus = 0.25
		failureLoss = 0.25

		INPUT_RESOURCE:NEEDS[ClassicStockResources]
		{
			ResourceName = Water
			Ratio = 0.000218750
		}

		INPUT_RESOURCE:NEEDS[ClassicStockResources]
		{
			ResourceName = Compost
			Ratio = 0.000072917
		}

		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 12
		}

		INPUT_RESOURCE:NEEDS[!ClassicStockResources]
		{
			ResourceName = Ore
			Ratio = 0.001
		}

		OUTPUT_RESOURCE:NEEDS[SnacksFreshAir]
		{
			ResourceName = FreshAir
			Ratio = 0.00045
		}

		//Calibrated for 1 snack per meal, 3 meals per day
		//Supports 2 kerbals
		YIELD_RESOURCE
		{
			ResourceName = Snacks
			Ratio = 168
		}
	}

	RESOURCE
	{
		name = Snacks
		amount = 594
		maxAmount = 594
	}
	RESOURCE:NEEDS[SnacksFreshAir]
	{
		name = FreshAir
		amount = 198
		maxAmount = 198
	}
	RESOURCE:NEEDS[SnacksStress]
	{
		name = HydrazineVodka
		amount = 17
		maxAmount = 17
	}
}

 

Snacks, Fresh Air, and Stress configs for those interested. :)

like (because I have reached my like limit today)

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