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Thought SIMPLEX Colony


theJesuit

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Hi everyone.

So I'm just about there on a release for a new SIMPLEX Colony Mod.

Basically... colonists are a resource, and expensive.

There will be three parts using stock part models, although I'm now thinking of a fourth part

Two Arcologies, and one Taxi (and maybe a kerbal training facility)

The Arcologies are around 45m in diameter, a ring of mk3 crew cabins (internals removed) connected to a central hitchhiker via structural fuselages and have a mass in  excess of 350 tons.  The suggestion is to either have a massively oversized rocket, or use Extraplanetary Launchpads, or Global Construction.

The Taxi is a Mk3 tank with some minor greballing carrying 5 kerbals - twenty parts to fill one arcology.

Using the Moar Kerbals mod (zer0Kerbal and LinuxGuruGamer), a kerbonaut visits the arcology which has been filled with Colonists.  The kerbonaut then generates Interest (another resource, not tweakable, not available in the VAB) and once this is full, the kerbonaut then 'Recruits' a fresh kerbal.  The Interest returns to nil and a Colonist unit is reduced by 1.

The interest generator is a ISRU module with no heat.  It also requires a certain number of Colonists to work, so 96 of the 100 capacity of the Arcology.  

A second arcology with an additional ring has the ability to generate more Colonists, but needs 10 or so to start, requiring "a village to raise a kerbal".   In-game lore (as this will be a late techtree part) will say that through specialised growth and brain coding, it will only take weeks/months to bring about a fully realised adult colonist.  This will be at eth end of the Techtree.

Moar Kerbals 'klones' kerbonauts spawning a civilian, but this mod will rename that process to recruiting.  For training, I currently had this in the Lab, but I may create anther part for training civilians to pilot/ engineer, etc, before release.

Edited by theJesuit
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