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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Awesome stuff! Glad the Karibou is being used as intended
  2. The greenhouses may get some alternate (more realistic) models And you can definitely toggle starvation to be more deadly (five levels in the next version, two today) Considering it, either in this or in the next layer which specifically addresses that.
  3. Not familiar with the engine lightening mod glad it's working out, there will be an update pretty soon just wrapping up some Squad stuff
  4. Maybe 'Colonization' for the Mk-IV's, and 'Advanced Colonization' for CivPop?
  5. Yep that's very likely it (will sort the math once I finish what I am working on today for Squad)
  6. Well except that a Kerbal who poos 1L of mulch will get enough stuff out of it to make 2L of supplies... which in turn can become 2L of mulch that transforms into 4L of supplies, etc. So you will tend to see a buildup over time (or should, I'l double check all of the math)
  7. Would be helpful to post what you did to fix it for the next fellow that comes around.
  8. Slightly incorrect. Mulch converted to fertilizer becomes twice as much supplies as you had mulch... i.e. you should over time actually grow more food (the extra mass comes from the dirt.
  9. Sounds like you did not install it correctly - was this installed manually or off of CKAN? And did you overwrite all of the files (and include all of the files) from the ZIP?
  10. Known issue - always retract before repainting Just create a github account, and then you can create a new issue in that repository
  11. No problem - and a repaint does in fact change the contents - it's how we reuse storage containers
  12. ..And which one of those is a nuke from the Orion mod again? A nuclear reactor (power source) != a nuclear pulse drive.
  13. You need to download and install the new version from KerbalStuff.
  14. It would be very weird to put a flex o tube on a colony tube - they basically do the same thing (one is more for KIS users tho). Also: new release. 0.0.2 - 2015.10.03 -------------------- Fixed tube and hub colliders for less explosions (May cause issues with existing bases) Added 'Fertilizer' into the mix and changed the workflow between habs and ag modules slightly. Habs now recycle into fertilize, and convert organics into supplies/food. Ag module converts fertilizer plus dirt into organics. Removed MKS Efficiency equations from MKS-L modules to keep things simple Reduced KAS/KIS storage volume of all inflatables Increased storage space in the lander module and added it to the pod Added missing FlexOTube texture Corrected errors in the OSE Workshop config
  15. No worries and thanks! The tube has two attachment points - one is recessed, one is flush (the recessed one looks a lot better on round parts). Make sure you're using the inset node, and if this is still an issue, show me a screenshot. Log a github issue please (usual caveat, I am not saying 'log an issue' in a snarky way, I am saying 'log an issue' because it really helps me sort these things out and is the best way people can help). Yep, the actual shoveling is abstracted. Reported, I will be taking care of this As noted by others, mulch is essentially 'poop'. Kerbals make this. Side note, I have an idea for a tweak to help make this more obvious. It's really a matter of keeping MKS-L's abstraction simple enough. And if you have dirt, you can absolutely be self sufficient. So as long as you have Kerbals you have an infinite mulch supply Regarding Fertilizer, this is more of a USI-LS thing but I have some ideas. Regarding RefinedUranium I think you mean EnrichedUranium, and since no parts in MKS-L use this, it would not be needed - you'd upgrade to the full UKS mod if you were looking for that Yep you can absolutely do that with MKS-L - that's the intent I'll try to make that a bit more obvious in the next release. No worries at all, this has been very helpful and presented in a constructive and useful way, so keep at it!
  16. Correct. If you install UKS all mks-l parts go legacy. Reason being these are outbalanced, and it would not make sense to nerf either mod. MKs-l is more about having some training wheels, or for folks for whom the full UKS mod is too much.
  17. Excellent, sounds good. I'll review the colonization nodes since in chatting with rabidninjawombat there's room for a new one to cover civpop
  18. Thanks The reason I am using stock Ore and a new 'Dirt' resource for MKS-Lite is pretty simple. Ore is present in all biomes, as is the new 'dirt' resource. This is done because with so few resources you have too great odds of coming up empty, and for the lite version it's a bit early to introduce orbital logistics, etc. so pretty much drop a base anywhere and it will work (the only difference will be to what degree). This was a concious design choice to keep that aspect pretty simple. Machinery of course is completely absent from MKS-Lite. For folks moving up to MKS, the answer is that 'Ore' is now replaced by MetallicOre, Substrate, and Minerals. 'Dirt' is replaced by Substrate and Water. And you have no guarantee of having any of these. - - - Updated - - - Unrelated - looks like I chased down one of our base explosion issues, so expect an update relatively soon
  19. That's nice, but it offers no value to the conversation, and is a bit jerky. Leave it at the door please.
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