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rabidninjawombat

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Everything posted by rabidninjawombat

  1. Awesome! Thanks for the quick update! And your welcome to distribute the Book item if you want , or put a link to it in the first post. Totally up to you.
  2. Garithmar, your not taking into account the efficiency rating each part has. If your just looking at the CFG, it looks like they are using the same, but the EfficiencyBonus rating each part has is different, each number should be designed to produce the request number of food to match the corresponding apartment block (i.e. the Large Biosphere, will produce enough food to support the large apartment block) put all 3 on the pad, and activate them individually and you'l see the difference. Just tested it and they are indeed producing different amounts The 50 electrcity was a type-o, all should take 400, (divided by the EfficiencyBonus of cource) ive got that fixed and i'll drop that in the next release) Enjoy the cheaper electricity for now You are absolutely right on that DigitalProeliator, my apologizes. For now excess waste will get ejected. Though if you do use MKS and do the Waste --> Organics--->Food route. The same food is used for the Civies. I'll implement a Waste-->Organics---Food route of my own, Just need some time to crunch the numbers and make sure it comes out right Thanks for the feedback!
  3. @ mitchz95 - It works fine without Kethane (it will utilized the stock resource system) But if you do use Kethane, it will utilize that It actually doesn't technically require KIS either, but you wont be able to use the survey stakes without KIS, you would only be able to launch from launchpads or the orbital dock
  4. You'll need to bring in substrate (using the laser drill) The amount of substrate that is needed to produce food is a very small amount. So resources arn't 100% closed loop at the moment. If your using TAC-LS or MKS you can use their recyclers. I Do want to add in a Recycler part (kind of a waste treatment facility) to transition the Waste into Substrate. But it wouldn't be a 100% closed loop return. (or i could go easy and just add in the module to the biodome ) Either way similar to MKS/OKS i don't want the orbital modules to reach 100% self sustainability. If you were building a Generation ship for example , you would need to have the ability to stop and resupply substrate at planets or asteroids (or build an asteroid into the ship!) (previous to 1.0 the part of substrate used to be played by Biomass, but I'm trying to minimize the number of extra resources, and keeping things within the CRP at all possible)
  5. I did find a small error in the largest Orbital biodome, (wasn't drawing enough electricity, and the efficiency was off, was actually producing too much) All the other parts seem to be fine. Ill include the fix in the next patch. A little more details if there was something else wrong please feel free to post it That being said, im welcome to any input on the balancing of the biodomes and farms. Right now they SHOULD be balanced to supply just enough food for a full load of Civies (for the appropriate size apartment, small, medium, large. )
  6. Annnnnd... all done! Chaka Product Information Guide Download: Dropbox Just Drop the directory into the GameData Directory, and it will go into the CMES folder. All credit goes to YANFRET for putting together the awesome guide, i just coverted them to png, wrote a cfg, and slapped together a quick custom texture for the book Requires: KIS, obviously for the book to work. License if needed: Creative Commons Attribution-ShareAlike 4.0 License (same as Chaka)
  7. Just checking for a quick answer hopefully Is there any issue with using the model for the KIS Guide(with custom texture) to make another in game guide for another mod? (with attribution of course! )
  8. I gotta say, i LOVE the product information cards you put into the download really neat feature. If you have no objection, id like to convert them into a in game usable item for the KIS mod (similar to the KIS instruction manual, in the KIS/KAS mod) will be happy to share once done, shouldnt take no more than an hour.
  9. Awesome shots! really looking forward to playing around with that drill! I tend to blast this on full blast every time i build a new vehicle. Come on'! Lets go space trucking!
  10. Thanks Roverdude! --Update 1.5.1 Released! --Fixed all nodes on Structural Parts, and biodomes. (please let me know if i missed any, but that should be all!) --Added KSP-AVC support, version file included to keep you up to date on any changes! --Construction parts are back! Laser Drill has MetalOre extraction added Laser Smelter to smelt said Metal Ore into Metal. CNC Mill to take the metal and create rocketparts. Construction Drone to Construct Base parts in-situ. (NOTE: Due to the way EPL's productivity system works, there is still a manned requirement for parts to be construted. I simple attach a small housing modules to the Drone. Will be creating a workaround method in the future) Future Plans: With the majority of the features updated an reimplemented in 1.0, i'll use this section for future plans. Here is a short list of what im working on implementing. DDS conversion of textures (this is priority one, and ill get that done and tested ASAP) IVA's for parts missing IVA's (Docking Port, Movie Theater) Optional Configs to adapt parts to use USI-Life support Supplies. Closer optimization and usage of the CivPop parts with Roverdudes UKS mod. (I.E. having parts like the Farm Biodome work to provide MKS stuffs. Science Parts! Ive already got a model for a large Hadron-like Particle Collider that id like to bring into the pack. Happy to take any suggestions you may have.
  11. Ill fix those nodes today Thought i had gone through all of em but guess i missed a couple. Also will have the rest of the construction parts out today. In regards to the Airlock.. No IVA on the airlock.. I may get around to working on one in the future. Getting a kerbal into a dome is simple. Just enter through the outside, then EVA them by clicking on the inside hatch, and select EVA. I can also implement the default IVA as well.. though it obviously wont match interior (it what the MkII modules use in MKS)
  12. Version: 1.7.5.1 NOTE: I'm back, give me a few days to get up to speed on 1.0.5 and we'll get an update going Turn your Kerbal society into a Type 1 Civilization by adding civilian exploration! Your agency as research goes on gains the ability to have civilians take part on your exploration, ultimately letting you recruit new crew members from the population (the motivation for taking civilians with you). Scroll to the bottom of this post for a quick howto! Civilian Population is originally Developed by michaelhester07 Future updates and new content provided by myself and Cosmic_Farmer (Huge props to him for all the input and work he's submitted to this project!) Banner Artwork graciously made by forums user RBGPeter Taking over future development with his permission and blessing models and textures are his work,Licensed under: CC-BY-NC-4.0(Orginal Thread) ` Downloads: Kerbalstuff Download (v1.7.5.1 10/12/15) Source via Github Licensed under: CC-BY-NC-4.0 NOW CTT COMPATIBLE! NOTE: If upgrading from a version pre -1.7.2 please delete your NetherdyleAerospace folder and reinstall the latest version How to manage your civilian population: Civilian kerbals are not like your astronaut kerbals. They require food to survive and have not been trained on how to eat a diet of snacks. The management of your civilian population relies on generating enough food for them. If you have enough food they'll live. If you don't they'll die off. It's that simple. Space Tourism: Civilians will flock to your space stations and bases which can support them. You can either transport them yourself or you can hire Civilian space agencies to transport them for you. The space agencies gave Netherdyne plans for a universal docking port which their transports will use. Attach the port to your station or base and you civilians will come. Space tourism is limited to the kerbin system (Kerbin, Mun, Minmus). Civilian reproduction and long voyages: If your civilian population is big enough (20 or more) they'll start reproducing. This will produce a new recruitment able Kerbal every 3 kerbin months. Understanding the stats on the Civilian Quarters parts: Food per pop: This is the minimum amount of food your ship's stores must have on hand to support the population. To get the required amount multiply this by the size of your civilian population. It's easy: 1:1. So 50 population requires a minimum of 50 food to support. Each farm module is scaled to support a 1:1 quarters to farm size. The large biospheres support the largest of population capacities. Each farm tells you how much population it can support. Population Growth Rate: this is the time in seconds it takes for your population to grow through reproduction. Population Decay Rate: this is the time in seconds it takes for your population to decay. Growth and Decay timers: these show the current state of growth or decay. When these pass their respective rate the population will change by 1. Reproduction rate: this is the minimum population your ship needs to start reproduction. The speed your population grows at scales based on how big it is beyond this. A population of 150 will reproduce 3 times faster than a population of 50. Total consumption rate: this is how fast your population is consuming food civilianDock: If you have a civilian contractor dock attached to your ship this indicates it. civilianDockGrowthRate: this scales your ship's growth rate by the number indicated. Scale is 1000 for kerbin and kerbin orbit, 100 for Mun, 10 for Minmus. GrowthRate: This is how fast your population is growing. Recruit Kerbal: You can recruit a new crew member from the population onboard the module. Each Civilian module except the dock supports a number of Crew slots. Population changes over time, even when you're not watching! The civilian population on your ship or base will change over time even when you're doing something else (flying another mission perhaps). How the population fares depends on how well you managed the food on your ship. Make sure your ship, station, or base has food and all the farms are operational before you leave it! Managing your Civilian Population Basics: Civilian Population requires food, water, and oxygen to survive. They will produce Carbon Dioxide, Waste Water, and Waste. Each civilian module (except the contractor dock) has space for 1 kerbin-day's worth of waste and 1 kerbin day-s worth of needs for the population that it supports. Production of food requires biomass and water. Food is produced at a garden module or at the farm biodome. Garden modules and the farm biodome are equipped with recyclers which can convert the waste water and waste back into water and biomass. The plants inside also act as natural scrubbers, clearing out the CO2 and producing Oxygen. The farms do not come with biomass storage. These must be attached through way of the fertilizer pod. Use of the other resource pods is recommended for an extra buffer of resources. If a waste resource builds up to the cap the excess will be dumped out into space. It is thus imperative that you keep the recycler running. The recyclers will outpace the waste production for their intended population size. The biodomes and civilian modules are paired together to make managing this simple. The civilian population will grow once it is larger than 20 members. This growth requires a kerbal's mass in food (about 380 food). They may also come to your base or station through way of the civilian contractor dock. When they immigrate to your station, ship, or base this way they don't consume 380 food per growth. Farm food stores can be quite massive, equating to roughly 120 days worth of food for one kerbal on the small garden. That is because the colony's population growth will need the food. The pictured land crawler shows everything you need to maintain your civilian population and to grow it. Left to right: mining container, garden, fertilizer for garden, Civilian pod, laser drill. In-situ resource utilization: Water and substrate must be present in some amount at the landing site for your colony (much like MKS) for you to get the resources to grow the civilian population. The laser drill can be used to grab these resources. If you have MKS then you can use those parts to get the resources as well. The laser drill has the same efficiency as those parts. Recruiting specific job kerbals: If you wish to recruit kerbals with specific jobs (pilot, engineer, scientist) you can use the movie theater, university, and flight school. The Movie Theater is the basic part required for this. Your kerbals need inspiration for them to decide that they want to do a specific job. To get that inspiration you play movies for them in the theater. Select a type of movie to get a bonus to recruitment for the job it matches: - Racing movies: Engineer kerbals are inspired by the act of tuning up a vehicle to win races. Playing these movies makes engineer recruitment 10% cheaper. - Scifi movies: Pilot kerbals are inspired by dogfights, things blowing up, basically what Jeb grew up on. Play these movies to get a 10% cost reduction on pilots. - Documentaries: Scientist kerbals love documentaries about the solar system, plants, animals, and space exploration. They especially love the ones they wrote Play documentaries to get a 10% cost reduction on scientist recruitment. NEW: Romance Movies: Inspire your kerbal civilians to find that special someone and continue out the kerbals race in all of your far flung colonies. ** All recruitment costs 50 inspiration, unless you're playing a matching movie type. The University comes in when you want an educated kerbal Scientist or Engineer. See the movie theater makes a kerbal think he knows what he's doing. A university makes sure he knows. The university has a science lab for the scientists to process research experiments. To recruit a level 3 Scientist or Engineer requires 5000 education and 50 inspiration. Open Classes to start the education. Educating a new kerbal will take roughly 10 kerbin days. The Flight School comes in when you want a pilot who crashes less than Jeb. To recruit a level 3 Pilot requires 5000 flight experience and 50 inspiration. Open classes to start the training. Training a new pilot takes roughly 10 kerbin days. Robotic construction facilities: The laser drill now has an ore drill on it. The netherdyne smelters return as well. Combine the Cnc Mill, smelter, Construction drone, and laser drill to enable construction of bases or stations in situ without the need for a kerbal present (though you may want one or two to place survey stakes). You still need to find suitable ore deposits. In situ construction requires Extraplanetary Launchpads. Rent: Civilians generate Rent now! Earn 200 funds per civilian per day as they live in your apartments on your station, ship or base. Some FAQS Is a Life Support mod needed? --Nope! Though it does take away a bit of the fun. Without a life support mod your kerbalnauts will not consume resources, but civilians still need resources to survive. All resources are defined by included community resources pack, so no additional mods are needed. And the included Hydrospheres will provide said resources. That noted, i high recommend running a life support mod. What Life support mods are currently Supported? -- Civilian Populations currently supports both TAC-LS and USI-LS. The system will adapt to whichever one you have installed. Just please don't install both. That's like dividing by 0, Oh the Kermanity! Do I need MKS? --No. It enhances the experience though, providing parts to expand your base or station with. MKS unfocused simulation is now compatible. Other mods which I highly recommend to go with CivPop: Scansat (for resources) Extraplanetary launchpads (for building huge cities on a planet) Hangar Extender: For building Generation ships with the new parts in 1.2 Changelog: 1.7.5.1 -- Fixed animation on small reactor. --small bug with craft in kerbin SOI without Civilian Docking Ports --added tweakscale config 1.7.5 Update: Fixes: Refinements/Additions 1.7.4.1:Hotfix 1.7.4 Update: Fixes: New Parts: Version 1.7.3.2 Version 1.7.3.1-"Dont Code and Upload" Version:1.7.3 - "Land Lord Edition" 1.7.2.1: --> Hotfixed small apartment with new model (new model was slightly smaller than the old one, scaled up to fix, and be the same size as the old one) Thanks for the update Cosmic_Farmer! --> Reduced mass of a couple parts (Landing legs were overweight, Large reactor just slightly, and Constrution Drone Part) --> Lowered Productivity of the Constructor (from 30 to 15) Was way overpowered, if you like the old way your welcome to adjust the cfg -->New part by request, Smaller Reactor Module, for your compact bases/ships! (thanks for the idea Oaktree42) 1.7.2 Update: 1.7.1.1: Hotfix 1.7.1 1.7: ***1.6.2: Bug Squashing *** --fixed a small bug in the University which would cause the right click context menus to disappear (thanks to silly coding on the ScienceLab modules on squads part ) 1.6.1: EPL HOTFIX EDITION. --Quick hotfix to EPL related parts. -- Added Productivity rating to all housing modules to assist in-situ building -- Added Lauchpad support to Both orbital spacedocks. --See Forum thread for more details and info on building. 1.6 NOTE: PLEASE DELETE YOUR NetherdyneAerospace FOLDER BEFORE INSTALLING THIS NEW VERSION TO AVOID ANY ISSUES NOTE: Possible ship breaking issue: Empty biodome shells have been change around, if you have any connected to you base, please disconnect them before updating. Change log: 1.5.1: --Fixed all nodes on Structural Parts, and biodomes. (please let me know if i missed any, but that should be all!) --Added KSP-AVC support, version file included to keep you up to date on any changes! --Construction parts are back! 1.3: New textures on pretty much everything, New IVAs for most of the parts, New part: MK2 Cruiser Landing Gear 1.2: new biodome/biosphere framework, large truss parts. Fixed issue where civilians stop using resources when undocking from a station or base, and where docking may have caused double the resource consumption. 1.1: moved everything to regolith. Civilian population regulation extends regolith. This should make my mod MKS and TAC LS compatible (I didn't test TAC tho). 1.0: initial release of the completed system. Uses food from other life support mods 0.1.2 Changed the Food definition to a new Civilian_food, which encompasses all of their current life support needs. Fixed the door on the civilian quarters 0.1.1 Fixes a bug in all of the modules added so that they start properly. Kerbal Reproduction Bug, there should not be any lingering issues now with kerbals reproducing outside of the Kerbin SOI. Cleaned up textures on the mega drill. Cleaned up all right click menus, they should be more concise and easier to read now (this is in preparation for a New CivPoP UI in 1.1, removed all unneeded or static info that did not change. Added new Movie Type to the Theater! New :kiss:"Romance Movies" Provides a 10% bonus to Civilian Reproduction when playing (Per theater) New Parts: New Large Storage Tanks! These will hold Liquid/Gas/Loose stuff(like Organics and Substrate) Comes in 3 sizes (Regular, Large, Enormous!) NOTE: Older Smaller tanks are being phased out, They are still in the pack, but will be depreciated in a few patches, So if they on your bases now, might be a good idea to phase them out. NOTE: Firespitter has been added as a requirement to use the Resource Swittching Feature for these tanks, and future parts, it is included in the download. Fixed and issue were kerbals would sometimes change jobs upon recovery. Fixed a bug were kerbals recruited from the Flight School and University would de-level themselves. fixed a few hatches on existing parts that were not on strait. (minor deal) Radial landing Pad - Individual radially attached landing pad that can be placed anywhere. Also acts as a Civilian Docking Port. (for automatic Civilian immigration) XL-9000 Mega Drill - Extra large drill to extract large quantities of ore, (to save part count for folks who like to spam lotsa drills to get lots of ore!) Hotfix for folks having issues with existing bases. Should fix rent issues for them. Hotfix for install folder error (dont code and upload at 2am:P) Complete refactoring of the code! Alot more efficient (hopefully!) All Rent related bugs are finally fixed! Your kerbal tenants have stopped being deadbeats and are now paying properly! (Note: RabidNinjaWombat and Associatesâ„¢ are not responsible for any back rent not collected ) Note: Rent is only collected when you visit your ships/bases(but it does accumulate while the ships isn't focused) So Land-lords check in with your tenants often! Added a check to rent code to make sure player was in Career mode before trying to pay them money, avoiding null refs for those playing in Sandbox (thanks for the report Maraz!) (note for sandbox players, right click menu "Time Until next Pay" field will still go into the negatives but it can be safety ignored till I get the GUI up and running which will removed this field completely) Several code fixes eliminating Reeeaaaaly annoying log spam. (thanks for the heads up Oaktree42) USI-LS support should now properly cost you supplies for your Civilians. Add Placeholder IVA to Movie theater (to make it easier to access your recruited Kerbals) New IVA soon. Enhancements/Balance: Added a check to the rent code to see if your landed on Kerbin. (no rolling a CivPop Apartment just off the runway and raking in the cash, you dirty cheating alpaca ) Its not perfect, But works for now, will take another look at the rent code, once the GUI is finished. Buffed/Balanced the Laser Drill - was pulling far too little out for its size/cost and relatively high point in the tech tree. Lowered weight of landing legs, given their size, while large, compared to other parts they were still overweight. Rent Slightly Buffed. Several of the Civilian Houses have received new models! (thanks for the contributions Cosmic_Farmer!) Animated Harvesting Arms added to the small hydrosphere (with plans for more to the two largers ones) Balancing of Civilian consumption of resources (consumption of Oxygen lowered, almost by half, Water increased, food slightly decreased. All production should hopefully be balanced to approximately half of what Kerbonauts use. (with a little extra cushion) Update and Consolidation of more Textures. Due to an A.I. Revolt and attempted world Domination, Human oversite has been added to the Construction Drone. (A Kerbal with wire-snips) -------(I.E. at the current time, building unmanned with EPL does not work without a forking of the EPL code and some revisions). The Construction Vehicle still will provide over 30+ productivity since it will have A.I. assistance Fixed regular Core Girder model orientation. (Cosmetic issue, but would make folks who already have them on ships look weird) Added CLS (Connected Living Spaces) config that should have shipped with last patch. Doubled power production on Reactor Module increased weight to compensate. (to compare it was about 2.5 times the size of the OKS-PDU, but weight a tad less and put out the same power. Fixed this) Updated to the latest version of CRP (Community Resource Pack) Fixed issue with 6x6 Core Girder, Core length is now proper. USI-LS Integration: If you are using USI-LS as opposed to TAC. All the parts should now adapt to the new resources. New Structural Parts!: Along with the original empty and Core Girder, there is now a T, X, and L junction. All the 6x6 girder parts were retextured, and new supports added in (thanks for the inspiration Cosmic_Farmer!) New Structural Panels as well 1.0.4 Compatibility Added 3 new parts (Reactor, Command Module Saucer, X-Large SAS Module) Even more model and texture touch ups/opitmizations (Courtasy of Cosmic_Farmer) Shaved about another MB off the download size Updated to the 1.0.4 version of KSPAPIExtensions Removed some unneeded textures Rebalanced food production/Water production Add electricity usage to all manned crew vehicles (along with electricity) Added waste recylcling loop for Farms/Biodomes. Reduced Civ immigration rate for Civie Docking port (it was too fast.) Model Optimization (memory reduction and rextuxure to several models) THANKS COSMIC_FARMER! Laser Drill has MetalOre extraction added Laser Smelter to smelt said Metal Ore into Metal. CNC Mill to take the metal and create rocketparts. Construction Drone to Construct Base parts in-situ. (NOTE: Due to the way EPL's productivity system works, there is still a manned requirement for parts to be construted. I simple attach a small housing modules to the Drone. Will be creating a workaround method in the future) Legal Stuff: Community Resource Pack is released under Creative Commons 4.0 BY-NC http://creativecommons.org/licenses/by-nc/4.0/ Civilian Population 1.5 is released under Creative Commons 4.0 BY-NC http://creativecommons.org/licenses/by-nc/4.0/ KSPAPIExtensions is released under CC-BY-SA 3.0 Unported
  13. Awesome work Cosmic_Farmer, id be happy to take a look at the new models and replace exisiting models if they fit in Ive got a few model changes also planned myself , after coding is done. Feel free to PM me with any info or questions. Also converting all existing textures to DDS shortly. : Speaking of which: New Thread and download is up! http://forum.kerbalspaceprogram.com/threads/124162-1-0-2-Civilian-Population-1-5-%28update-6-2-15%29?p=1992153#post1992153 Current issues as posted above: EPL releated features: Construction drone, etc: are not included as i have a few more kinks to work out of it. Should have that done by Thursday. All Civilian related features should be working smoothly. The numbers may need a balancing pass, since i've updated to stock converters. But feel free to direct any question or concerns to the new thread and let this thread fade out Will see if the mods will let me close it
  14. Got all the Civilian related features working smoothly, Just doing some final testing at this point I will have a release thread up late tomorrow after i get home from work more than likely The Automated construction drone is the only feature that is not working at the moment, it will need a bit more work. But seeing as how you can use EPL to do the exact same function, ill leave it out of the release till i get it working.
  15. Awesome, grabbing the latest version. May wanna edit the OP to add a link to the KerbalStuff download. (for those folks who may be unfamiliar with downloading from Github)
  16. Awesome Oaktree! Ive been looking forward to this every since you talked about it on Twitch. Loaded it and and everything runs smoothly Definitely a nice change for those of us who build large colony's. It got kinda ridiculous when hiring another kerbal would cost as much as the Colony you were putting down
  17. I love me that Battlestar I just have to figure out a way to put some docking ports into the hanger bays so i can attach some Vipers! (i really need to get the hanger extended mod)
  18. the Battlestar looks amazing i love the defense cannons on top (nice little touch!) that and the fact that it uses Tylium for fuel . Props for accuracy
  19. Are you using Tweakscale? I've seen this issue before with tweakscale and roots parts (even when the parts are rescaled) That being said, your mileage may vary if you are using the mod on 1.0, not updated yet. Im pushing real hard to get it finished over the weekend
  20. @Flying_Dutchman---- Thank looks pretty amazing nice layout. regarding landing something of that nature, i wouldnt try it LOL.. i would totally build it on site with EPL. @Kendrick. ----- Progress update: I've got all the parts properly setup and working in game (with regards to 1.0 compatiblity) I've got all the converters migrated over to the Stock system. Thats all the easy stuff The plugins gonna take a little more time (having to rewrite and test a portion of it) Will keep this thread updated with the progress.
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