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PalverZ

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Everything posted by PalverZ

  1. Revision 1 is up a quick patch in order to use module manager as per a good suggestion, hope it doesn't break anything too bad, I hope to not have to use MM for too long I don't like be too dependent. Tested in .24.1 seems to work ok except a cost glitch on the tank I will try to solve in V.2 .
  2. I will most assuredly post pics when I have new models for the AGMU and Tank(s) right now it looks like stock parts so there is not a huge point to do so but ill come up with a screen shot or two, soon just to show what little there is to show. Right now when you recover a vessel the resource is recovered as part of a vessel. Excellent Good idea I will try to implement that soon, overwriting was/is not my idea of the perfect solution.
  3. I am fairly certain that this will work with .24.1 without any more problems that it had before.
  4. Kerbinium Asteroid Mining Mod: Bringing a source of FUNds to roids: Have you ever wanted to mine an asteroid? or maybe just make a part that has a random amount of a set resource on it? Well I did so I made this and well maybe this mod is for you, maybe not. Kerbinium is a sought after metal that can be sold for funds. To get it, strap a Kerbinium tank and an AGMU from the utility tab to your vessel, grab, and pump (MOD KEY + Select each part (Tank and roid)) Currently offering AGMU: A modified Klaw that allows Fuel Cross feed in order to extract Kerbinium from an asteroid Kerbinium Tank: I am sure you can figure out what this is for. RandomResource.DLL: a parts module that allows parts to be configured to have a random amount of a resource. This is my first public mod, this is the first version bugs, balancing issues, and incompleteness are present. Right now I am reusing the Klaw, and the small tank's models. Feel free to use RandomResource.DLL without the rest of the mod if you like and if you use it in your own mod please let me know, not for permission but for my ego Dependency: This mod now has a dependency on Module Manager, the work of ialdabaoth and sarbian (Included in zip below): http://forum.kerbalspaceprogram.com/...-6-%28Jan-6%29 My ultimate vision is a mod with no dependencies but many compatibilities, and a few great partners. ===================== SOURCE CODE AND INSTALL DIRECTIONS INCLUDED: ===================== http://od.lk/zvar V.2R1:Fixed a few issues including the tank cost. V.2: Added Chance of Zero and NotRefillable (Special Thanks to RoverDude's code on Dynamic Tanks Module for teaching a method of doing this and thus allowing me to do it) Revision 1: Module Manager usage (Thanks RoverDude!) License stuff: Don't redistribute whole package online without asking me first please, you can use/distribute RandomResources.DLL and/or modify just please give credit, and let me know. ==================== The plan: (More stars means less priority) *Ability to limit parts (so asteroids) to only have a max of X resources, for cases when someone configs them to potentially generate many different (Sidfu Good idea) *A real mining drill, making the pumping method of extraction no longer work **A scanning device **Planetary Deposits (Will not be on Kerbin) *Real Models (Will have to get help here) ***Fluctuating price *Mod Cross compatibility (Like to make usable in EL etc) **Think up other stuff *** Ween from ModuleManager *Listen to [good] suggestions *Learn ==================== Known Issues: * I need Models Lets see if this astroid has some..... why yes it does! Transferring Kerbinium from the asteroid:
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