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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. One word: Backups Too late now, but preventable in the future
  2. pretty much. The tanks will show capacity, and you will be able to use the in/out buttons to move it around, but that's it.
  3. I haven't had time to look at it, I'm relying on you and @swjr-swis's review. Ok, I'll see if I can get it out this evening Thanks
  4. Define "doesn't work", that's rather nebulous Log file would be helpful
  5. When completed, the basic difficulty settings will control things like: LS rate per day Breathable Atmo pressure (min allowed) LS Rate adjustment when on homeworld LS Rate adjustment when on another planet with O2 LS Rate adjustment when out of EC
  6. Hmmm. I wonder what these people who don’t like mod would say about the 225 mods I’m currently playing with?
  7. Don't be impatient. Sometimes it takes a couple of days for people to decide to enter a challenge. And, if no one enters, try again with something different.
  8. The best way to stockify a save is to create a totally new install and copy it over
  9. Something which really hasn't been done so far as I can tell is to have specific modules only work if a specific science experiment has been done. For example, I'm working on the IFI Life Support module, and am adding several parts which will allow the recycling of the waste products. However, I don't want those parts to work in any location where a specified science experiment has been run. This isn't too difficult to do, but before I start writing code to do this, I want to be sure I'm not reinventing the wheel. Does anyone know of anything like this already? Specific example: Kerbals generate Organic Slurry as waste product Organic Slurry is processed in the Greenhouse I don't want the Greenhouse to (preferably) be available at all if the EBC-1 experiment has been done anywhere off of the homeworld The greenhouse should not work in various locations (orbital, on another planet, etc) until the EBC-1 has been performed at that location. I might even go as far as specific biomes, but that is just a detail Greenhouses produce Life Support and Sludge as a waste byproduct Sludge is processed one of several parts, MicroBiome, BioReactor Sludge will not be processable until the Biological Systems Study of Goo has been performed in the environments For those interested, here is mostly complete diagram showing the resource life cycle:
  10. Probably not. What fuel do the Ullage motors use? Since these are intended for maneuvering ships, I'm not sure it makes sense to limit them.
  11. Could you add this as an issue on Github, please? Include the full bug description as well. Thanks
  12. I'll get it merged and released tomorrow evening
  13. It's fine, just keep in mind that too many parts on a vessel will bog it down, also too many mods
  14. Actually is listed as compatible with 1.3, so you are fine
  15. I'm having a bit of a problem. I'm working some life support tanks, and the text is wrapping in a very ugly way, see these pictures to see what I"m talking about: What can be done to fix this? Thanks in advance
  16. Actually, I just found it: https://jenkins.spacetux.net/job/A-F/job/FilterExtension/71/artifact/000_FilterExtensions-original-3.1.0.13.zip
  17. The real question is, is that what was happening in the original mod? Please try it with this: https://github.com/linuxgurugamer/FilterExtension/releases/download/3.1.0/000_FilterExtensions-3.1.0.zip which is the mod before I started working on it, and let me know. The more info the better, including pictures and log file Thanks
  18. Something I'm considering doing is a simple mod to kickstart the initial game. What I do personally is give myself enough money and experience to research the first few levels of the tree, and then proceed from there. Rather than doing it by hand, I'd like to be able to just click a button and have it done.
  19. Just a quick status update: The mod now creates OrganicSlurry as the Kerbal(s) use the Lifesupport and the one greenhouse I'm working with now uses the OrganicSlurry to generate LifeSupport and Sludge.
  20. So first you install a mod to give you science, then you nerf the science. Hmmmm, why not just not install the mod?
  21. Both fair enough ways of doing it, but my impression was that he wanted something like the visual markers which are available in the VAB and SPH
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