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ObiVanDamme

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Everything posted by ObiVanDamme

  1. In that case you will need lots of ore and only a little bit rocket parts. the problem is, that ore is still a very cheap resource, so you need a lot of it to cover the costs of expensive parts. If you want to require very small amounts of resources you need to add a resource with a high unit cost to the recipe. I think exotic minerals will be your best choice
  2. The value in the recipe is just a ratio. The Workshop will process the specified resources in the given ration until the mass of the processed resources is equal to the mass of the printed part AND until the resource cost is equal to the cost of the printed part. Because of that the amount of units needed for very light but expensive parts is very high. If you do not want to have that you should change the recipe to use a more expensive resource. I hope that helps. I am thinking about a config switch to enable/disable "cost adjustment" or to disable it by default if the game is in sandbox or science mode, but at the moment you cannot disable that feature
  3. no they can't. They just occupy one seat in your vessel and will stay there.
  4. The Kerbals from the tourist contracts in career mode.
  5. i think you can remove the equipSkill property in the ModuleKisItemAttachTool node in the part config of the screwdriver. i suggest looking for the mole mod which adds a "backseat" part for the mk1 pod. it makes the early missions easier because you always have a pilot plus scientist, engineer or tourist.
  6. I would love to read out the custom filters in the VAB but I could not figure out how. i would also love to use the icons for the original categories but i cannot find the icons. if you know how to achive either or both of those things please let me know
  7. This is already done, because I had the same problem. Just past the following code in a .cfg file and all parts listed will be shown in the second to last tab in the workshop menu. The Initialization of OSE Workshop will check all cfg files for this node and add all items found. you do not need to override the existing one OSE_ItemFilter { parts = OSE_Workshop;OSE_Converter;ose3000;ose6000 // Replace this with the parts you would like to include }
  8. You can 3D print all parts that are available. What other parts do you mean? Not all Parts may show up in the Workbench because there are restrictions like the maximum part volume and that all parts need to be researched before you can print them. Besides that all parts that are available in the VAB can be 3D printed OSE Workshop 0.12.1 has just been released Fixed a bug that caused more than three items in the recycler to stack like solitair (thx to Kowgan for reporting) Fixed a bug that caused the Workshop to only show two pages after switching the category (thx to Kowgan again) Fixed a bug that caused the Workshop to show empty pages when switching categories Fixed a bug that caused the recycler to remove complete stacks of items from their inventory while only recycling a single one
  9. I will check the paging behaviour and fix this. In 0.12.0 I added FSTextureSwitch and different decals for all containers. That might be the reason the containers have been reset, since now FSTextureSwitch is the leading module and not FSResourceSwitch. I hope that this was the last time that happened. Sorry that I forgot to mention.
  10. Thank you for pointing this out. I only tested the recycler for less than three parts. The problem is found and fixed and I will release a new Version as soon as I am back at my PC at home where the latest version of KSP is available.
  11. OSE Workshop 0.12.0 has just been released - Fixed the recycler and re-added it's module to be usable again - Added new textures provided by Angel-125 for the ose3000 and ose6000 to be able to use FSTextureSwitch - Added MM patches to add ExoticMinerals and RareMetals to the stock scanners and drills
  12. Wow! What a great update. I will check out the new stuff and most important the JetWing as soon as possible. Keep up the good work!
  13. [B][COLOR=#008000][SIZE=3]OSE Workshop Version 0.11.1 has just been released[/SIZE][/COLOR][/B] [LIST] [*]Buffed the MaterialKits converter to have the intended efficiency that is in line with stock [*]Buffed the production speed of the workshop to account for the higher resource needs due to cost compensation [/LIST] This is just a little tweak in the configs of the converter and the workshop, because with the introduction of the new recipe system, resources and cost compensation the whole process of printing took way more time than intended. In addition to that I miscalculated the efficiency of the converter in the first place which is corrected as well. The ratio of the converter is now 1 ore => 0.375 MaterialKits and the speed of the Workshop is now 2.5 times faster than before. More testing and balacing will follow. Thanks to everyone for the great feedback.
  14. i tried to align my parts with the stpck parts in comparison to mks lite. the stock arts are about 50% more efficient than mks lite. so i took roverdudes conversikn of rocket parts and made a conversion that is 50% more efficient. maybe i forget to account for different densities. i will take a look at this again, but it is on purpose to make things more expensive with this patch. it might be too much to reduce efficiency of the converters and increase costs of the parts with the recipe system. the balancing will take much more time but i wanted you to have this update available as soon as possible.
  15. good to here you found something that fits your need. the system is very flexible as you saw and i will post a guide in the future because i already saw that a lot of players tweaked the mod to fit their needs and that there are quite a bit of integrations to other mods.
  16. ok now i got what you mean. i will spend some more time to identify the stock parts and define specific recipes for the ones that do not make sense at the moment. for the mks parts you either need to add the recipe you like by yourself or ask roverdude in the mks thread to provide recipes for his parts, because i cannot manage the recipes for all available mods
  17. [B]badsector[/B]: if you only use rocket parts you need more of it to reach the cost of the item. that is on purpose. we intdoduced more expensive resources to reduce the unit count. the compensation for cost is done by scaling up the units needed. it will keep the ratio of the different resources be aware that not all parts have recipes. you might want to add a has module check in your patch i already added specific recipes for engines, science and command modules that use this mechanic
  18. [quote name='Badsector']For MKS compatibility, now MateriaKits density is 0.001 versus RocketParts density 0.0025, i have to change recipes ? [CODE] OSE_DefaultRecipe { name = part RESOURCES { RocketParts = 0.4 } } [/CODE][/QUOTE] if you want to use rocket parts the code above is correct. you do not need to change the number, because it is just a ratio and if only a single resource is used the number does not matter. because the density of rocket parts is higher you just need less units to build things
  19. [quote name='Kowgan']That's a huge update! Thank you so much for this once again, Obi! You rock! Now, let's try the new features in the this toy. :)[/QUOTE] I hope you will like this and the stuff i planned for the future, that will build on the recipe system. I also hope that this update will not break to many savegames
  20. I just released version 0.11.0 of OSE Workshop, that is out of the box fully compatible to MKS-L by using only resources that can be found in the community resource pack. At the moment some of the MM patches that try to move from materialKits to RockatParts can cause some trouble.
  21. [COLOR=#008000][B][SIZE=3]OSE Workshop Version 0.11.0 has just been released [/SIZE][/B][/COLOR] [LIST] [*]OSE Workshop is no longer dependent on a specific version of KIS. => Updating KIS should no longer break OSE Workshop [*]Implemented multi resource system [LIST] [*]Parts can require multiple resources to be created [*]Default recipe is still MaterialKits only [*]Introduced RareMetals and ExoticMinerals as new Resources to support the multi resource system [*]Introduced Dirt as new mineable resource. Dirt can be converted to RareMetals and ExoticMinerals using the Material Extractor [/LIST] [*]Ablator and SolidFuel can be 3D printed using Ore as resource. That means, that parts containing those two resources will be printed with the MaxAmount of those resources available. [*]Engines require MaterialKits and RareMetals to be constructed [*]Command Modules require MaterialKits and ExoticMinerals to be constructed [*]Science Experiments require MaterialKits, RareMetals and ExoticMinerals to be constructed [*]It is no longer possible to make money with the workshop [LIST] [*]Resource costs will always be at least as high as the part costs by scaling up the units needed when the mass conversion does not use enough resources on its own [*]A new system to make money by using a dedicted factory module and dedicated recipes and parts is currently in the planning phase. [/LIST] [*]New dependency to CommunityResourcePack, that holds the new resources as well as MaterialKits [*]New dependency to FirespitterCore to use FuelSwitch for the new resources on the OSE Tanks (individual textures not yet included) [*]Recycler is temporarily disabled until I have time to fix it (it is broken due to the new recipe system) [*]The parts filter in the VAB now shows all parts the mod introduces [*]Moved workshop to advanced exploration (one tier earlier) in the tech tree [*]Adjusted efficiency of the converter to match stock ISRU [*]Included new models for the workshop and the converter kindly provided by Enceos [/LIST]
  22. the release is almost done. i think it will be available tomorrow.
  23. [quote name='Badsector']I have try the pre-release and work with 1.05, the problem is the plugin ignore "InputResource = RocketParts" and continue to search for MaterialKits[/QUOTE] That is because of the new recipe system. Look for the OSE_Recipes.cfg file and change the value in the OSE_DefaultRecipe node.
  24. I am glad this is out now. Was waiting for the MKS-L merge to release the next version of the workshop, that is 100% MKS-L comatible. I hope i will find the time to finalize the release in the next few days. edit: the release is out and ose workshop now bundles CRP and only uses resources defined there
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