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Artificer_Drachen

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Posts posted by Artificer_Drachen

  1. 42 minutes ago, Artificer_Drachen said:

    Anyone else having the issue where the entire station/ship is immediately shaken to bits once a vessel is made via using the EL orbital construction dock? I installed via ckan and I have MKS installed

    Adding onto it, things made by the survey station+stake spawns several meters above the ground, no much of an issue for low gravity bodies but a big one on high gravity

  2. Since I can't seem to find uraninite on iota and I don't know how to add it to the "resource table", I went ahead and added a module to the tundra refinery. Basically just copied the refined exotics module and made it so the refinery extracts "trace amounts of uraninite" from the rare minerals and metals.

    Same for some other recipes like trying to get deuterium from hydrates/water and helium 3 from regolith.

  3. 2 hours ago, RoverDude said:

    I'd remove Rational Resources and see if your problem vanishes.  If so.. there's your answer.

    Turns out after booting up a new sandbox and testing things, rational resources likely does mess with WOLF resources. Now is there a way to "reset" the resources on existing saves or am I gonna have to go about mostly using the old fashioned mks colonization since it doesn't fix the resources on said existing saves. 

  4. 1 hour ago, Terwin said:

    Looking in GameData\UmbraSpaceIndustries\MKS\ResourceConfigs\water.cfg

    I see entries like:

    PLANETARY_RESOURCE
    {
        ResourceName = Water
        ResourceType = 0
        PlanetName = Kerbin
        
        Distribution
        {
            PresenceChance = 100
            MinAbundance = 1
            MaxAbundance = 50
            Variance = 20
            Dispersal = 3
        }
    }

    So if you just duplicated this entry and changed the planet name from Kerbin to Iota (or however it is named in the other config files) then it seems like that should add water to iota with an abundance similar to what you find on the land parts of Kerbin.

     Be sure to check for a similar config entry in the Galileo planet pack however, as if there are two, I would expect the last one loaded to over-write the previous one, and as the default water is not zero, I am pretty sure the iota water config already exists somewhere.

    Hm, I checked the GPP_resources/Res_CRP and there's already a config for water for the planets, Iota included.

    Here's the entry:

    BIOME_RESOURCE:NEEDS[CommunityResourcePack]
    {
        ResourceName = Water
        ResourceType = 0
        PlanetName = Iota
        BiomeName = Droops
        
        Distribution
        {
            PresenceChance = 1000
            MinAbundance = 4
            MaxAbundance = 10
            Variance = 40
            Dispersal = 10
        }
    }

    Also I do have rational resources installed too, would that cause an issue or is it unrelated?

  5. 3 minutes ago, RoverDude said:

    In theory, just add a planetary resource config (there should be some examples like Kerbin you can borrow from).  Planetary overrides Global.

    thanks, one last thing I forgot to ask. But is there a way I can progressively add modules? Because I'd rather not have to launch a biomes whole infrastructure all in one vessel.

  6. 19 hours ago, Rodger said:

    I started a new save after it started happening to me, and now I’m 5 years in to the new save with no crashes. Might be worth a try.

    Tried it, now I just crash after time warping for a while even without an SOI change. Any mod that are known to mess with things? I've heard that OPT can sometimes do this.

  7. I'm trying to mess with the config for the nuclear smelter so I can add Deuterium and He3 as a recipe since I use Galileo's Planet Pack and Galaxies Unbound and I don't think they're properly configurated for those resources unlike stock (IE I get far less He3 on ceti than the mun or far less He3 on icarus than on moho). I can post the config modules I tried to add. 

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