Hi Again,
Apologize for the double post.
@linuxgurugamer After some serious headache setting up an env for C#/Mono dev, I ended up giving a try overriding ScienceModuleConverter's protected method "GetScientists()" in a plugin ddl.
I am really not sure this is the best way to achieve what the original modder wanted to do. However, this solution seems to give satisfying result here.
Here is what changed on my side to get the chip_lab working :
I builded a CW_ModuleScienceConverter.ddl with following class (just overriding the inherited method mentioned above) :
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace CW_ModuleScienceConverter
{
public class CW_ModuleScienceConverter : ModuleScienceConverter
{
protected override float GetScientists ()
{
return 1.0f;
}
}
}
Adding the resulting ddl file into ChromaWorks/Plugins/
Notice I chose to create a new module (CW_ModuleScienceConverter) to avoid altering the existing ones, therefor I had to modify the chip_lab.cfg file (ChromaWorks/Parts/ComputerPackage/chip/chip_lab.cfg)
Previously :
// MODULE
// {
// name = ModuleScienceConverter
// scientistBonus = 0 //.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x
// researchTime = 5 //Larger = slower. Exponential!
// scienceMultiplier = 5 //How much science does data turn into?
// scienceCap = 800 //How much science can we store before having to transmit?
// powerRequirement = 10
// ConverterName = Analysis
// StartActionName = Start Analysis
// StopActionName = Stop Analysis
// }
After fixing it -> uncomment & change module's name to prefix it with CW_
MODULE
{
name = CW_ModuleScienceConverter
scientistBonus = 0.25 //.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x
researchTime = 5 //Larger = slower. Exponential!
scienceMultiplier = 5 //How much science does data turn into?
scienceCap = 200 //How much science can we store before having to transmit?
powerRequirement = 10
ConverterName = Analysis
StartActionName = Start Analysis
StopActionName = Stop Analysis
}
With these modifications I ended up having the lab_chip part working without any crew on board.
I'm really curious to know your thoughts about this fix. I'd be happy to send a pull request on your repo to get this mod working for all.
Also, nothing to do witch the chip_lab but I noticed the KER_flight chip isn't working either, this is due to a misspelling in lab_KER_flight.cfg file :
MODULE
{
name = FlightEngineer
}
should be
MODULE
{
name = FlightEngineerModule
}
Same as lab_chib, I'd be happy to send a PR to fix these too.
Let me know !
Cheers,
Nok