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Ratys

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Everything posted by Ratys

  1. Sorry, for some reason the forums didn't notify me of your message... Yes, it should be perfectly fine to just add karborundum to RecipeInputs fields in ModuleManager.cfg file. As for integration with Final Frontier I actually have no clue, but imagine it should do that. I don't have the capacity to test it right now, but I'd be glad to clear that up.
  2. Correct, both statements; as I've said, the "Archive Crew Flight Logs" action that ModuleExperienceManagement adds emulates whatever happens to kerbals when they are recovered, flight/career log (i.e. experience) wise.
  3. Huh. I've been musing over exact same mod idea for a couple of days now; it was a fluke I stumbled upon this gem, you really deserve more attention! What I had in mind is a bit more in-depth, perhaps, with things like EPL integration, warp drive utilization, reusing vessels, etc; but the core idea of having the player "record" something first to figure out if it's possible was at the start of it. I guess I'll tinker away at some tangential aspects for now and see for how long I can avoid "treading on your territory", then non-intrusively build upon your mod's functionality.
  4. It's simply a matter of editing ModuleManager.cfg to add the modules to whatever parts desired. Soylent generation could be handled by Regolith converter instead of MKS one, or just make the nursery eat up say 500 of electric charge per kerbal, for installs without TACLS and EPL; that's why I made everything so configurable. Sadly I'm not yet proficient enough to have it automatically detect installed mods and reconfigure each and every aspect, hence the flat-out requirement for now. Going to look into it though; for now I'll release the electric charge version, for testing purposes I guess (ETA ~2 hours, not at home ATM). EDIT1: They don't level up for being kolonists. All my mod does is mimic what KSC does when you recover kerbals: move their flight log into career log (I happened to stumble upon a very exposed ArchiveFlightLog() method in ProtoCrewMember class, simple as that). As far as I know that's how experience and leveling up works anyway. EDIT2: I gave it a quick thought, such feature could be doable. Way out of scope of this mod, though, so if I ever cobble it together I'll release it separately (and send you a PM of course).
  5. Simplistic addon that adds two features to make colonies (specifically MKS/OKS colonies) even more self sufficient: Crew flight log archiving - added to MKS and OKS Colony Control Centers; re-records crew's current flight log as career log, making it count towards experience. Naturally, bumps up the number of flights they've been on, and costs a fixed amount of funds per kerbal (configurable by costPerKerbal field). Kerbal in-vitro nursery - added to MKS and OKS Kerbitats; start up the IVN to accumulate "Soylent" (made from food, water, a bit of oxygen and some rocket parts), and when it's full - open it up to release a random newbie kerbal to join the crew. Stock Remix: special version, adds both features to the Science Lab instead, makes IVN require flat fee of 500 electric charge per kerbal. Redistributes Module Manager, no additional requirements. Download (and source) available at GitHub. Requirements: Modular Kolonization System by RoverDude (functionality is added to it's parts and it's converter is used to produce Soylent) Module Manager by ialdabaoth (who is awesome) and sarbian (modifies MKS parts without rewriting original files; should be included in MKS) Installation: Install required mods then put "Kolonists" folder into your GameData. Should be CKAN-compatible. Downloads: Kerbal Stuff, GitHub (source available) License: Licensed under GPLv3, License.txt PS: Feedback very welcome, be it feature ideas or tips on how to improve the release, this post included.
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