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Roboto

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Everything posted by Roboto

  1. OK! linked the old post to this one! I'll update the license at github as well asap. If you have any questions let me know! Good Luck with the mod!
  2. Biomass Development is being picked up again by linuxgurugamer! Here is a link to the thread he created for further development.
  3. Yes, we live. Just kind of busy with other things.. i can give you push access to the repository on github so you can do updates. Do you have an account? let me know and ill get you set up so you can help maintain!
  4. Sean and i are partners on the mod. Neither of us really try to control or dictate anything over the other, we just find lots of compromises! I don't have problem with you using our parts in another mod if you like. Glad you like it!
  5. It's been up on kerbalstuff for sometime now and should work fine.
  6. Ok, this has been addressed. The option to add should not have been there anymore. The tech tree parts are added when choosing difficulty level. I removed it. Thanks!
  7. I like how you reference the word "sane" and then flip through a book full of notes on a video game for a full minute!
  8. Sorry man, we have both been really busy the last couple weeks. We have mucho progress, but just finishing up converting part cfg's for difficulty levels and organizing the tech tree progression. Shouldn't be too much longer.
  9. Pretty strange, I've not seen that happen before so I don't really know what to suggest. Fortunately, we have done another major overhaul on the plugin dll and is now using modified versions of the stock ModuleResourceConverters, so any issues with resources going hay-wire are pretty much gone as of the next release. As far release date goes.., I've completed all the plugin work and polished things up a bit, we just have to sort out some of the difficulty switching details and the mod should be ready to go soon!
  10. Unfortunately there is no easy way to convert the mod so that it will work in KSP 1.0+.
  11. Visual plant growth will be new, yes. We are also... Rebuilding our biological generators by extending the new stock ModuleResourceConverter, so the rates of production will be far less quirky. Polishing up the GUI BioMonitor. Most Likely.. Extending the Techtree to include a Biology/Astrobiology path. Adding Biologist Experience Trait Possibly... Adding/updating science experiments, contracts and agents
  12. An update to BioMass is in the works for KSP 1.0+ Here's a little something you can look forward too.. We are working on it as I write this...
  13. A little something to look forward too when we release the BioMass update for KSP 1.0 GreenHouse is an extended ModuleDeployableSolarPanel that can be added to a part cfg like so... MODULE{ name = GreenHouse scalePlants = true //should the module attempt to scale plant models plantMeshName = plant //the name(transform.name) given to each plant in Unity3D maxPlantSize = 0.09 //the max size the plant model should be scaled. Will not stop biomass production. animationName = Deploy animSwitch = true sunTracking = true raycastTransformName = glass pivotName = glass isBreakable = false resourceName = Light chargeRate = 1.0 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 0 0 0 } } And that's it! The module then searches the part model for meshes that are names "PREFABplant" or just "plant", and then applies scaling to them as biomass increases/decreases.
  14. ModuleResourceConverter does have a boolean AlwaysActive.
  15. We will be going over BioMass to ensure everything is working as it should in KSP 1.0.... Look out for posts by us about it soonish.
  16. Yes. Give us a day or two and we will add the ckan file to our zip.
  17. You may not see the compressor if you are playing in easy or classic mode. Some parts like the compressors are not used in easy and classic.
  18. It seems the break force is out of whack on that one, I'll touch it up again. Unfortunately I think you will have to replace the one that broke. - - - Updated - - - I don't think so, but I did notice the last time I messed with it, that it seemed like sometimes the button that is highlighted in the window, isn't actually the mode you are playing in. But we will have a closer look at this. Thanks! - - - Updated - - - It's certainly could be an issue with another mod, but the only way to know is by disabling them to see when it starts working again. Can you post the error log right after a crash, that might clue us in to where and when its crashing. It's located in the ksp install folder.
  19. I was just checking because I think there is an issue with module manager and x64? Thought maybe that might part of the problem. - - - Updated - - - Hey, just for my own info..when I declared the icons... resourceIcons = new Dictionary<string, Texture2D>(); resourceIcons.Add ("BioMass",loadResourceIcon("BioMass")); resourceIcons.Add ("ElectricCharge", loadResourceIcon("ElectricCharge")); resourceIcons.Add ("Water",loadResourceIcon("Water")); resourceIcons.Add ("Light",loadResourceIcon("Light")); resourceIcons.Add ("MicroFlora",loadResourceIcon("MicroFlora")); resourceIcons.Add ("Nutrients",loadResourceIcon("Nutrients")); My plan was to eventually just load an icon directory into a dictionary..is this not an ideal way of doing it for any particular reason? As for the icons you are adding currently, it wouldn't be much trouble to define the other icons in this dictionary...it should work fine as is... i think 0.o
  20. In your craftManager.cs line 380 GUI.Label(new Rect(280, 0, 32, 16), ecIco, bioResourceIcon); It's only placing the electricCharge icon in there, where it should be switching that out depending on the resource. It looks like when you attempted to convert over to using Texture2D**, the portion that was checking the resource name and setting the icon was lost in the process. You can fix this by creating a check of the resourceName and then set the icon you are showing at that point. As far as the missing button in the spaceCenter, it's certainly due to the exceptions at the top of that log. The difficulty switching feature is failing to load at all, which I believe is why the button is missing. It is possible your fork may be missing a file(s), directory structure may have been changed, or possibly something to do with missing references in your project, but I'm not really sure about this. Unfortunately I don't have anymore info than that. Thanks for helping out, btw. It's definitely appreciated! ** Texture2D - If I remember correctly, I had an issue that ate up an entire night when trying to use Texture2D when writing the craftManger, and was the reason I ended up sticking with what you see in the master.
  21. I can have a look at this too. won't be till later tonight tho. thanks!
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