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seanth

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Everything posted by seanth

  1. You can do either. The zip file on github is exactly the same as what is in Gamedata.
  2. You can do either. The zip file and the contents of the Gamedata folder are the same.
  3. Beautiful. I'll definitely be using this with TACLS and BioMass
  4. The zip should be exactly the same as what is in the Gamedata folder...but now that I think about it, I think the zip is slightly behind. Use what's in the Gamedata folder
  5. Is regex a module or a person? To me it means "regular expression" and that can't be right.... Is the blue natural-gas flame water? Is the brown flame...waste?
  6. Exactly (1089-3). I would say the central stripe you have coloured right now.
  7. This is really lovely. I'd like it more if the tank colours matched colour-coding (white for O2, grey for CO2, etc), but this is great. Would you be willing to supply a photoshop that has things in layers along with the models and tgas?
  8. I assumed that the Kerbals would have the tech to compress gasses and store them prior to starting a space program, especially since oxygen gas compresses to make oxidizer. Their lack of an explicit techTree entry is 100% an oversight on my part due to that starting assumption.
  9. In limited testing, BioMass+ is career mode ready, but an additional set of eyes on it would be helpful
  10. I literally have nothing to do with the version of BioMass on Spaceport, but I'll let Roboto know there are issues.
  11. GITHUB VERSION ONLY It will be soon. Cultivate patience. Resources have been updated to be "tweakable." There is a known bug with the Station Hubs. It's a bug that some other mods are seeing with some of their models (i.e. not isolated to BioMass). I'm sure someone will diagnose the problem soon.
  12. I am there! New thread? Maybe contests to see how much science can be accumulated just on the surface of kerbin without using planes or rockets? Just boats and ground vehicles? -STH
  13. Yeah. We are aware of the issue. The ability to have resources calculated when you deselect and the reselect a craft some time later requires a custom .dll. To the best of my knowledge, any mod that calculates the resource levels when you reselect a craft does so with a dll each mod makes for themselves. By that, I mean there is no common-purpose dll that these different mods use; everyone rolls their own. Hopefully we will be able to provide a dll that does this for BioMass, but is something we can provide independent of BioMass so others can use it if they want. We'll see.
  14. Plants, just like animals, respire (i.e. they use their built up sugars--biomass--as energy, converting it into CO2 and water). Plants do this all of the time, whether in the light or the dark. Luckily or us, the rate of photosynthesis is about 4x greater than the rate of respiration. So, yes. BioMass, in this mod will "die" without any light...just like real plants. In this mod, the BioMass will generate seeds in the dark, so you may actually have some, but so few they might not show up in the resources window. The problem with warping and BioMass is a known bug, but probably stems from how the game does calculations are higher warp. I think what is going on is that there are rounding errors at high time warp, which imbalances things. I would consider this a Squad bug, but it results in super inconvenience. As a rule, don't try time accelerating over 50x while you have a craft with a greenhouse selected.
  15. I've updated what is on github. I'm not sure why the harvester module would be running all the time and consuming the biomass. If things are installed correctly, you should see something like this in the utilities view: And here's the science view: The most basic greenhouse setup is a greenhouse, a seed bank, a CO2 tank, a O2 tank, and a water tank And the in-game GUI should look like: Transfer seeds to the greenhouse and give them light (using the built in light or by opening the panels). Give that a try and let us know whether BioCake is still increasing when the Harvester is not on.
  16. Oops. No, it was just there for testing. I'll upload a new .zip by tonight (14 Dec)
  17. Minor fixes to the parts that store seeds and food. If you downloaded the github version before 13 Dec 17:00Mountain Time, you should probably DL it again. Sorry for the screwup.
  18. Hmmm. Roboto will have to weigh in on this. Paging Roboto. Roboto, please come to the front desk.
  19. As far as I know, a greenhouse only breaks when it explodes. I'm afraid there is no repairing that. Hopefully you kept the receipt and it's still under warranty. Or maybe I misunderstood your question.
  20. Must just be the biologist in me. For me, having biologically realistic values/rates is more fun in that I then need to engineer to cater the living things. Along those lines, one could alter the O2 tanks so they contain gas in multiples of kerbal/day. But in the end, it's just a game and there is always ModuleManager
  21. I completely agree with how useful it would be to have standardization. I pitched the same idea to a few other mod makers. Some have agreed that standards would be really useful. Some never replied. In regards to this specific mod, I find it amusing that people worry about how difficult it would be to keep track of oxygen when we're talking about a game that is about space flight. Rocket science is easy, but biology is hard, I guess.
  22. Mmmmmm. BioCake Just testing converting greenhouse grown biomass into food for kerbals.
  23. You might want to check out the k-os plugin http://forum.kerbalspaceprogram.com/threads/47399-kOS-Scriptable-Autopilot-System-0-9. It allows you to do some really amazing automation things. There are some good youtube tutorials as well.
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