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  1. "SeaQuest KSP" :: Powered by Wild Blue Industries It's time to build that fishing gear. The ocean is becoming even more playable! Carrying the legacy of my "The Spice" mod, this one seeks to attempt to fill a very well known void in KSP and to open another door to (mostly) untapped gameplay opportunities. SeaQuest gives the player more to do with Kerbin's ocean, and adds value to (large) planet mods or large installs thereof. SeaQuest KSP builds upon the Wild Blue Tools core mod made and owned by @Angel-125. Currently, no new parts (specifically, no new part models) are on the roadmap for this mod. Pathfinder is recommended for installation in order to get the most out of SeaQuest. The "Lasso" scoop devices in Pathfinder will be the example fish catching devices. MOLE (Mark One Laboratory Extensions) is additionally recommended for the science aspect and the complete experience. This mod fits right into the subtitle of Pathfinder: "Space Camping & Geoscience," and is not meant to be a full mod on its own, but rather, to only be an expansion. What is a camping trip without catching a few fish and frying them? Unlike "The Spice" (to those who know of and have tried it), mining, traveling and colonization aspects will not be chained down by a single habitable mystery planet and its OP handwavium engine stuff hoping to be found, but will be open to any and every planet mod with worlds capable of hosting life. Fishes will not spawn and be visible and jump around, no. They are merely resources and may occur in any undisclosed number of oceans on varying compatible planets assuming the player has many planets with oceans installed. Gameplay dimensions: Fishing. With RNG! Powered by the WBI OmniConverter module, fishing will actually require a splashed vessel to sit and wait for a solid haul of the chosen category of fish. There will be chances to catch a bonus, catch less, or even none at all. TBA various classes of fish will be select-able and mine-able. Each class may require its own amount or size of time interval between catches. Some classes of fish can or will be common to multiple worlds. Others can be rare and exclusive. Economy Every sort of fish has its price, weight, and amount per tank volume. By default, the tank templates will include a hefty ratio of Water or Classic Stock GrayWater for them to live in, but the water must be added separately when configured in OmniStorage (when available)... There is no penalty to not providing water for the fish but for roleplay's sake and "realism" would you keep fish in a dry, empty tank and expect them to live? Floating and seaside bases become just a little more practical and their harvests can be sold for funds for your career. Some classes of fish will be convertible to life support resources but the conversion process will involve varying fractions of waste output (convenient for buffing Fertilizer production or meeting other edge cases that need waste resources). Science A small host of LDEF-alike experiments focused on fish will be included. Some with very high demands. Most will have clones per unique compatible world for fresh science gathering per unique compatible world. Planned Compatibility Stockalike Station Parts Expansion Redux by @Nertea. (see 3.75m Aquaculture module) Snacks! and Classic Stock by Angel-125 Stock planets (of course) and Outer Planets Mod. Other planet packs are TBD. Supply and Demand by @Eskandare.
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