Shalidor Posted April 19, 2015 Share Posted April 19, 2015 Activated farm and all right menu options. Farm always says "no inputs" and Recycler always says "no space".http://i.imgur.com/FSFL0eJ.pngOk first the simple things. in your second pic ignore the State: Not Enough Crew. Means nothing. As for Population you need to be making food (I know that is the problem) you also need space for civilians and a civilian dock to start building a civilian population. The population will not start making home grown civilians until you have 50 civilians onboard. Now for your not making food. I think it's 1 of a couple of problems. I don't know what gear your using as a center mount but make sure it has crossfeed. I put the same farming module you have with the same tank on top (full) with a batter on my runway and it makes food. I don't have some of your options so it could be mod related as I have no buttons for "auto pump, balance, and pump options. So just try this ...farm, battery, small fertilizer tank, and a control module...put it on your runway and try to make food. That should tell you if it's a crossfeed or mod problem. As you can see from my pics this simple design works. Link to comment Share on other sites More sharing options...
michaelhester07 Posted April 19, 2015 Author Share Posted April 19, 2015 From the pic your ship doesn't have any civilians onboard. You need a civilian dock in order to receive them while in kerbin's SOI. If you're outside kerbin space or don't have the civilian dock your population onboard will not start growing unless you have 50 or more civilians on the ship, assuming all of their needs are met.The farm missing inputs... I'd suspect something is incompatible as your ship has the biomass and water. The farm requires electric charge too (the stock one). Do you have another mod that uses either of these? There could be a resource definition clash.The recycler missing inputs is usual. It takes waste and converts it to biomass. Since you have no civilians you're not getting any waste output.It is also very likely if you activate more than one farm that one will be resource starved. Link to comment Share on other sites More sharing options...
michaelhester07 Posted April 19, 2015 Author Share Posted April 19, 2015 (edited) https://drive.google.com/file/d/0B_ag2O0IQABwaThQa05LakRIYlU/view?usp=sharingHere's a craft file that shows a simple full working civilian loop. Craft needs Kerbal Engineer and Civilian Management, but is otherwise stock. It uses parts from a fairly deep tech tree so try it in sandbox or a fully unlocked career mode.It can also qualify for a 5 man ground base or spacestation (6 crew capacity, power, docking port, antenna)Javascript is disabled. View full album Edited April 19, 2015 by michaelhester07 Link to comment Share on other sites More sharing options...
HQi88 Posted April 22, 2015 Share Posted April 22, 2015 I have a suggestion:make a spaceplane mark 2 civilian crew compartment. It could just look exactly like the crew compartment of the MK2 crew cabin and hold maybe 8 civillians with enough food to last 6 hours. Would be nice to shuttle civillians from Laythe orbit to ground Link to comment Share on other sites More sharing options...
Shalidor Posted April 22, 2015 Share Posted April 22, 2015 I have a recruitment problem. I need engineers so I get my education up to 5000 click recruit engineer and wamo...get a pilot...go to the movie theater...recruit engineer and yup you guessed it...get another pilot. Link to comment Share on other sites More sharing options...
Whizzkid Posted April 27, 2015 Share Posted April 27, 2015 1.0 Compatibility? Link to comment Share on other sites More sharing options...
Shalidor Posted April 28, 2015 Share Posted April 28, 2015 1.0 Compatibility?waiting on this too Link to comment Share on other sites More sharing options...
michaelhester07 Posted April 28, 2015 Author Share Posted April 28, 2015 I worked on it last night. I need to wait for extraplanetary launchpads to update before a full release though. There is good news though:Regolith went stock. I imagine RoverDude was under NDA for it too. It took a little bit to fix my code to use the new "stock" resource system but the civies are back on track. The only thing left is the EPL branch and it's good to go... that and updating the converter on the drill for overflowing resources. Link to comment Share on other sites More sharing options...
Shalidor Posted April 29, 2015 Share Posted April 29, 2015 Great I'm looking forward to expanding Kerbals through out the system Link to comment Share on other sites More sharing options...
Wormhol3 Posted April 30, 2015 Share Posted April 30, 2015 Any news on making this v1.0 compatible? Link to comment Share on other sites More sharing options...
Whizzkid Posted May 2, 2015 Share Posted May 2, 2015 Any news on making this v1.0 compatible?As michaelhester07 just mentioned, he is working on it and waiting for extraplanetary launchpads to update to 1.0 Link to comment Share on other sites More sharing options...
Whizzkid Posted May 6, 2015 Share Posted May 6, 2015 How long until a 1.0 update, now that extraplanetary launchpads has been updated? Link to comment Share on other sites More sharing options...
michaelhester07 Posted May 6, 2015 Author Share Posted May 6, 2015 Probably tonight. No promises... but i suspect a smooth re-integration. This assuming my PC doesn't crash like it did last night. Link to comment Share on other sites More sharing options...
TheCardinal Posted May 6, 2015 Share Posted May 6, 2015 Probably tonight. No promises... but i suspect a smooth re-integration. This assuming my PC doesn't crash like it did last night.I'll keep my fingers crossed and pray to the Kerbal gods for good fortune on your path! Link to comment Share on other sites More sharing options...
michaelhester07 Posted May 6, 2015 Author Share Posted May 6, 2015 My PC is fine and I got the final changes in for 1.0 compatibility. It's out now. Let me know of anything breaking. I'm otherwise taking a break from modding KSP and going back to playing GuildWars 2. I'll be watching and updating as necessary. Link to comment Share on other sites More sharing options...
Whizzkid Posted May 6, 2015 Share Posted May 6, 2015 My PC is fine and I got the final changes in for 1.0 compatibility. It's out now. Let me know of anything breaking. I'm otherwise taking a break from modding KSP and going back to playing GuildWars 2. I'll be watching and updating as necessary.Thanks for the update Just noticed the 1.4 download has lots of dll's in it e.g. KSPAPIExtensions, Assembly-CSharp. Is this intentional? Link to comment Share on other sites More sharing options...
Shalidor Posted May 7, 2015 Share Posted May 7, 2015 My PC is fine and I got the final changes in for 1.0 compatibility. It's out now. Let me know of anything breaking. I'm otherwise taking a break from modding KSP and going back to playing GuildWars 2. I'll be watching and updating as necessary.might wanna think about removing .90 from the name on the file download...people might get confused ;D Link to comment Share on other sites More sharing options...
Starwaster Posted May 7, 2015 Share Posted May 7, 2015 Thanks for the update Just noticed the 1.4 download has lots of dll's in it e.g. KSPAPIExtensions, Assembly-CSharp. Is this intentional?Anything starting with Assembly* does not belong in any mod's plugin folder.Nor does Unity*, Mono* or System* Link to comment Share on other sites More sharing options...
michaelhester07 Posted May 7, 2015 Author Share Posted May 7, 2015 It was probably visual studio being annoying. Assembly, unity, mono, kspapi, launchpad don't need to be in the plugin folder. Link to comment Share on other sites More sharing options...
Shalidor Posted May 7, 2015 Share Posted May 7, 2015 I might have found a bug so someone try and see. On the Miniature CNC, the Karbonite Laser Smelter, NX1 Laser Smelter, and the Construction Drone. Only 1 of the attachment points works. Flip them over and they will not attach or if attached can't connect anything to the unused side. Link to comment Share on other sites More sharing options...
DigitalProeliator Posted May 7, 2015 Share Posted May 7, 2015 I took a quick look in some of the cfgs and it would appear that some of the nodes have not been updated to reflect the change squad made to attachment nodes. From what was explained to me in short nodes are now directional and will only work one way and need the opposite node to connect. Example:node_stack_whatever= 0, 1, 0, 0, 1.0, 0, 1will only connect to a node_stack_whatever= 0, 1, 0, 0, -1.0, 0, 1 Link to comment Share on other sites More sharing options...
Shalidor Posted May 7, 2015 Share Posted May 7, 2015 I was wondering about the Laser Drill. It used to be a simple thing but now the menu looks like this. Link to comment Share on other sites More sharing options...
Flying_Dutchman Posted May 9, 2015 Share Posted May 9, 2015 I just wanted to say I'm really enjoying this mod.First I made a station with a capacity of 25. Then, I tried for 50. Then.... this happened: Link to comment Share on other sites More sharing options...
daniel l. Posted May 9, 2015 Share Posted May 9, 2015 (edited) I just wanted to say I'm really enjoying this mod.First I made a station with a capacity of 25. Then, I tried for 50. Then.... this happened: http://i19.servimg.com/u/f19/15/77/94/93/screen10.jpgthat looks badass as heck! you should land it on minmus! Edited May 10, 2015 by daniel l. Link to comment Share on other sites More sharing options...
Kroopz Posted May 10, 2015 Share Posted May 10, 2015 (edited) Found an exception when checking the output log for issues with EL (coincidence ). Something regarding security:[COLOR=#000000]Failed to load assembly D:\Games\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\NetherdyneAerospace\CivilianManagement\Assembly-CSharp.dll:[/COLOR]System.Security.SecurityException: Assembly D:\Games\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\NetherdyneAerospace\CivilianManagement\Assembly-CSharp.dll tried to use forbidden type System.Diagnostics.Process!Allows launching of external processes.Full output file here Edited May 12, 2015 by Kroopz Link to comment Share on other sites More sharing options...
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