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[PRIVATE TESTING][1.0.2]Project ROCK: Rebirth of Civilization Kerbal[v0.05 28/05]


MatterBeam

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You mean kerbin doesnt have any resources right? Will there be an atmosphere and intakeair? Ore? Gamma ray bursts could change the atmosphere really easily

The Gamma Ray burst event did not change the resources on Kerbin. It only ended the Kerbal civilization. The latter mined most of the Ore on the planet and was on the verge of collapse anyways.

There will be IntakeAir, don't worry :)

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UPDATE

While I'm experiencing some computer trouble, I'm also being slowed down by Mod Existence Failure, most notably, the Extraplanetary Launchpads mod has some kind of ultra-sensitive trigger activated by modifying just about anything in its config files.

Another feature of this mod is the fact that there is no more Ore on Kerbin, and less than stock on Mun. That works fine, and will be included in release, but to test EPL without having a time consuming mission to the Mun every time I make a modification, I have to keep Ore on Kerbin for now.

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  • 2 weeks later...
UPDATE

While I'm experiencing some computer trouble, I'm also being slowed down by Mod Existence Failure, most notably, the Extraplanetary Launchpads mod has some kind of ultra-sensitive trigger activated by modifying just about anything in its config files.

Another feature of this mod is the fact that there is no more Ore on Kerbin, and less than stock on Mun. That works fine, and will be included in release, but to test EPL without having a time consuming mission to the Mun every time I make a modification, I have to keep Ore on Kerbin for now.

Hi !

Just want to tell you the plugin for career popups is not compatible with 1.0.4 :(

When I'll get a compatible version for my French localization patch, I give it to you ;)

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UPDATE

While I'm experiencing some computer trouble, I'm also being slowed down by Mod Existence Failure, most notably, the Extraplanetary Launchpads mod has some kind of ultra-sensitive trigger activated by modifying just about anything in its config files.

Another feature of this mod is the fact that there is no more Ore on Kerbin, and less than stock on Mun. That works fine, and will be included in release, but to test EPL without having a time consuming mission to the Mun every time I make a modification, I have to keep Ore on Kerbin for now.

Did you try and use module manager?

If still cannot then we have to dwelve into the source code. (Tbh i have it and it looks complicated on my end :/ )

ps. You can trust me to help fix some stuff if you can pass me the current stuff :P

Edited by Joshwoo69
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UPDATE

Uni stuff keeps getting in the way, but I am slowly doing little things on the side to keep up some semblance of progress.

For example, I learnt that I could jut use MKS's version of Extraplanetary Launchpads as a simpler mod to work on than the original Extraplanetary Launchpads. Also, the storyline missions I had planned, and weren't appearing, was actually due to the fact that some types of mission are only unlocked after you achieve certain objectives (like orbit Kerbin at least once).

I'm also thinking of modifying some of the engine and part characteristics.

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  • 1 month later...
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