Angelo Kerman Posted November 18, 2016 Author Share Posted November 18, 2016 9 minutes ago, SpaceBadger007 said: So one of them would be the pigpen, but what is the second one? I cheaked the pathfinder wiki, and couldnt find any dedicated greenhouse? Actually the Pigpen is a recycler of sorts. You can convert a Chuckwagon into the Prairie, and you can convert a Hacienda into the Cropworks. Quote Link to comment Share on other sites More sharing options...
Kinzerfest Posted November 23, 2016 Share Posted November 23, 2016 (edited) On 11/6/2016 at 11:15 AM, Angel-125 said: 1. Go to the Settings screen, select difficulty, and change the requirements there. 2. Those are for KAS. You use them to attach the part to your base after planting the part in the ground. 3. See above. 4. Not possible right now. 5. See the wiki (link on the first post). For number one, I can't get the settings to apply permanently. I change the settings in difficulty, (the stock one), as well as the Pathfinder settings. It works, but whenever I shut down KSP the settings go back to normal. Edited November 24, 2016 by Kinzerfest Fixed the Resources. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2016 Author Share Posted November 28, 2016 Pathfinder 1.3.0 is now available. Download it here! - The Spyglass now serves as a habitation multiplier when USI-LS is installed. - Added a bunch of new parts to the Buffalo. Be sure to read the Buffalo readme for details. Quote Link to comment Share on other sites More sharing options...
Crabman Posted November 28, 2016 Share Posted November 28, 2016 (edited) [Pathfinder + Snacks related] Is it by design that Cropworks have storage of Water and Fertilizer but not Soil? These 3 are the inputs and from what I'm seeing the only way to have Soil storage to use in this conversion is to use one of those 3 containers that are at Payload category. Or is there another place to store it that I'm not seeing? Edit: Snacks production was kind of fixed, it now requires inputs, instead of giving Snacks even without Water, Fertilizer or Soil. But it still counts down the time remaining even when one input finishes and after that you'll only need a tiny amount of that input to give full snacks production. Is it possible to make the timer/production stop when one of the inputs reaches zero? Another thing is that it only checks for Fertilizer amount to see if it can start snacks production, it doesn't check Soil or Water, and after a full cycle it starts again even if you don't have the minimum amount of Fertilizer required. In other words, if you have any amount of fertilizer, water and soil production, it can generate Snacks forever, it doesn't matter how much input you have, as long as you don't click at "Stop Greenhouse". Edited November 28, 2016 by Crabman Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 28, 2016 Author Share Posted November 28, 2016 1 hour ago, Crabman said: [Pathfinder + Snacks related] Is it by design that Cropworks have storage of Water and Fertilizer but not Soil? These 3 are the inputs and from what I'm seeing the only way to have Soil storage to use in this conversion is to use one of those 3 containers that are at Payload category. Or is there another place to store it that I'm not seeing? Edit: Snacks production was kind of fixed, it now requires inputs, instead of giving Snacks even without Water, Fertilizer or Soil. But it still counts down the time remaining even when one input finishes and after that you'll only need a tiny amount of that input to give full snacks production. Is it possible to make the timer stop when one of the inputs is zero? Another thing is that it only checks for Fertilizer amount (100 minimum, I think it's hardcoded because the amount at MM config is 337.5) to see if it can start snacks production, it doesn't check Soil or Water, and after a full cycle it starts again even if you don't have the minimum amount of Fertilizer required. In other words, if you have any amount of fertilizer, water and soil production, it can generate Snacks forever, it doesn't matter how much input you have, as long as you don't click at "Stop Greenhouse". It sounds like there are some issues with the greenhouse (again). I'll have to investigate. Quote Link to comment Share on other sites More sharing options...
StevieC Posted December 1, 2016 Share Posted December 1, 2016 This problem has been plaguing me on both the Pathfinder Pigpen and the MOLE habitat module in its pigpen mode. I use TAC life-support so I need the composter to convert fertilizer from waste, not from 'organics'. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 1, 2016 Author Share Posted December 1, 2016 5 minutes ago, StevieC said: This problem has been plaguing me on both the Pathfinder Pigpen and the MOLE habitat module in its pigpen mode. I use TAC life-support so I need the composter to convert fertilizer from waste, not from 'organics'. What version of Pathfinder are you using, and with what mods? I'm looking at the TAC-LS patch for the Pigpen and don't see the composter using Organics: Spoiler @PATH_HABITATION[Pigpen]:NEEDS[TacLifeSupport] { MODULE { name = ModuleResourceConverter ConverterName = Composter StartActionName = Start Composter StopActionName = Stop Composter AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 ExperienceEffect = ScienceSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Water Ratio = 1.25 } INPUT_RESOURCE { ResourceName = Waste Ratio = 0.1 } INPUT_RESOURCE { ResourceName = Minerals Ratio = 0.037 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 3.5 } OUTPUT_RESOURCE { ResourceName = Fertilizer Ratio = 1 DumpExcess = false } } The only use of Organics in the Pigpen is for Snacks. Quote Link to comment Share on other sites More sharing options...
StevieC Posted December 1, 2016 Share Posted December 1, 2016 okay well I have the latest versions of both Pathfinder and TAC-LS installed but no matter what I do, the Pigpen ALWAYS shows 'organics' in its resources, and NEVER shows 'Water' or 'Waste'. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 1, 2016 Author Share Posted December 1, 2016 7 minutes ago, StevieC said: okay well I have the latest versions of both Pathfinder and TAC-LS installed but no matter what I do, the Pigpen ALWAYS shows 'organics' in its resources, and NEVER shows 'Water' or 'Waste'. Is there more than one Pigpen configuration when you're using TAC-LS? Quote Link to comment Share on other sites More sharing options...
StevieC Posted December 1, 2016 Share Posted December 1, 2016 http://steamcommunity.com/profiles/76561198010357887/screenshot/103976952084428359 http://steamcommunity.com/profiles/76561198010357887/screenshot/103976952084429701 That's what I got Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 1, 2016 Author Share Posted December 1, 2016 29 minutes ago, StevieC said: http://steamcommunity.com/profiles/76561198010357887/screenshot/103976952084428359 http://steamcommunity.com/profiles/76561198010357887/screenshot/103976952084429701 That's what I got Looks like you have two composters. Try renaming the Snacks module manager config and see if that helps. 1 hour ago, StevieC said: okay well I have the latest versions of both Pathfinder and TAC-LS installed but no matter what I do, the Pigpen ALWAYS shows 'organics' in its resources, and NEVER shows 'Water' or 'Waste'. Which version of TAC do you have? There is 0.12.6 and 0.12.7 pre-release. Quote Link to comment Share on other sites More sharing options...
StevieC Posted December 1, 2016 Share Posted December 1, 2016 I've made that change, and I'm restarting KSP now to test whether it works. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 1, 2016 Author Share Posted December 1, 2016 6 minutes ago, StevieC said: I've made that change, and I'm restarting KSP now to test whether it works. I can verify the problem using 0.12.6. It appears that the ModuleManager patch for Snacks is being pulled in along with TAC-LS, which is why you have two composters. Not sure why that is happening, but as a temporary stopgap you can rename Pathfinder's MM_Snacks.cfg to MM_Snacks.txt. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 2, 2016 Author Share Posted December 2, 2016 Pathfinder 1.3.1 is now available. - Greenhouse fixes. - Templates require MaterialKits instead of Equipment if MKS is installed. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted December 3, 2016 Share Posted December 3, 2016 @Angel-125 does this mod work with Kerbalism? I know Kerbalism has yet to update to 1.2.1, but it's coming soon, did the 1.1.3 version work with Kerbalism? I'm considering using this Quote Link to comment Share on other sites More sharing options...
Crabman Posted December 3, 2016 Share Posted December 3, 2016 On 02/12/2016 at 11:42 PM, Angel-125 said: - Greenhouse fixes. I can confirm, greenhouse is fixed, now I just need to figure out ratios soil generation/consumption for Snacks Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted December 5, 2016 Share Posted December 5, 2016 Is there are piece of config I can edit to remove the need to have equipment to inflate modules? If this has already been asked, I apologize. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 5, 2016 Author Share Posted December 5, 2016 19 minutes ago, TheSealBrigade said: Is there are piece of config I can edit to remove the need to have equipment to inflate modules? If this has already been asked, I apologize. Easy: go to the KSP Settings screen, press Difficulty, go to Wild Blue button, and disable the requirements. Quote Link to comment Share on other sites More sharing options...
TheSealBrigade Posted December 5, 2016 Share Posted December 5, 2016 Just now, Angel-125 said: Easy: go to the KSP Settings screen, press Difficulty, go to Wild Blue button, and disable the requirements. I have tried that, but it didn't work. I'll try again just to make sure it wasn't just a fluke. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 9, 2016 Author Share Posted December 9, 2016 Small update for KSP 1.2.2 is now available. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted December 10, 2016 Share Posted December 10, 2016 (edited) On 12/1/2016 at 10:42 PM, Angel-125 said: Pathfinder 1.3.1 is now available. - Greenhouse fixes. - Templates require MaterialKits instead of Equipment if MKS is installed. will this work with Kerbalism? Please check it out, versions that are for testing are out for 1.2.2. Also, does it need specific materials to inflate? Edited December 10, 2016 by The-Doctor Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 10, 2016 Author Share Posted December 10, 2016 11 hours ago, The-Doctor said: will this work with Kerbalism? Please check it out, versions that are for testing are out for 1.2.2. Also, does it need specific materials to inflate? I don't use Kerbalism, but it you want to tune the ModuleManager patch for it, I take pull requests. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted December 10, 2016 Share Posted December 10, 2016 5 minutes ago, Angel-125 said: I don't use Kerbalism, but it you want to tune the ModuleManager patch for it, I take pull requests. so I guess that's a no.... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 10, 2016 Author Share Posted December 10, 2016 2 minutes ago, The-Doctor said: so I guess that's a no.... It's unreasonable to assume that I'm expected to support every mod that I don't use. If you want Kerbalism support, I suggest you work for it, update the configs, and if you want to share them, put in a pull request. Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted December 10, 2016 Share Posted December 10, 2016 Just now, Angel-125 said: It's unreasonable to assume that I'm expected to support every mod that I don't use. If you want Kerbalism support, I suggest you work for it, update the configs, and if you want to share them, put in a pull request. huh, no no, I wasn't saying you should support it. Um, a version for 1.2.2 is out for bug testing, I'm not the creator btw Quote Link to comment Share on other sites More sharing options...
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