Rafael acevedo Posted February 7, 2019 Share Posted February 7, 2019 (edited) 2 hours ago, Tonka Crash said: Create a file somewhere under Kerbal Space Program\GameData that ends .cfg Mine is Kerbal Space Program\GameData\ZZZ_Personal_Patches\Mods\KPBS-USILS.cfg BUT, you may want to wait a few days if you can. Nils indicated in the USI-LS thread that he was testing his official patch for a release soon. Thanks I created .cfg files before just wanted Toto make sure I put it in the right folder Whoop!!! congrats Nils and KPBS in reaching 100 pages Edited February 7, 2019 by Rafael acevedo Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 9, 2019 Share Posted February 9, 2019 (edited) For some reason, the greenhouse doesn't show up in my (regular) partlist Should be right here: Spoiler Well, it DOES show up in the advanced mode, for example by using the resource filter for 'waste': Spoiler The config in the MM ConfigCache looks fine to me (it is not hidden or in a strange category): Spoiler UrlConfig { parentUrl = PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g PART { name = KKAOSS_Greenhouse_g module = Part author = Nils277 rescaleFactor = 1.0 node_stack_top = 0, 2.1853, 0, 0, 1, 0, 1 node_stack_bottom = 0, -2.1853, 0, 0, -1, 0, 1 node_stack_front = 0, 0, -0.765, 0, 0, -1, 0 node_stack_back = 0, 0, 0.6266, 0, 0, 1, 0 TechRequired = longTermHabitation entryCost = 5600 cost = 6100 category = Utility subcategory = 0 title = K&K Planetary Greenhouse manufacturer = K&K Advanced Orbit and Surface Structures description = K&K developed this Greenhouse to provide food and oxygen for Kerbals on long time missions. Still, when K&K presented this glorious piece of engineering many Kerbals were disappointed because it wasn't actually green! attachRules = 1,0,1,1,1 mass = 3.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 20 vesselType = Base CrewCapacity = 2 maxTemp = 1600 fuelCrossFeed = True bulkheadProfiles = PlanetaryBase tags = cck-lifesupport MODEL { model = PlanetaryBaseInc/BaseSystem/Parts/Utility/Greenhouse/Greenhouse_g } INTERNAL { name = KKAOSS_Greenhouse_g_internal } MODULE { name = PlanetaryModule animationName = Greenhouse_Deploy startEventGUIName = Deploy endEventGUIName = Retract additionalInternalName = Greenhouse_g_internal_jsiatp crewCapacityDeployed = 2 crewCapcityRetracted = 0 } MODULE { name = ModuleKPBSDependentLight animationName = Greenhouse_Light startEventGUIName = Turn Light On endEventGUIName = Turn Light Off } MODULE { name = ModuleScienceExperiment experimentID = KPBS_plantgrowthstudy experimentActionName = Make plant growth study resetActionName = Discard Plant Samples reviewActionName = Review Plant Samples useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.4 FxModules = 0 dataIsCollectable = True collectActionName = Collect Plant Samples interactionRange = 1.2 usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2.0 } MODULE { name = ModuleAGX } MODULE { name = FMRS_PM parent_vessel = 0 } MODULE { name = ModuleScienceExperiment experimentID = sspxPlantGrowth experimentActionName = Observe Plant Growth resetActionName = Discard Specimens useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.35 dataIsCollectable = True collectActionName = Collect Specimens interactionRange = 1.85 usageReqMaskInternal = 1 usageReqMaskExternal = 8 } MODULE { name = ControllingRecoveryModule } MODULE { name = AYPart } MODULE { name = ModuleCrewRandR crewComposition = Engineer, Scientist } MODULE { name = PlanetaryGreenhouse ConverterName = Greenhouse StartActionName = Start farming StopActionName = Stop farming AutoShutdown = false GeneratesHeat = false INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 0.001480128 } INPUT_RESOURCE { ResourceName = Water Ratio = 0.000011188078 } INPUT_RESOURCE { ResourceName = Fertilizer Ratio = 0.0000166 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.58 } OUTPUT_RESOURCE { ResourceName = Food Ratio = 0.0001015625 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Oxygen Ratio = 0.0017135376 DumpExcess = true } } RESOURCE { name = Fertilizer amount = 150 maxAmount = 150 } RESOURCE { name = Waste amount = 0 maxAmount = 35 } MODULE { name = LifeSupportModule } MODULE { name = ModuleB9PropagateCopyEvents } } } (BTW: The "ModuleScienceExperiment" misses an entry for "hideFxModuleUI" which creates the error "[ModuleScienceExperiment]: Part Module 0 doesn't implement IScalarModule"). I've already tried to delete the config cache and part database, reinstalled the mod, tried a fresh savegame (sandbox and career) but the greenhouse will not appear in the regular part list. Any idea what's going on there? Full output_log: https://www.dropbox.com/s/p0mv2w113uvmpw1/output_log(greenhouse).txt?dl=0 ConfigCache: https://www.dropbox.com/s/i1obhoe1efoi9n1/ModuleManager.ConfigCache?dl=0 Edited February 9, 2019 by 4x4cheesecake Link to comment Share on other sites More sharing options...
Rafael acevedo Posted February 9, 2019 Share Posted February 9, 2019 The greenhouse is located under the lifesupport subsk Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 9, 2019 Share Posted February 9, 2019 3 hours ago, Rafael acevedo said: The greenhouse is located under the lifesupport subsk Oh, I must be blind when I checked this category Yeah, found it there this time, thanks^^ Link to comment Share on other sites More sharing options...
Rafael acevedo Posted February 9, 2019 Share Posted February 9, 2019 2 hours ago, 4x4cheesecake said: Oh, I must be blind when I checked this category Yeah, found it there this time, thanks^^ no prob Link to comment Share on other sites More sharing options...
Joshinken Posted February 10, 2019 Share Posted February 10, 2019 (edited) for some reason the central hub doesnt seem to actually have a lab. is this just happening to me or is anyone else having that problem? update: it also doesnt say in the vab info that it has a science lab, and you also cant use it to make a crew report. i tried swapping out the code for the science module with the code from the stock lab, and still nothing. Edited February 10, 2019 by Joshinken Link to comment Share on other sites More sharing options...
Starwaster Posted February 11, 2019 Share Posted February 11, 2019 9 hours ago, Joshinken said: for some reason the central hub doesnt seem to actually have a lab. is this just happening to me or is anyone else having that problem? update: it also doesnt say in the vab info that it has a science lab, and you also cant use it to make a crew report. i tried swapping out the code for the science module with the code from the stock lab, and still nothing. Why do you expect that it should have a lab at all? Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 11, 2019 Share Posted February 11, 2019 (edited) 32 minutes ago, Starwaster said: Why do you expect that it should have a lab at all? It does have an lab, it is mentioned in the part description (and it's working fine for me) @Joshinken Did you check the ModuleManager ConfigCache? Maybe a different mod interferes with science labs in general. edit: I just checked the modsupport configs and if you have USI-LS installed, the lab is removed from the hub, maybe that's already the solution? Edited February 11, 2019 by 4x4cheesecake Link to comment Share on other sites More sharing options...
Starwaster Posted February 11, 2019 Share Posted February 11, 2019 1 hour ago, 4x4cheesecake said: It does have an lab, it is mentioned in the part description (and it's working fine for me) @Joshinken Did you check the ModuleManager ConfigCache? Maybe a different mod interferes with science labs in general. edit: I just checked the modsupport configs and if you have USI-LS installed, the lab is removed from the hub, maybe that's already the solution? I must be thinking of a different part that has no crew capacity at all.... the PBS equivalent of the stock station hub. Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 11, 2019 Share Posted February 11, 2019 6 minutes ago, Starwaster said: I must be thinking of a different part that has no crew capacity at all.... the PBS equivalent of the stock station hub. Ah, I see. I assume, the part in question is this one since it is called 'Central Hub': We should probably just wait for @Joshinken to clarify this situation Link to comment Share on other sites More sharing options...
Joshinken Posted February 11, 2019 Share Posted February 11, 2019 8 hours ago, Starwaster said: I must be thinking of a different part that has no crew capacity at all.... the PBS equivalent of the stock station hub. youre probably thinking of the cross section Link to comment Share on other sites More sharing options...
Joshinken Posted February 11, 2019 Share Posted February 11, 2019 7 hours ago, 4x4cheesecake said: Ah, I see. I assume, the part in question is this one since it is called 'Central Hub': We should probably just wait for @Joshinken to clarify this situation yes, that is the part i mean Link to comment Share on other sites More sharing options...
Joshinken Posted February 11, 2019 Share Posted February 11, 2019 9 hours ago, 4x4cheesecake said: It does have an lab, it is mentioned in the part description (and it's working fine for me) @Joshinken Did you check the ModuleManager ConfigCache? Maybe a different mod interferes with science labs in general. edit: I just checked the modsupport configs and if you have USI-LS installed, the lab is removed from the hub, maybe that's already the solution? i have usi-ls installed, is there any way to reactivate the lab then? Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 11, 2019 Share Posted February 11, 2019 (edited) 1 hour ago, Joshinken said: i have usi-ls installed, is there any way to reactivate the lab then? This patch should add it back to the hub: @PART[KKAOSS_Central_Hub]:NEEDS[USILifeSupport,PlanetarySurfaceStructures]:FINAL { MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 300 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } MODULE { name = ModuleScienceConverter dataProcessingMultiplier = 0.25 // Multiplier to data processing rate and therefore science rate scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x researchTime = 7 //Larger = slower. Exponential! scienceMultiplier = 4 //How much science does data turn into? scienceCap = 250 //How much science can we store before having to transmit? powerRequirement = 4 //EC/Sec to research ConverterName = #autoLOC_502055 StartActionName = #autoLOC_502056 StopActionName = #autoLOC_502057 } } Just copy&paste it in a textfile within your GameData folder and name it whatever_you_like.cfg I assume, there is a reason why the lab got removed for USI-LS, so no warrenty if anything breaks Edited February 11, 2019 by 4x4cheesecake Link to comment Share on other sites More sharing options...
Starwaster Posted February 11, 2019 Share Posted February 11, 2019 40 minutes ago, 4x4cheesecake said: This patch should add it back to the hub: @PART[KKAOSS_Central_Hub]:NEEDS[USILifeSupport,PlanetarySurfaceStructures]:FINAL { MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataStorage = 300 crewsRequired = 1 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 SurfaceBonus = 0.1 ContextBonus = 0.25 homeworldMultiplier = 0.1 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } } Just copy&paste it in a textfile within your GameData folder and name it whatever_you_like.cfg I assume, there is a reason why the lab got removed for USI-LS, so no warrenty if anything breaks Is his ModuleScienceContainer still on the part? If not it needs patching back in too and containerModuleIndex in your patch might need changing, depending on where the container ends up Link to comment Share on other sites More sharing options...
4x4cheesecake Posted February 11, 2019 Share Posted February 11, 2019 8 minutes ago, Starwaster said: Is his ModuleScienceContainer still on the part? If not it needs patching back in too and containerModuleIndex in your patch might need changing, depending on where the container ends up ModuleScienceContainer is still there but since you mentioned it: the ModuleScienceConverter got removed as well, I'll edit it in my previous post. Not quiet sure about the containerModuleindex though...I just copied the original ModuleScienceLab from the Central Hub config. Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 11, 2019 Share Posted February 11, 2019 On 2/9/2019 at 6:08 AM, 4x4cheesecake said: (BTW: The "ModuleScienceExperiment" misses an entry for "hideFxModuleUI" which creates the error "[ModuleScienceExperiment]: Part Module 0 doesn't implement IScalarModule"). Do you know if hideFxModuleUI should be True or False? Link to comment Share on other sites More sharing options...
Starwaster Posted February 12, 2019 Share Posted February 12, 2019 2 hours ago, Tonka Crash said: Do you know if hideFxModuleUI should be True or False? It depends on it has animation FX (or anything that implements IScalarModule) that you DON'T want the UI to show up for in the part action window. For instance if you had a drill that has a science experiment on, you DON'T to hide the UI for the drill so you set it to false. (it defaults to true) Link to comment Share on other sites More sharing options...
Nils277 Posted February 12, 2019 Author Share Posted February 12, 2019 @Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal Link to comment Share on other sites More sharing options...
DStaal Posted February 12, 2019 Share Posted February 12, 2019 7 hours ago, Nils277 said: @Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal I believe that was the main thought on it: That with a command center, recycler, habitat, and lab there was very little reason to use most of the rest of this mod. Link to comment Share on other sites More sharing options...
Tonka Crash Posted February 12, 2019 Share Posted February 12, 2019 7 hours ago, Nils277 said: @Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal To be honest: I never noticed it was "missing". I've used USI-LS since before I started using KPBS, so the lab was never there for me and I never missed it. I used the hub for the command function and aesthetics more than anything else. Link to comment Share on other sites More sharing options...
alien_wind Posted February 21, 2019 Share Posted February 21, 2019 On 2/12/2019 at 8:23 AM, Nils277 said: @Starwaster @Tonka Crash @Joshinken @4x4cheesecake i have absolutely no idea why i removed the Lab from the Central Hub for USI-Ls But i don't think that there were compatibility problems. Maybe the Central Hub was just overpowered compared with the stock parts from USI-LS will take a look when i removed it and reevaluate its removal I used kpbs with usi-ls from the start so I guess I didn't miss the lab functionality especially considering there iis a very nice separate lab but central hub still keeps "level up crew" option which I find odd considering it's not a lab is that been done on purpose,or was just an oversight when removing lab functionality for usi-ls? Link to comment Share on other sites More sharing options...
Nils277 Posted February 22, 2019 Author Share Posted February 22, 2019 Update to 1.6.8 Changelog: Quote General: Updated CCK to version 4.1.0.0 Updated CRP to version 1.1.0.0 Enhancements: Increased EVA interaction distance for science bay Mod Support: Updated support for USI-LS. (thanks to @DoktorKrogg and @Tonka Crash) Enhanced support for Snacks (thanks to HSJasperism) Fixed support for JIATP for the Cry 5000 Localization: Fixed a whole lot of typos (thanks to HSJasperism and don-vip) Added localization for french. (thanks to don-vip) Bug Fixes: Fixed error message of science bay Download: @alien_wind I kept the "level up crew" functionality because otherwise the lab that can be seen in the IVA oft the Central Hub would be kinda useless Link to comment Share on other sites More sharing options...
TheBok Posted February 23, 2019 Share Posted February 23, 2019 Thanks for your epic work sir, this mod is amazing. Could you possibly elaborate on the updates to USI-LS support or point me in the direction of such elaboration? Link to comment Share on other sites More sharing options...
Nils277 Posted February 23, 2019 Author Share Posted February 23, 2019 10 hours ago, TheBok said: Thanks for your epic work sir, this mod is amazing. Could you possibly elaborate on the updates to USI-LS support or point me in the direction of such elaboration? There is not much to elaborate. There are no changes for you as a player. USI-LS was updates a few weeks ago which technically disabled the support of this mod for it. The update fixes that. Link to comment Share on other sites More sharing options...
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