timbrwolf1121 Posted December 3, 2020 Share Posted December 3, 2020 I had an idea last night while I was trying to sleep. At first I had the thought of making a plasma torch for cranes and arms to pick up and use to destroy parts. That led me into thinking of having a toolkit part for cranes and station arms. Basically lets you dock and undock a claw, torch, magnet, whatever from a toolkit part and use it before switching it out or stowing it. Kind of like how CNC robots pick up different tools during their process. Quote Link to comment Share on other sites More sharing options...
Sppion1 Posted December 3, 2020 Share Posted December 3, 2020 Just to be sure, those construction docking port can't be mounted radially, unlike stock (the middle sized one, not junior nor senior) ? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 21, 2020 Author Share Posted December 21, 2020 1.4.0 for KSP 1.11 is up Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 30, 2020 Author Share Posted December 30, 2020 New goodies incoming The KonFabricator allows you to turn MaterialKits and Specialized Parts into useful things in-situ. No dependencies other than the Konstruction mod. Just finished the code, on to testing (I'll drop it in a USI Constellation pre-release), and then hopefully the big release by the end of the weekend. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted December 30, 2020 Share Posted December 30, 2020 10 minutes ago, RoverDude said: New goodies incoming The KonFabricator allows you to turn MaterialKits and Specialized Parts into useful things in-situ. No dependencies other than the Konstruction mod. Just finished the code, on to testing (I'll drop it in a USI Constellation pre-release), and then hopefully the big release by the end of the weekend. Looks cool! Are you planning on adding functionality to do full craft production such as global construction or EL? Or should we still just focus on using GC? Personally not a huge deal as I found I didn't build craft that much in situ anyhow. especially with disconnected bases. It was more useful in the past as you could build out a connected base easier and less kraken'y than connecting one with pipes. But being able to print a part I forgot was super handy. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted December 30, 2020 Author Share Posted December 30, 2020 1 minute ago, goldenpsp said: Looks cool! Are you planning on adding functionality to do full craft production such as global construction or EL? Or should we still just focus on using GC? Personally not a huge deal as I found I didn't build craft that much in situ anyhow. especially with disconnected bases. It was more useful in the past as you could build out a connected base easier and less kraken'y than connecting one with pipes. But being able to print a part I forgot was super handy. Yeah, there's stuff in the works on that front. Just not an ETA. In theory, with Konstruction you could easily expand bases out since it also includes enhancements for EVA Construction. Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 1, 2021 Author Share Posted January 1, 2021 For those interested, you can grab the new Konstruction code/bits out of the pre-release of the USI Constellation here: https://github.com/BobPalmer/USI_Constellation/releases/tag/2020.12.31 This is a dev build. It's relatively solid, but bear that in mind - bug reports/feedback appreciated. Back up your save. This includes both the KonFabricator part, as well as EVA Construction enhancements - there are links to both design docs in that pre-release link. This also includes a whitebox version of the Packrat rover that uses the new stock inventory system. The old Packrat is now legacy. While I use this in my own save with no ill effect, back up your save. It's a pre-release. Quote Link to comment Share on other sites More sharing options...
mrcharlesboispace Posted January 2, 2021 Share Posted January 2, 2021 Hi, i downloaded this but all the things in the pod section has gone and some of the parts wont load, i did put them in my GameData folder, heres some screenshots of my GameData folder and ingame, (Ignore the other mods) Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 2, 2021 Author Share Posted January 2, 2021 KSP Version? and try a clean install - I've never seen this cause an issue like what you see above. Quote Link to comment Share on other sites More sharing options...
mrcharlesboispace Posted January 2, 2021 Share Posted January 2, 2021 Just now, RoverDude said: KSP Version? and try a clean install - I've never seen this cause an issue like what you see above. I use the newset version and i am on steam, Il redownload it. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted January 6, 2021 Share Posted January 6, 2021 On 12/31/2020 at 8:58 AM, RoverDude said: New goodies incoming The KonFabricator allows you to turn MaterialKits and Specialized Parts into useful things in-situ. No dependencies other than the Konstruction mod. Other than the Specialized parts and using the stock Inventory, does this make the Konstruction mod into an alternative to the OSE workshop mod now? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 6, 2021 Author Share Posted January 6, 2021 22 minutes ago, cyberKerb said: Other than the Specialized parts and using the stock Inventory, does this make the Konstruction mod into an alternative to the OSE workshop mod now? Why yes. Yes it does Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 Hello roverdude i have some problems with mks. The kontainers are not working and drills also not and many things. The are bugged, i cant put recources in and they only say planetary wharehous on/off if i right click on them. Do you know what the problem is? Im playing with ksp 1.11. I never found any bug like this on ksp forums and github. I already reinstalled it and it didnt work. I like the mod really but it doesnt work. I installed it first 4 days ago, 2 days later i reinstalled it. I tried to put community resources in the umbra space industries map. That also didnt work. I thought that the kontainer map might be missing. But i was there with all the files so i dont knwo what's wrong. If you know a fix it would be really nice. Then i can start building bases like thise one Quote Link to comment Share on other sites More sharing options...
RoverDude Posted January 6, 2021 Author Share Posted January 6, 2021 5 minutes ago, Plomie said: Hello roverdude i have some problems with mks. The kontainers are not working and drills also not and many things. The are bugged, i cant put recources in and they only say planetary wharehous on/off if i right click on them. Do you know what the problem is? Im playing with ksp 1.11. I never found any bug like this on ksp forums and github. I already reinstalled it and it didnt work. I like the mod really but it doesnt work. I installed it first 4 days ago, 2 days later i reinstalled it. I tried to put community resources in the umbra space industries map. That also didnt work. I thought that the kontainer map might be missing. But i was there with all the files so i dont knwo what's wrong. If you know a fix it would be really nice. Then i can start building bases like thise one Show me your GameData folder please. You likely have a mod conflict or you are missing something. Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 I will make a foto soon. I have kerbal reuseability expansion and k&k planetary bases and a mod from kartoffelkuchen with gemini and mercury parts Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 thanks for replying. picture coming soon. Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 i have malumate rover and usi life support also installed. in my gamedata folder a umbraspace industries, scansat and Kas, Kis and kerbal; reusability expansion and k&k planetary bases, karbonite. Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 And nice idea of the in situ part building in the konstruction mod. And i saw in umbraspace industries folder that the Ground construction folder is empty. If i still want to build structures in situ do in need to install GC again or EL? Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 I didnt see a issue like this on github or here so it probabbly a mod conflicting Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 I think it is good if i delete all mods and reinstall mks. I think i need to remove all folders but not the squad folder is that true? Quote Link to comment Share on other sites More sharing options...
Dafni Posted January 6, 2021 Share Posted January 6, 2021 4 minutes ago, Plomie said: ....I think i need to remove all folders but not the squad folder is that true? That is true indeed. Unless you have the DLCs. Then you need to keep the folder SquadExpansion too. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 6, 2021 Share Posted January 6, 2021 39 minutes ago, Plomie said: I didnt see a issue like this on github or here so it probabbly a mod conflicting A picture is still worth a thousand words. The issues you describe sounds like a common one when the gamedata folders are not correct. Mods need to be put into gamedata exactly as they are downloaded. You do not want nested gamedata folders, such as gamedata\gamedata\mod folder you also cannot move folders around or rename them. Part configs etc rely on the correct path for things to function properly. Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 thanks im gonna remove all mods and reinstall it thank goldenpsp can you give me a good instruction for installing so i dont do anything wrong again? Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted January 6, 2021 Share Posted January 6, 2021 8 minutes ago, Plomie said: thanks im gonna remove all mods and reinstall it thank goldenpsp can you give me a good instruction for installing so i dont do anything wrong again? Pretty much what I said. It's not overly complicated. When you download a mod, unzip it. If it had a gamedata folder in the mod copy the CONTENTS of that gamedata into your gamedata folder. If the mod just had a folder (like Mechjeb2) put that folder into your gamedata. And don't rename any folders or files. And don't move them around. As an example this is my current gamedata folder with the latest USI constellation release, and a few other mods. Quote Link to comment Share on other sites More sharing options...
Plomie Posted January 6, 2021 Share Posted January 6, 2021 thanks 10 minutes ago, goldenpsp said: Pretty much what I said. It's not overly complicated. When you download a mod, unzip it. If it had a gamedata folder in the mod copy the CONTENTS of that gamedata into your gamedata folder. If the mod just had a folder (like Mechjeb2) put that folder into your gamedata. And don't rename any folders or files. And don't move them around. As an example this is my current gamedata folder with the latest USI constellation release, and a few other mods. thank you i will remove all mod but not kis kas and all usi compatible mods then i can build beautiful bases. Thanks for helping have a good day. An its a very nice mod. Quote Link to comment Share on other sites More sharing options...
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