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[1.12.x] - Modular Kolonization System (MKS)


RoverDude

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48 minutes ago, voicey99 said:

What are these asteroid drills you speak of? Asteroids also only have a chance to have each resource, check CommunityResourcePack/Asteroid.cfg

A drill with the correct module to extract resources from asteroids - since it's a different module than the normal drill module.

The stock drills have it, I'm not sure what else might off the top of my head.  I know you can check in the VAB in the right-click part description - it'll list 'Asteroid Harvester' or something like that.

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26 minutes ago, DStaal said:

A drill with the correct module to extract resources from asteroids - since it's a different module than the normal drill module.

The stock drills have it, I'm not sure what else might off the top of my head.  I know you can check in the VAB in the right-click part description - it'll list 'Asteroid Harvester' or something like that.

I can't see anything with the asteroid harvester module other than the stock drills, and they can only mine ore. Mining rock and processing it via ART look to be the only way of getting stuff out of a roid, but the whole chain produces pitiful amounts of just those five resources and the custom roid resource defs suggest there is another system to mine non-stock resources from asteroid, but I'm not aware of a mod that does this.

Edited by voicey99
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33 minutes ago, voicey99 said:

I can't see anything with the asteroid harvester module other than the stock drills, and they can only mine ore. Mining rock and processing it via ART look to be the only way of getting stuff out of a roid, but the whole chain produces pitiful amounts of just those five resources and the custom roid resource defs suggest there is another system to mine non-stock resources from asteroid, but I'm not aware of a mod that does this.

Asteroid mining is a completely separate process.  The fact that they can only mine ore on a planet is irrelevant: On an asteroid, they get the local resources.

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1 hour ago, DStaal said:

Asteroid mining is a completely separate process.  The fact that they can only mine ore on a planet is irrelevant: On an asteroid, they get the local resources.

I can confirm this. The stock drills extract all available resources from an asteroid including the stuff you need for MKS, provided you have storage space, otherwise they just get discarded.

It's not a very intuitive behavior though, and I wish the stock drill explanation would make this more obvious.

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9 minutes ago, jd284 said:

I can confirm this. The stock drills extract all available resources from an asteroid including the stuff you need for MKS, provided you have storage space, otherwise they just get discarded.

It's not a very intuitive behavior though, and I wish the stock drill explanation would make this more obvious.

Well, it was kinda designed with stock in mind, where the only mineral is ore. Admittedly, it does say "valuable resources" (so no direct reference to ore), but this is still ambiguous.

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Just starting to catch up on MKS stuff after not playing KSP in a little while and I noticed that kerbals can now be "born" in kolonies with males and females present simultaneously. Out of curiosity, are there plans to introduce a lifespan (ending in perma-death, and based on a few variables such as braveness and number of minutes in flight or something similar) for kerbals? This would create an actual life cycle, and open the possibility for interesting scenarios involving the deep freeze mod. Imagine your grand kerbals working at duna station relaying signals back to kerbin for you from your flight out to Eeloo....

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9 minutes ago, Errol said:

Just starting to catch up on MKS stuff after not playing KSP in a little while and I noticed that kerbals can now be "born" in kolonies with males and females present simultaneously. Out of curiosity, are there plans to introduce a lifespan (ending in perma-death, and based on a few variables such as braveness and number of minutes in flight or something similar) for kerbals? This would create an actual life cycle, and open the possibility for interesting scenarios involving the deep freeze mod. Imagine your grand kerbals working at duna station relaying signals back to kerbin for you from your flight out to Eeloo....

That seems cool, but kinda falls outside of MKS's scope and could intrude on other aspects of gameplay. For example, 80-year lifespan could be a challenge considering round-trip times to OPM's Plock typically exceed 100y

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Hence the need to design for generational voyages, or make use of other mitigating devices such as deep freeze. I had been unsure if it would better to post this suggestion here or in USI-LS, but I figured since that was a feature of MKS it belonged here. 

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With Workshop Efficiency,
The Wiki Functions (Efficiency) page states the bonus

Quote

Each efficiency part has a multiplier (this is based on mass). This is also impacted by the amount of machinery it has. i.e. it needs 100% machinery to achieve its full bonus.

Two workshops giving this tag are the 2.5m Tundra ( base weight of 1442kg )and Ranger inflatable ( base weight of 1864kg, weight of 3864kg when deployed )
With Machinery loaded the weights go to 3332kg and 11314kg

The Wiki Kore Design page quotes

Quote

The smaller Ranger series is intended as the simplest way to deploy the basic modules. They sacrfice small size with the need to deploy large Material Kits. The parts also have a lower efficiency rate than the other two classes.

(wiki typo fixed)

The Ranger workshop is 3x heavier than the tundra, is it intended to give a larger Workshop Efficiency bonus ?

Edited by FrontLineFodder
deployed weight greater still
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14 minutes ago, FrontLineFodder said:

The Ranger workshop is 3x heavier than the tundra, is it intended to give a larger Workshop Efficiency bonus ?

Context please.

 

(Acrually - if you're talking about GC efficiency I believe the Ranger is 3x which would make sense given its final mass)

Edited by RoverDude
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27 minutes ago, FrontLineFodder said:

Sorry, when using the Workshops (with the Workshop module) to boost the output of the 'Tundra' Assembly Plant, is the Ranger inflatable intended to give a larger bonus

(or have I misunderstood the Efficiency system)

Yes, the Ranger part when fully expanded and kitted out weighs 15 tons.  So yep, it gets a higher bonus

Yes, using a Ranger assembly plant (fully kitted out) will give a larger bonus than a Tundra workshop.

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Hello RoverDude,

I have to say that I love your mod since a long time, When will squad add it to the main folder ?!?!?! and I love the game right now, looks really good, but I digress...

I like to add a change to your resource production, has many people I like to use TAC and the mod right now don't fully support the mod, and they finally fix it (it work good now heheheheh )

I can see only 1 production base production model ( the pioneer ) is the only one that have something for TAC ( resource converter USI ) that will create oxygen, water and food, also creates recycles, before we had more modules with TAC converters.

I know I´m asking to much because TAC is not your mod and you already have the "supplies" one, but ear me out.

Keep the Pioneer mod has It is (maybe remove the recycles) but change the agriculture mod, here is my idea for it (I let the quantities to you ).
In the agro mod change the ...

the [ resource converter USI - agriculture ] will produce O2, mulch and organics from dirt, water, trash and carbon D.

The [ resource converter USI - cultivate ] will produce fertilizer and water from substrate and mulch with a bit of organics.

The [ resource converter USI - Agroponics ] will produce some food from the fertilizer, organics and substrate.

Another way to do this is to convert the supplies and mulch to there parts in TAC, the conversion don't need to be visible and that way you can still use your life support mod, in the resources processing just simply change the resources from TAC to USI internally and output the conversion after is done, that way you don't need to use the raw materials in the conversion and create 2 sets of instructions, just create and master set and convert all resources to your master set.

Like if there is the TAC mod then convert values:
supplies = O2, food and water
Mulch = carbon, waste, dirty water
and then convert it back to the separated resources after the processing is done

 

Any way, the mod looks really good and I know there is the USI life support but I prefer to see it has separated resources and not all in one for the supplies and one for the trash, some people might like the supplies better but for me the TAC will give more immersion to the game.

 

Thank you and best regards

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5 minutes ago, custume said:

<schnip>

I don't believe TAC is officially supported by MKS, so if you want those changes made you'll probably have do them yourself and create a pull request for them on github.

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1 minute ago, voicey99 said:

I don't believe TAC is officially supported by MKS, so if you want those changes made you'll probably have do them yourself and create a pull request for them on github.

What he said and if that's too much @custume at least make an issue at https://github.com/UmbraSpaceIndustries/MKS/issues detailing your ideas (stuff gets lost very quickly on this thread so logging it on Github will make sure that it stays visible).

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Hello Voicey99 and TheRagingIrishman

@Voicey99, true, but that's why I'm asking RoverDude and not TAC because is harder for them to adapt parts they don't know, is faster to do it from Rover side.

@TheRagingIrishman, well I can do that, sure, no problem.

Yes I know I can mod the files and change the outputs and even create new parts using the same scripts to control the conversion but that spoils the fun, and besides is best for immersion to have to deal with the parts you have and not create/cheat to add stuff.

Any way its a idea and I will check out github, best regards to all

 

EDIT:
I change this part (see below), the outputs are a bit off but I will change them to more realistic values

Spoiler

PART

{

name = Duna_Agriculture_TAC

module = Part

author = RoverDude

MODEL

{

model = UmbraSpaceIndustries/MKS/Assets/DunaGeneric

texture = Decal_02, UmbraSpaceIndustries/MKS/Assets/Decal_07

texture = Decal_02_Glow, UmbraSpaceIndustries/MKS/Assets/Decal_07_Glow

texture = sw_02, UmbraSpaceIndustries/MKS/Assets/sw_07

}

rescaleFactor = 1

scale = 1

node_stack_pod01 = 1.0,-.14, 0, 1,0,0,1

node_stack_pod02 = -1.0,-.14, 0, -1,0,0,1

node_stack_pod03 = 0, -.14, 1, 0,0,1,1

node_stack_pod04 = 0, -.14, -1, 0,0,-1,1

node_stack_pod05 = 1.29, -.14, 0, 1,0,0,1

node_stack_pod06 = -1.29,-.14, 0, -1,0,0,1

node_stack_pod07 = 0, -.14, 1.29, 0,0,1,1

node_stack_pod08 = 0, -.14,-1.29, 0,0,-1,1

 

node_stack_top = 0.0, -0.7, 0.0, 0.0, -1.0, 0.0,3

node_stack_bottom = 0.0, 1.925, 0.0, 0.0, 1.0, 0.0,2

TechRequired = advConstruction

entryCost = 8000

cost = 5000

category = none

subcategory = 0

title = MKS 'Duna' TAC Agriculture Module

manufacturer = USI - Kolonization Division

description = This module brings more advanced farming techniques to your colony. While it's own space is limited, it can take advantage of other more expansive modules to help replenish your supplies through a variety of agriculture options.

tags = USI MKS Duna Crew Hatch ?eva ?iva Control command base lander colony agriculture farm agroponics greenhouse resource convert cultivate colony USI logistics MKS ScienceContainter LifeSupport Recycle LifeSupport Substrate MaterialKits Supplies Ore Recyclables SpecializedParts Fertilizer Dirt Organics Water Mulch ElectricCharge e/c Kerbal

attachRules =1,0,1,1,0

mass = 0.663

dragModelType = default

maximum_drag = 0.25

minimum_drag = 0.25

angularDrag = .5

crashTolerance = 12

breakingForce = 280

breakingTorque = 280

maxTemp = 1700

bulkheadProfiles = size2

 

INTERNAL

{

name = landerCabinInternals

}

MODULE

{

name = ModuleScienceContainer

reviewActionName = Review Data

storeActionName = Store Experiments

collectActionName = Take Data

evaOnlyStorage = True

storageRange = 2

allowRepeatedSubjects = True

}

MODULE

{

name = ModuleAnimateGeneric

animationName = Light

actionGUIName = Toggle Lights

startEventGUIName = Lights On

endEventGUIName = Lights Off

}

CrewCapacity = 2

vesselType = Base

MODULE

{

name = ModuleCommand

minimumCrew = 1

RESOURCE

{

name=ElectricCharge

rate = 0.02777778

}

}

RESOURCE

{

name = ElectricCharge

amount = 1000

maxAmount = 1000

isTweakable = true

}

RESOURCE

{

name = Machinery

amount = 100

maxAmount = 100

isTweakable = true

}

RESOURCE

{

name = Recyclables

amount = 0

maxAmount = 100

isTweakable = true

}

RESOURCE

{

name = Organics

amount = 0

maxAmount = 100

isTweakable = true

}

MODULE

{

name = USIAnimation

animationName = Deploy

}

MODULE

{

name = ModuleLifeSupport

}

MODULE

{

name = ModuleConnectedLivingSpace

passable = true

impassablenodes = bottom

}

MODULE

{

name = ExWorkshop

ProductivityFactor = 1

}

MODULE

{

BonusEffect = ScienceBoost

name = MKSModule

eTag = Greenhouse

eMultiplier = 1.163

}

MODULE

{

name = ModulePowerCoupler

}

 

//*********************

MODULE

{

name = ModuleResourceConverter_USI

ConverterName = Agroponics

StartActionName = Start Agroponics

StopActionName = Stop Agroponics

 

UseSpecialistBonus = true

SpecialistEfficiencyFactor = 0.2

SpecialistBonusBase = 0.05

ExperienceEffect = BotanySkill

Efficiency = 1

 

INPUT_RESOURCE

{

ResourceName = Mulch

Ratio = 0.0013

}

INPUT_RESOURCE

{

ResourceName = Organics

Ratio = 0.000002

}

INPUT_RESOURCE

{

ResourceName = Fertilizer

Ratio = 0.00013

}

INPUT_RESOURCE

{

ResourceName = Water

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Food

Ratio = 0.00143

DumpExcess = False

}

INPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 2.86

}

INPUT_RESOURCE

{

ResourceName = Machinery

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Recyclables

Ratio = 0.000002

DumpExcess = true

}

REQUIRED_RESOURCE

{

ResourceName = Machinery

Ratio = 100

}

}

MODULE

{

name = ModuleResourceConverter_USI

ConverterName = Cultivate(S)

StartActionName = Start Cultivate(S)

StopActionName = Stop Cultivate(S)

 

UseSpecialistBonus = true

SpecialistEfficiencyFactor = 0.2

SpecialistBonusBase = 0.05

ExperienceEffect = BotanySkill

Efficiency = 1

 

INPUT_RESOURCE

{

ResourceName = Substrate

Ratio = 0.0026

}

INPUT_RESOURCE

{

ResourceName = Organics

Ratio = 0.0026

}

INPUT_RESOURCE

{

ResourceName = Mulch

Ratio = 0.000026

}

INPUT_RESOURCE

{

ResourceName = WasteWater

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Fertilizer

Ratio = 0.00026

DumpExcess = False

}

INPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 5.49

}

INPUT_RESOURCE

{

ResourceName = Machinery

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Water

Ratio = 0.00026

DumpExcess = False

}

REQUIRED_RESOURCE

{

ResourceName = Machinery

Ratio = 100

}

}

 

MODULE

{

name = ModuleResourceConverter_USI

ConverterName = Compost Processor

StartActionName = Start Compost

StopActionName = Stop Compost

 

UseSpecialistBonus = true

SpecialistEfficiencyFactor = 0.2

SpecialistBonusBase = 0.05

ExperienceEffect = BotanySkill

Efficiency = 1

 

INPUT_RESOURCE

{

ResourceName = Waste

Ratio = 0.0026

}

INPUT_RESOURCE

{

ResourceName = Mulch

Ratio = 0.000026

}

INPUT_RESOURCE

{

ResourceName = Dirt

Ratio = 0.000026

}

INPUT_RESOURCE

{

ResourceName = WasteWater

Ratio = 0.000026

}

OUTPUT_RESOURCE

{

ResourceName = Fertilizer

Ratio = 0.00020

DumpExcess = False

}

OUTPUT_RESOURCE

{

ResourceName = Substrate

Ratio = 0.00020

DumpExcess = False

}

INPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 5.49

}

INPUT_RESOURCE

{

ResourceName = Machinery

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Mulch

Ratio = 0.000002

DumpExcess = False

}

REQUIRED_RESOURCE

{

ResourceName = Machinery

Ratio = 100

}

}

 

MODULE

{

name = ModuleResourceConverter_USI

ConverterName = Cultivate(D)

StartActionName = Start Cultivate(D)

StopActionName = Stop Cultivate(D)

 

UseSpecialistBonus = true

SpecialistEfficiencyFactor = 0.2

SpecialistBonusBase = 0.05

ExperienceEffect = BotanySkill

Efficiency = 1

 

INPUT_RESOURCE

{

ResourceName = Dirt

Ratio = 0.00275000

}

INPUT_RESOURCE

{

ResourceName = Organics

Ratio = 0.00275000

}

INPUT_RESOURCE

{

ResourceName = Mulch

Ratio = 0.00001100

}

INPUT_RESOURCE

{

ResourceName = WasteWater

Ratio = 0.00001100

}

OUTPUT_RESOURCE

{

ResourceName = Fertilizer

Ratio = 0.00011

DumpExcess = False

}

INPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 5.62

}

INPUT_RESOURCE

{

ResourceName = Machinery

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Water

Ratio = 0.00011

DumpExcess = False

}

REQUIRED_RESOURCE

{

ResourceName = Machinery

Ratio = 100

}

}

MODULE

{

name = ModuleResourceConverter_USI

ConverterName = Agriculture(S)

StartActionName = Start Agriculture(S)

StopActionName = Stop Agriculture(S)

 

UseSpecialistBonus = true

SpecialistEfficiencyFactor = 0.2

SpecialistBonusBase = 0.05

ExperienceEffect = AgronomySkill

Efficiency = 1

 

INPUT_RESOURCE

{

ResourceName = Substrate

Ratio = 0.00225

}

INPUT_RESOURCE

{

ResourceName = Water

Ratio = 0.00225000

}

INPUT_RESOURCE

{

ResourceName = Fertilizer

Ratio = 0.00000900

}

OUTPUT_RESOURCE

{

ResourceName = Organics

Ratio = 0.00027000

DumpExcess = False

}

OUTPUT_RESOURCE

{

ResourceName = Oxygen

Ratio = 0.00027000

DumpExcess = False

}

INPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 5.14

}

INPUT_RESOURCE

{

ResourceName = Machinery

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Mulch

Ratio = 0.000002

DumpExcess = False

}

REQUIRED_RESOURCE

{

ResourceName = Machinery

Ratio = 100

}

}

 

MODULE

{

name = ModuleResourceConverter_USI

ConverterName = Agriculture(D)

StartActionName = Start Agriculture(D)

StopActionName = Stop Agriculture(D)

 

UseSpecialistBonus = true

SpecialistEfficiencyFactor = 0.2

SpecialistBonusBase = 0.05

ExperienceEffect = AgronomySkill

Efficiency = 1

 

INPUT_RESOURCE

{

ResourceName = Dirt

Ratio = 0.0025

}

INPUT_RESOURCE

{

ResourceName = Water

Ratio = 0.0025000

}

INPUT_RESOURCE

{

ResourceName = Fertilizer

Ratio = 0.00000500

}

OUTPUT_RESOURCE

{

ResourceName = Organics

Ratio = 0.00005000

DumpExcess = False

}

OUTPUT_RESOURCE

{

ResourceName = Oxygen

Ratio = 0.00005000

DumpExcess = False

}

INPUT_RESOURCE

{

ResourceName = ElectricCharge

Ratio = 5.46

}

INPUT_RESOURCE

{

ResourceName = Machinery

Ratio = 0.000002

}

OUTPUT_RESOURCE

{

ResourceName = Mulch

Ratio = 0.000002

DumpExcess = False

}

REQUIRED_RESOURCE

{

ResourceName = Machinery

Ratio = 100

}

}

 

MODULE

{

name = ModuleSwappableConverter

ResourceCosts = SpecializedParts,6,MaterialKits,30,ElectricCharge,30

bayName = C1

typeName = Config

}

 

MODULE

{

name = USI_ModuleFieldRepair

}

 

MODULE

{

name = USI_InertialDampener

}

 

}

 

Edited by custume
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Whenever I try to download this mod the "Kolonization" folder is not included, and does not appear as a tab in the VAB. I have the USI Orion already installed (I renamed the new USI folder so both could exist), would that potentially have anything to do with it?

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9 minutes ago, SaturnianBlue said:

Whenever I try to download this mod the "Kolonization" folder is not included, and does not appear as a tab in the VAB. I have the USI Orion already installed (I renamed the new USI folder so both could exist), would that potentially have anything to do with it?

Orion has the same dependencies as MKS and comes with additional copies of them, if you install MKS after that then put the Orion folder under the MKS USI folder and delete the copies of 000_USITools, Firespitter, Kontainers and ReactorPack that came with Orion.

Edited by voicey99
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4 minutes ago, voicey99 said:

The Project Orion mod is totally standalone, treat is as a completely separate mod. If you install MKS, put the Orion stuff under the MKS USI folder (make sure you have one copy of each mod).

That doesn't really help the fact that the Kolonization tab is missing though, right?

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9 minutes ago, SaturnianBlue said:

That doesn't really help the fact that the Kolonization tab is missing though, right?

The presence of the Kolonisation tab is dependent on USITools, and having multiple copies of the USI DLLs (i.e. the ones that came with Orion and MKS)is probably not a good idea. To check is USITools is working, launch a Salamander cmd pod (under Pods) and see if it has the option to 'toggle ground tether'.

Alternatively, download the lot from the USI Constellation page and delete the mods you don't want.

Edited by voicey99
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36 minutes ago, SaturnianBlue said:

Whenever I try to download this mod the "Kolonization" folder is not included, and does not appear as a tab in the VAB. I have the USI Orion already installed (I renamed the new USI folder so both could exist), would that potentially have anything to do with it?

also in general renaming or moving folders is bad. Mamy things in gamedata are hardcoded to the path.

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49 minutes ago, voicey99 said:

The presence of the Kolonisation tab is dependent on USITools, and having multiple copies of the USI DLLs (i.e. the ones that came with Orion and MKS)is probably not a good idea. To check is USITools is working, launch a Salamander cmd pod (under Pods) and see if it has the option to 'toggle ground tether'.

Alternatively, download the lot from the USI Constellation page and delete the mods you don't want.

Thanks! Downloading the USI Constellation pack worked.

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