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


RoverDude

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Can i remove all of the difficult parts and just have it as a parts pack? KPBS wont work with my mod setup and i cant find any other small outpost base mods so if i cant remove the resources and the features and have it just as a parts pack can you direct me towards a small outpost pack? ksp 1.9.1

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You could try Pathfinder, though it isn't exactly small either, but the feature changes are easier to ignore.  What mod is causing KPBS issues?  It's a very basic mod when added to a stock game.

Personally, I would try MKS and delete all the .dlls in the main MKS folder along with the two .cfgs.  That aught to just add the parts to your game without the additional Kerbal classes. 

You might have interactions with other mods, so a bit of selective MKS patch deletion might be required.  Firstly delete the Patch folder inside MKS then check your other mods for MKS patch .cfgs and remove them individually.

Then remove the part cfgs you don't want manually.  I'm pretty fond of Janitors Closet so that I can permanent prune parts while in game looking at them.

I'm not entirely clear on which resources you want to remove, but if none of your other mods require Community Resource Pack, you can probably leave it out of your Gamedata folder and have only stock resources.  Your log file might throw a bunch of flags though.  Ignoring and removing the resources in the SPH/VAB might be an option.

YMMV on all of this and I accept no responsibility for borked saves, so try at your own risk on a new save.

Edit:  I realized that deleting the whole patch folder might be an issue if you have mods you want to integrate this with.  Instead, delete the PatchManager folder inside the Patch folder.  Remove OSE.cfg, StockTweaks.cfg and AddConsumers.cfg as those look to change other things to work with MKS.  The other patches look like they only mod MKS parts to work with other mods.

Edited by overkill13
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KPBS just wont work, i don't know why but the parts never show up, the mods i have are here (from an old post, using imgur is a hassle for me):https://imgur.com/a/2Mw6r10 PS I dont have unlimited texture anymore and i added kerbal reusability expansion, tracking station evolved and destruction fx

Edited by Souptime
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On 5/10/2020 at 11:29 AM, Souptime said:

KPBS just wont work, i don't know why but the parts never show up, the mods i have are here (from an old post, using imgur is a hassle for me):https://imgur.com/a/2Mw6r10 PS I dont have unlimited texture anymore and i added kerbal reusability expansion, tracking station evolved and destruction fx

Any chance you don't have a whitelist in Restock for KPBS?  I'm not sure if KPBS needs textures from the stock game, but Restock removes some stock textures which often leads to parts not showing up. 

I haven't been using Restock for a while now, but if I'm not mistaken, MKS has had issues with Restock and whitelisting was non-existent.  Not sure if that is still the case.

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even with a fresh install it doesn't work, all other mods iv'e tried for my version of ksp (1.9.1) have worked. its just a problem with kpbs itself and i was wondering whats with it. i thought it was with my mod install but when i updated to 1.9 i got kpbs after making a separate folder and removing all of my mods from the game and it didn't work. must be something with the computer

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Hey, any tips on how to make the orbital shipyard work on ksp 1.8.1? Running the latest update, got the resources that I'm supposed to need on station but I can't ever open up the menu for the shipyard

Edit: I done goofed, thought extraplanetary launchpads was already installed my bad

Edited by Bubmer
Me being dumb
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Sorry to be yet another person coming here and asking for help, but I'm stumped, even after going through the documentation. I'm just doing a basic test setup on the runway, to make sure I understand the mechanics, and I obviously don't, because nothing is working as I thought it was meant to. I'd really appreciate it if someone could clue me in on what I'm missing, because there is clearly some concept I'm not understanding correctly.

My test craft has a Ranger series Agricultural Module, which is deployed, and "agroponics" is enabled. It is staffed by one level 1 farmer. They are the only crew.

There are mulch, fertilizer, and machinery available.

As far as I can tell, nothing is happening. To be more specific, the Kolonization Dashboard shows there is an incredibly tiny draw on my fertilizer reserves, which will take over a thousand years to use up 2500 units. No supplies appear to be being created. There is no load on my machinery supplies.The agroponics module says "Load: 0.05%"

Maybe some tiny amount of supplies are being made and immediately consumed, because if I watch the Life Support Status window, the supply status occasionally flashes "00h:00m:00s" before returning to saying my kerbal is starving. 

If I'm reading it correctly, the MKS wiki says that a single kerbal consumes 1.8 supplies/hour. The Duna Agricultural module in Agroponics mode should produce 5.15 supplies per hour, consuming .040 fertilizer, 4.68 mulch, .0067 machinery, and 10,296 electricity. That would leave me with a net gain of 3.35 supplies after an hour.

Obviously this isn't happening.

The other thing that seems amiss are that the Kolonization Dashboard does not reflect my actual inventory. It says my mulch inventory is at 0%, when I have 500 units out of an 1800 unit capacity.

As  hope you can tell, I've spent quite a lot of time trying to figure this out, and am coming up with nothing. I'd appreciate any ideas.

Oh, I'm running KSP 1.8.1.2694 64-bit in windows, and MKS 1.3.0.0

Here is a screenshot that ought to have most of the relevant information.

screenshot4_by_thestellarator_ddwzv9v-pr

 

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So, I'm by NO means an expert, I've been wrassling with this mod getting to grips with it myself. But I do believe that a lot of the life support stuff isn't actually needed when landed on Kerbin. Could be something to do with that? Maybe trying using the console to put the test rig somewhere else (Mun, etc) and checking things out that way? 

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3 hours ago, Dep_Opt said:

So, I'm by NO means an expert, I've been wrassling with this mod getting to grips with it myself. But I do believe that a lot of the life support stuff isn't actually needed when landed on Kerbin. Could be something to do with that? Maybe trying using the console to put the test rig somewhere else (Mun, etc) and checking things out that way? 

Yeah, I tried that. No luck. The whole thing is an issue of it not _making_ resources, rather than whether or not it is using them, but I did try it in space anyway, and got the same result. The setup I screenshotted was just my attempt to take out as few variables as possible. :(

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Could it be perhaps that the Machinery in the inflatable agroponic module isn't full? details in the vehicle assembly do mention it needing 500. It may be that the workload scales down if that's not fully stocked. The inflatable parts are great for smaller packed away things, but you do need to bring some parts for them to set up. 

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20 hours ago, Dep_Opt said:

Could it be perhaps that the Machinery in the inflatable agroponic module isn't full? details in the vehicle assembly do mention it needing 500. It may be that the workload scales down if that's not fully stocked. The inflatable parts are great for smaller packed away things, but you do need to bring some parts for them to set up. 

I appear to have missed that detail. I thought it just needed the machinery in your craft's inventory, not specifically in the module. That seems to have done it. There are still some issues that I'm unsure about, but I can fiddle with them now that the thing works at all. Thanks!

 

MKS is a wonderful mod, but the documentation... could be better. To be fair, there is a LOT to document.

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1 hour ago, Tokamak said:

MKS is a wonderful mod, but the documentation... could be better. To be fair, there is a LOT to document.

Agreed, and a fair bit of it seems a bit out of date as well. Hoping RoverDude gets round to it when they have time, but I know they have a lot going on atm. 

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29 minutes ago, Dep_Opt said:

Agreed, and a fair bit of it seems a bit out of date as well. Hoping RoverDude gets round to it when they have time, but I know they have a lot going on atm. 

Don't hold your breath.  The "Documentation" is a community project.  If you find someone on the wiki that is out of date or missing you can help by documenting it.

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3 minutes ago, goldenpsp said:

Don't hold your breath.  The "Documentation" is a community project.  If you find someone on the wiki that is out of date or missing you can help by documenting it.

I would, but I don't trust my knowledge and understanding to be accurate enough to be entirely trustworthy. I fear I'd do more damage than help. 

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On 5/13/2020 at 12:15 PM, Dep_Opt said:

Agreed, and a fair bit of it seems a bit out of date as well. Hoping RoverDude gets round to it when they have time, but I know they have a lot going on atm. 

To be clear, just in case, I'm not being entitled and complaining about RoverDude not giving us enough free stuff. Just commenting on the fact that a lack of documentation exists.

So, I have another question. I'm a bit confused about the Kolonization Dashboard. 

I have one ship on its way to Duna. It has 6105 fertilizer, out of a capacity of 6700. The Kolonization Dashboard lists "Inventory" for Fertilizer as 6%.

I feel like I'm missing something...

annotation_2020_05_14_133941_by_thestell

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Re supplies, one more thing to check is that you have a starting stock. The conversion is:

10 supplies -> 10 mulch

10 mulch + 1 fertiliser -> 11 supplies

Without the initial supplies, your Kerbal produces no mulch, and without mulch you can't do agroponics. You have this right in your Duna ship.

Also note the Farmer specialist is for Organics production (advanced production, needed for Colony Supplies), you want a Biologist for agroponics.

As for the kolony inventory, that looks like a bug. Noting the 10+yr supply it seems it has your level correct; it's somehow miscalculating capacity. (That is a lot of fertiliser, by the way - note that gypsum/minerals -> fertiliser is one of the first processes you can get going at a proto-colony, just requires a drill and a crusher plus a small storage unit tacked onto your lander.)

Edit: have a watch of Justin Bright's series - he works his way through a lot of these issues.

Edited by Such
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4 hours ago, Such said:

...

 

Also note the Farmer specialist is for Organics production (advanced production, needed for Colony Supplies), you want a Biologist for agroponics.

...

Edit: have a watch of Justin Bright's series - he works his way through a lot of these issues.

Derp! I somehow got the specialties wrong in my head. Thanks for the info.

Also, I'll do a search for Justin Bright's videos. Thanks!

 

Unrelated: Is this the appropriate place for a bug report? There is a problem with the normal map on the "Tundra 2.5M hub (short)", so the lighting is inverted and otherwise wonky.

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I have a question how do you get the orbital construction kits to work. i have a Tundra Workshop on my station and a kit but when i try to start it i get a message that the workshop needs to be landed? do i need another part or is the orbital construction not supported yet?

Edited by Xilis
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16 hours ago, Xilis said:

I have a question how do you get the orbital construction kits to work. i have a Tundra Workshop on my station and a kit but when i try to start it i get a message that the workshop needs to be landed? do i need another part or is the orbital construction not supported yet?

There are specific orbital workshops, one to build kits from sp and one to build craft from kit+mk, just like on surface. You might need these rather than regular workshop. There are also different kit parts for surface and orbit, though I'm not sure if you're prevented from using each in the other scenario (orbital has docking port both ends). I'm assuming you have latest version etc. Note that Global Construction is a separate mod which is integrated into MKS - you may get a better response on that thread.

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On 5/11/2020 at 8:17 PM, nubeees said:

Did 1.9.1 break planetary logistics? Or am I just not understanding how to use that particular feature?

it seems that it broke ... a few things, that I can see:

1. planetary logistics (I'm taking your word for this one, I don't use it)
2. local logistics - if I drop a kontainer 100m from my base, local logistics will not automatically pull from the kontainer like it used to; I can manually transfer through the kolonization GUI but if i want it to be automatic I need to connect the kontainer to the base with KAS
3. changing the bay type with an EVA engineer on an advanced agriculture plant, ie, from Fertilizer(M) to Fertilizer(G), changes the behavior but not the label, and sometimes changes neither.

Not Kerbin-shattering bugs, and I would have reported them earlier but just noticed that MKS is not officially updated for 1.9.1 yet so that's probably why and I'm going to just give it a pass until the update drops.

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16 hours ago, ss8913 said:

it seems that it broke ... a few things, that I can see:

1. planetary logistics (I'm taking your word for this one, I don't use it)
2. local logistics - if I drop a kontainer 100m from my base, local logistics will not automatically pull from the kontainer like it used to; I can manually transfer through the kolonization GUI but if i want it to be automatic I need to connect the kontainer to the base with KAS
3. changing the bay type with an EVA engineer on an advanced agriculture plant, ie, from Fertilizer(M) to Fertilizer(G), changes the behavior but not the label, and sometimes changes neither.

Not Kerbin-shattering bugs, and I would have reported them earlier but just noticed that MKS is not officially updated for 1.9.1 yet so that's probably why and I'm going to just give it a pass until the update drops.

I should've edited my post or posted a bit sooner.

Planetary logistics arent broken, I just didn't understand how to use them correctly :)

Can confirm some of those bugs too. The microwave power transmitter seems to also be acting strange, but I'm not sure if it's broken or not.

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Yet another silly question. The manual says that a power coupler or power distribution unit requires an engineer. So I have two craft on my runway, about a metre apart. Each has a power coupler and a pod with an engineer. Only one has a generator (a couple of RTGs). The one with the generator is staying powered nicely, as you'd expect. The one that just has a coupler and batteries drains and is not refilled.

 

What key concept am I missing here?

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Hey gang, I'm a bit stumped on something with MKS so I'm hoping someone can set me straight. I'm trying to set up an automated mining outpost using a Duna logistics module with some drills and storage set to push to planetary inventory. While I am actively managing the vessel it mines and sends resources to the planetary stores just fine, my issue is I was certain that it was possible to have a vessel mining and sending resources to the planetary stores while in the background. Is there something specific I need to do in order to allow for that to happen?

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