Jump to content

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


RoverDude

Recommended Posts

Ok, after more testing I found out more about my problem. I'm in after kerben and using this mod. I launch from the planet solitude and it said my supplies were at kerbin. May just be a problem with solicitude.when I change to a new spear of influence, that of the moon guardian, it still says my supplies are at kerbin. But when I then land at guardian my kolony statistics for guardian are going up, but it still says my planetary stockpile is at kerbin. What am I doing wrong? I also have some other name brand mods as well. 

Link to comment
Share on other sites

Can some clarify this statement from the wiki ?

https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts

"anyone can do EVA assembly"

With KIS you are required to have an Engineer with tools to attach and detach things.

So with MKS, what does "Anyone can do EVA assembly" mean?

Assembly like a fire drill checkpoint or assembly like put parts together.

Link to comment
Share on other sites

1 hour ago, SkiRich said:

Can some clarify this statement from the wiki ?

https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts

"anyone can do EVA assembly"

With KIS you are required to have an Engineer with tools to attach and detach things.

So with MKS, what does "Anyone can do EVA assembly" mean?

Assembly like a fire drill checkpoint or assembly like put parts together.

I believe the 'eva assembly' in this case may be referring to inflating some inflatable parts.  I think that you need an engineer for the parts that require material kits, but anyone should be able to inflate inflatable storage modules for example(I think they can even be inflated without a kerbal on EVA)

 

On 7/3/2020 at 1:09 PM, Tokamak said:

* I keep seeing some parts whose module feature list include "Performs daily maintenance on nearby vessels" but I haven't seen any mention of this in the wiki. Is this a deprecated feature, or something to work with another mod?

When an engineer performs maintenance, they top-off the machinery to restore the module to maximum productivity.

These parts take care of that for you so you don't need to worry about efficiency loss over time due to used up machinery.

On 7/3/2020 at 1:09 PM, Tokamak said:

One other thing... I'd just like to make sure I am understanding correctly. I've been looking in the wiki and experimenting, but given that going from VAB to launching takes something like 30 seconds, so isolating every variable takes a _long_ time. And sometimes there are things I missed and didn't even think to try

* So here is my understanding: Specialist bonuses require a specialist of an appropriate type actually in the vessel in question, yes? And one specialist can only buff one bay. So if I have a resource converter with 2 bays, it needs to have crew habitation space on (or docked to) it, and I'd need to have 2 engineers to buff both bays.

The specialist bonus is for the entire ship and only takes the bonus from the highest ranked(stars) kerbal of the appropriate type, I believe this also applies to disconnected bases.

In the past my bases would usually have dozens of modules, one scientist(two if I have a lab), one engineer, one pilot and the rest filled with kolonists.

The engineer provides the mining and manufacturing bonuses to all modules, the scientist provides the biological bonus to all farming type production, the pilot for logistics, and Kolonists for the planetary bonus(Kolonists don't give any specialist bonuses/abilities, but count for all three planetary/colonization bonus types, so the quickest and cheapest way to get your planetary bonuses up is with Kolonists).

 

 

 

 

 

Link to comment
Share on other sites

1 hour ago, Terwin said:

The engineer provides the mining and manufacturing bonuses to all modules, the scientist provides the biological bonus to all farming type production, the pilot for logistics, and Kolonists for the planetary bonus(Kolonists don't give any specialist bonuses/abilities, but count for all three planetary/colonization bonus types, so the quickest and cheapest way to get your planetary bonuses up is with Kolonists).

Expanding on this, even though a scientist can do it, would it be more beneficial to have one of the other specialists for some things, like a botanist for the agriponics?

If the stock careers can do everything, I'm just wondering why I would pick one of the other types to do a focused job.

 

 

 

 

 

 

 

1 hour ago, Terwin said:

The engineer provides the mining and manufacturing bonuses to all modules, the scientist provides the biological bonus to all farming type production, the pilot for logistics, and Kolonists for the planetary bonus(Kolonists don't give any specialist bonuses/abilities, but count for all three planetary/colonization bonus types, so the quickest and cheapest way to get your planetary bonuses up is with Kolonists).

 

 

 

 

 

Expanding on this, even though a scientist can do it, would it be more beneficial to have one of the other specialists for some things, like a botanist for the agriponics?

If the stock careers can do everything, I'm just wondering why I would pick one of the other types to do a focused job.

Link to comment
Share on other sites

Does MKS alter the ability to transfer kerbals from one cabin to another if the cabins arent technically touching but they are still in the same craft.

I do have Connected Living Spaces mod as well.  I was able to move crew around in any part of the craft before but not now, and I'm wondering if its a setting in my new career I forgot to tick or MKS or Connected Living Spaces mod changed this.

Link to comment
Share on other sites

2 hours ago, JadenPelate said:

I'm about to give up on this mod, as my planetary supplies dont update when I enter a new sphere of influence. I literally cant build a colony with that bug. 

Erm... sounds like you're dealing with something that has nothing to do with MKS based on your earlier post.

1 minute ago, SkiRich said:

Does MKS alter the ability to transfer kerbals from one cabin to another if the cabins arent technically touching but they are still in the same craft.

I do have Connected Living Spaces mod as well.  I was able to move crew around in any part of the craft before but not now, and I'm wondering if its a setting in my new career I forgot to tick or MKS or Connected Living Spaces mod changed this.

Nope, no changes are made to how crew move.  Sounds like CLS

Link to comment
Share on other sites

1 minute ago, RoverDude said:

Erm... sounds like you're dealing with something that has nothing to do with MKS based on your earlier post.

Nope, no changes are made to how crew move.  Sounds like CLS

Yep, found it.  It was CLS, an option in the mod reverts back to stock.  Talk about tough options, but realistic.

Link to comment
Share on other sites

Sorry for all my messages being a mess. I forgot my meds today so my mind is all over the place, my mental health is terrible right now.

Let me re explain better. In the kolonization dashboard, under planetary logistics tab, it says my supplies are at kerbin. I'm landed on the moon... So why are the supplies at kerbin. (I'm in the after kerben planit system in 1.7.3). Everything else is working exept planetary logistics. Is the problem a interaction with another mod? 

 

 

PS: Sorry for all the nonsensical comments, as I said I'm not in a good state of mind right now. 

Link to comment
Share on other sites

27 minutes ago, JadenPelate said:

Sorry for all my messages being a mess. I forgot my meds today so my mind is all over the place, my mental health is terrible right now.

Let me re explain better. In the kolonization dashboard, under planetary logistics tab, it says my supplies are at kerbin. I'm landed on the moon... So why are the supplies at kerbin. (I'm in the after kerben planit system in 1.7.3). Everything else is working exept planetary logistics. Is the problem a interaction with another mod? 

 

 

PS: Sorry for all the nonsensical comments, as I said I'm not in a good state of mind right now. 

That part you stated fairly clearly.  I would wonder what other mods you are running. Maybe some screenshots to illustrate the issue.  You haven't given much information to go on.  Also keep in mind that you are running a fairly old version at this point so it isn't as easy to troubleshoot.

Edited by goldenpsp
Link to comment
Share on other sites

8 hours ago, SkiRich said:

Can some clarify this statement from the wiki ?

https://github.com/UmbraSpaceIndustries/MKS/wiki/Crew-Skills-Impact-on-Parts

"anyone can do EVA assembly"

With KIS you are required to have an Engineer with tools to attach and detach things.

So with MKS, what does "Anyone can do EVA assembly" mean?

Assembly like a fire drill checkpoint or assembly like put parts together.

Any kerbal can unpack/inflate a part like the ranger habitation and agricultural module. You need to be an engineer to move parts around with KAS, but to just get the inflatable part deployed you don't need special skills.

The inflatable storage modules can just be inflated from inside the craft.

Link to comment
Share on other sites

So far loving this mod and LS for sure.  Definitely add depth to the game.

While I get this is made to have colonies self sustaining as a goal, how about having colonies make money.

Using Extraplanetary Launchpads to make local transport ships that saves a lot on the initial rocket expense and stages off of kerbin (even though I recover them)

Using the buff of bringing back full loads of things from a colony back to kerbin I get credit for the recover.

If I wanted to make money from a colony is it possible/probable/profitable enough?

If so what mineral would make the most money?

Link to comment
Share on other sites

17 minutes ago, SkiRich said:

So far loving this mod and LS for sure.  Definitely add depth to the game.

While I get this is made to have colonies self sustaining as a goal, how about having colonies make money.

Using Extraplanetary Launchpads to make local transport ships that saves a lot on the initial rocket expense and stages off of kerbin (even though I recover them)

Using the buff of bringing back full loads of things from a colony back to kerbin I get credit for the recover.

If I wanted to make money from a colony is it possible/probable/profitable enough?

If so what mineral would make the most money?

If you have a Pioneer Module, you can periodically right-click on the part and select "check kolony rewards" and it will dump some funds and science into your accounts. :)

Also, you can mine and refine things, and ship them home. You'd have to do some math to figure out what is best, and land it right at the KSC to get full recovery value. See also: https://github.com/UmbraSpaceIndustries/MKS/wiki/Resources-(Stats)

Link to comment
Share on other sites

A couple of anomalies I noticed.  Not sure if they are bugs or not.

I'll try and reproduce them on the next go around to the Mun to make sure.

I took a kolonist with me on a six seat craft.  For the boost. I bought him at Level 1 already. There were 5 other passengers already on the craft 3 vets 2 scientist and the kolonist.

The kolonist didnt get credit for an orbit in kerbin or the mun.  I'm unsure if colonists level up experience like stock kerbals do.  But this one didnt get any extra.

All it says in his log screen is "Recruited at level 1 on = 2"

During the excursion of orbiting the mun to repair a satellite, I was running dangrously low on Supplies so I used Hyperedit to add a bit back for the return trip, and note this for next time for planning.

Somewhere along the line, I didnt notice during warp home, the 3 non vets turned into tourists. I was returning so I did care. They had plenty of hab, ec, home wasnt an issue, but the supplied were down to one day.  Still it should have been good, not sure why they turned into tourists unless somehow the hyperedit tweak only affected the supplies but the kerbals "remembered" the original amount?  Unknown.  I should note I had two recyclers running for 6 kerbals.  I assume they will work on all six just prorated for 2 kerbals, even though they say they effect one kerbal each.

When the craft entered the atmosphere under 25K the 3 non vets "Returned to Service" but their portraits still said tourists.

On the decent on parachutes I decided to test if this was just cosmetic and sure enough the non vets were able to EVA, so it worked but the portraits were wrong.

Upon re-entering the craft from EVA the portraits refreshed and they were all the right career type.

Sum it up:

1. Does an inflight refill of supplies using a cheat not work for the supplies? Or did I screw something up by using two recyclers for 6 kerbals.

2. Portrait update on return to service didnt work.

3. Level up experience not happening for kolonist.

Feature request: Add a message in the message log button when a kerbal changes into a tourist and why.  Maybe add another when they change back.  This way a player can review a bit later in case they miss it.

Latest MKS and LS, game version 1.9.1

Edited by SkiRich
Link to comment
Share on other sites

11 hours ago, goldenpsp said:

That part you stated fairly clearly.  I would wonder what other mods you are running. Maybe some screenshots to illustrate the issue.  You haven't given much information to go on.  Also keep in mind that you are running a fairly old version at this point so it isn't as easy to troubleshoot.

I just gave up on that save. The version is to old, I have to many mods, and there are to many variables. Will install the latest version of the mod and see if that works. What is the latest version? 

Link to comment
Share on other sites

12 hours ago, JadenPelate said:

Sorry for all my messages being a mess. I forgot my meds today so my mind is all over the place, my mental health is terrible right now.

Let me re explain better. In the kolonization dashboard, under planetary logistics tab, it says my supplies are at kerbin. I'm landed on the moon... So why are the supplies at kerbin. (I'm in the after kerben planit system in 1.7.3). Everything else is working exept planetary logistics. Is the problem a interaction with another mod? 

 

 

PS: Sorry for all the nonsensical comments, as I said I'm not in a good state of mind right now. 

A quick thought on this: Try the same mission again, but make sure to turn *off* planetary logistics on the storage in the VAB (*before* launch).  Then you can turn it back on when you get to the Mun.

(I think what's happening is that the storage in emptying into planetary logistics at launch.  There have been some tweaks to that behavior since 1.7, IIRC.)

Link to comment
Share on other sites

12 hours ago, SkiRich said:

A couple of anomalies I noticed.  Not sure if they are bugs or not.

I'll try and reproduce them on the next go around to the Mun to make sure.

I took a kolonist with me on a six seat craft.  For the boost. I bought him at Level 1 already. There were 5 other passengers already on the craft 3 vets 2 scientist and the kolonist.

The kolonist didnt get credit for an orbit in kerbin or the mun.  I'm unsure if colonists level up experience like stock kerbals do.  But this one didnt get any extra.

All it says in his log screen is "Recruited at level 1 on = 2"

During the excursion of orbiting the mun to repair a satellite, I was running dangrously low on Supplies so I used Hyperedit to add a bit back for the return trip, and note this for next time for planning.

Somewhere along the line, I didnt notice during warp home, the 3 non vets turned into tourists. I was returning so I did care. They had plenty of hab, ec, home wasnt an issue, but the supplied were down to one day.  Still it should have been good, not sure why they turned into tourists unless somehow the hyperedit tweak only affected the supplies but the kerbals "remembered" the original amount?  Unknown.  I should note I had two recyclers running for 6 kerbals.  I assume they will work on all six just prorated for 2 kerbals, even though they say they effect one kerbal each.

When the craft entered the atmosphere under 25K the 3 non vets "Returned to Service" but their portraits still said tourists.

On the decent on parachutes I decided to test if this was just cosmetic and sure enough the non vets were able to EVA, so it worked but the portraits were wrong.

Upon re-entering the craft from EVA the portraits refreshed and they were all the right career type.

Sum it up:

1. Does an inflight refill of supplies using a cheat not work for the supplies? Or did I screw something up by using two recyclers for 6 kerbals.

2. Portrait update on return to service didnt work.

3. Level up experience not happening for kolonist.

Feature request: Add a message in the message log button when a kerbal changes into a tourist and why.  Maybe add another when they change back.  This way a player can review a bit later in case they miss it.

Latest MKS and LS, game version 1.9.1

Update:

#1 This works as intended - Disregard - feature request would have aided discovery.

#2 Still an issue, portrait update not happening.

#3 Looks like I can buy a kerbal at level 1 but you still have to "catch him up" as experience does indeed increment, but it doesnt start at 1 it still starts at zero.

Feature request: Add a message in the message log button when a kerbal changes into a tourist and why.  Maybe add another when they change back.  This way a player can review a bit later in case they miss it.

Link to comment
Share on other sites

19 hours ago, SkiRich said:

While I get this is made to have colonies self sustaining as a goal, how about having colonies make money.

Using Extraplanetary Launchpads to make local transport ships that saves a lot on the initial rocket expense and stages off of kerbin (even though I recover them)

If you are harvesting rare metals or exotic minerals on the Mun or Minmus, it is likely to be fairly cost-effective to launch an empty cargo vessel from kerbin, land it near your base, refuel and load cargo from your base, then return the cargo to kerbin for a nice profit(but make sure to have enough parachutes for a full load)

I have found that returning resources from further away is usually not sufficiently play-time efficient to be worth my while, but if you are playing on a harder difficulty or trying to challenge yourself you can give it a try.

(currently you can even harvest those resources on Kerbin, but I think there is a plan to remove those resources from kerbin in the next release of MKS)

Link to comment
Share on other sites

21 hours ago, SkiRich said:

While I get this is made to have colonies self sustaining as a goal, how about having colonies make money.

Using Extraplanetary Launchpads to make local transport ships that saves a lot on the initial rocket expense and stages off of kerbin (even though I recover them)

Global Construction is bundled, so build away.  And better integration than EL.  Also, W.O.L.F. will be a thing in the next update.

Link to comment
Share on other sites

On 7/5/2020 at 1:39 AM, SkiRich said:

So far loving this mod and LS for sure.  Definitely add depth to the game.

While I get this is made to have colonies self sustaining as a goal, how about having colonies make money.

Using Extraplanetary Launchpads to make local transport ships that saves a lot on the initial rocket expense and stages off of kerbin (even though I recover them)

Using the buff of bringing back full loads of things from a colony back to kerbin I get credit for the recover.

If I wanted to make money from a colony is it possible/probable/profitable enough?

If so what mineral would make the most money?

I used to return rare and exotic minerals to kerbin for big bucks, id use these big bucks to make tons more mining and manufacturing modules then id just mine and build offworld not really needing funds anymore.

Link to comment
Share on other sites

7 hours ago, Temeriki said:

I used to return rare and exotic minerals to kerbin for big bucks, id use these big bucks to make tons more mining and manufacturing modules then id just mine and build offworld not really needing funds anymore.

I have a 25 Million dollar Alcubierre Drive on my kerbal christmas list I need to fund.

So, hi ho hi ho its off to Mun I go.

Link to comment
Share on other sites

I'm looking to fully cusomize my MKS experience.

I see the GUI to change all the various life support options for MKS LS on the KSP view window. (Green polygon button)

I see a menu option for "Kolonization" in the settings window for the Game.

What I dont know exists or cannot find is an option that changes the settings file for MKS proper.

namely these settings ...

Does one exist or is this manual change only, and if manual change, is there any explanation wiki for it?

KOLONIZATION_SETTINGS
{
	OrbitMultiplier = 0.0
	EfficiencyMultiplier = 10000
	MinBaseBonus = 0.0
	StartingBaseBonus = 1.0
	ScienceMultiplier =  0.00001 
	RepMultiplier =  0.00001 
	FundsMultiplier = 0.01
}

RESOURCE_DEFINITION
{
    name = TransportCredits
	displayName = TransportCredits
    density = 0.0
    unitCost = 0.0
    flowMode = NO_FLOW
    transfer = NONE
    isTweakable = false
    isVisible = false
	volume = 1
}

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...