Starwaster Posted March 20, 2017 Share Posted March 20, 2017 1 hour ago, DStaal said: I just wanted to chime in and argue against using scienceMultiplier as balance in any way. It has a very important problem, that means in effect it should never be varied from stock in my opinion: It's completely non-discoverable in-game. Nothing in the game even hints that it even *can* change. So changing it is just pulling pranks on the player, because they don't know you've done anything. Change the processing rate, change how much science it can hold, but the multiplier should be treated as a black box that the player can't account for. Just because the one stock part that has a science converter uses one value doesn't mean that modders should feel constrained to never use anything other than that value. It's there to be used. If it were not meant to be used then it would be a hard coded value and not read from the config. Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 20, 2017 Share Posted March 20, 2017 4 minutes ago, Starwaster said: Just because the one stock part that has a science converter uses one value doesn't mean that modders should feel constrained to never use anything other than that value. It's there to be used. If it were not meant to be used then it would be a hard coded value and not read from the config. It's not about the one stock part using one value. It's about there being no interface for the player to *read* that value. The fact that the value can change will surprise users - and will only be apparent once science labs have been deployed, and then they are as likely to think it's a bug with the modded part than that it's intentional. If there were a better interface to see that it existed, I would have no trouble with using it. But it's completely hidden from the player. Quote Link to comment Share on other sites More sharing options...
Sebra Posted March 20, 2017 Share Posted March 20, 2017 You mean this? Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 20, 2017 Share Posted March 20, 2017 4 minutes ago, Sebra said: You mean this? That. Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 21, 2017 Share Posted March 21, 2017 5 hours ago, Sebra said: You mean this? I'll admit I never put that together with that function. Which partly proves my point, though not entirely. I will still maintain that not seeing it in the VAB means it's very hard for the users to make balance decisions - whether that extra mass or cost is worth it. Quote Link to comment Share on other sites More sharing options...
Merkov Posted March 21, 2017 Share Posted March 21, 2017 8 minutes ago, DStaal said: I'll admit I never put that together with that function. Which partly proves my point, though not entirely. I will still maintain that not seeing it in the VAB means it's very hard for the users to make balance decisions - whether that extra mass or cost is worth it. One option, though not a perfect one, is to mention it explicitly in the part description. Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 21, 2017 Share Posted March 21, 2017 2 hours ago, Merkov said: One option, though not a perfect one, is to mention it explicitly in the part description. I had that thought too. That gives it more visibility than if it were to be added into the info panel and that's the only other way you'd get that information conveyed to you as a player. At least in the editor. Quote Link to comment Share on other sites More sharing options...
Darkona Posted March 21, 2017 Share Posted March 21, 2017 Any chance that the creator makes a ramp for the open cargo section? The normal cargo bays are quite small for a smaller rover unless it is really really tiny. I wanted to carry an Akita in the open bed of the lyns, but can't have a ramp for it Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 21, 2017 Author Share Posted March 21, 2017 (edited) 15 hours ago, Kerbart said: I can't help but smile at the irony of that. hmm, what irony? 15 hours ago, Sebra said: It was three "П" I suppose. No it was more like (tan(0.785398163) • THUMB • volumeMobileLab / arcsin(-2π) • TOE • volumeBigLab) • ei•π. Sorry i was a bit harsh yesterday, have been a bit stressed out lately Maybe i should change it to maybe 5 times slower. Anything more would be a bit overpowered in my opinion. 3 hours ago, Darkona said: Any chance that the creator makes a ramp for the open cargo section? The normal cargo bays are quite small for a smaller rover unless it is really really tiny. I wanted to carry an Akita in the open bed of the lyns, but can't have a ramp for it Already planned. @DStaal, @Starwaster, @Merkov the obscurity of the scienceMultiplier is indeed a problem. A tough call what to do with that...adding a "warning" in the description would be really needed when i keept it at 4 instead of 5 science per data...Maybe the slower conversion and the missing ability to "level up" Kerbals is enough to make the MobileLab not too overpowered Edited March 21, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 21, 2017 Share Posted March 21, 2017 4 hours ago, Nils277 said: @DStaal, @Starwaster, @Merkov the obscurity of the scienceMultiplier is indeed a problem. A tough call what to do with that...adding a "warning" in the description would be really needed when i keept it at 4 instead of 5 science per data...Maybe the slower conversion and the missing ability to "level up" Kerbals is enough to make the MobileLab not too overpowered What we really need is a plugin that alters the module info readout in the VAB... (And then for it to be rolled into stock.) Quote Link to comment Share on other sites More sharing options...
Starwaster Posted March 21, 2017 Share Posted March 21, 2017 11 hours ago, DStaal said: What we really need is a plugin that alters the module info readout in the VAB... (And then for it to be rolled into stock.) Aren't players going to be less likely to read the info than the description, rather than more? Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 21, 2017 Share Posted March 21, 2017 1 minute ago, Starwaster said: Aren't players going to be less likely to read the info than the description, rather than more? Maybe - but the description on most parts is flavor only: No real info. (Not all parts, but most - including the stock parts.) The info blocks are where you get details. Quote Link to comment Share on other sites More sharing options...
J162doesMC Posted March 24, 2017 Share Posted March 24, 2017 To me, this is basically a combination of the Bobcat and Caribou series' and I LOVE IT! I EXACTLY LOVE IT! Quote Link to comment Share on other sites More sharing options...
megamike Posted March 26, 2017 Share Posted March 26, 2017 Fantastic Mod Nils227! But I killed it and I can't fix it for the life of me. The big and small freight containers can't hold anything but EC for me . I can see next fuel: and previous fuel: (instead of next resource as I can see on the KIS and LS containers). The expected list of options is also blank in the editor. I have stripped out and reinstalled any mod that I think might have issues but no joy so far. Stock + FUR works fine though. I'm sure its another mod mangling these parts but I just can't seem to track it down. I'm also very new to KSP so digging through the logs is a bit daunting. I found this mess with regards to these parts in specific but I couldn't find a smoking gun for the failure. [LOG 17:54:15.235] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Big/Lynx_FreightBig' [LOG 17:54:15.240] [KerbetrotterTools]Config node Exception: Object reference not set to an instance of an object [LOG 17:54:15.246] PartLoader: Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Big/Lynx_FreightBig' has no database record. Creating. [LOG 17:54:15.249] DragCubeSystem: Creating drag cubes for part 'Lynx.FreightBig' [LOG 17:54:15.281] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Small/Lynx_FreightSmall' [LOG 17:54:15.285] [KerbetrotterTools]Config node Exception: Object reference not set to an instance of an object [LOG 17:54:15.291] PartLoader: Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Small/Lynx_FreightSmall' has no database record. Creating. [LOG 17:54:15.294] DragCubeSystem: Creating drag cubes for part 'Lynx.FreightSmall' Has anyone else seen this fail? Otherwise any help as to what I should poke next would be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 26, 2017 Author Share Posted March 26, 2017 (edited) 14 hours ago, megamike said: Fantastic Mod Nils227! But I killed it and I can't fix it for the life of me. The big and small freight containers can't hold anything but EC for me . I can see next fuel: and previous fuel: (instead of next resource as I can see on the KIS and LS containers). The expected list of options is also blank in the editor. I have stripped out and reinstalled any mod that I think might have issues but no joy so far. Stock + FUR works fine though. I'm sure its another mod mangling these parts but I just can't seem to track it down. I'm also very new to KSP so digging through the logs is a bit daunting. I found this mess with regards to these parts in specific but I couldn't find a smoking gun for the failure. [LOG 17:54:15.235] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Big/Lynx_FreightBig' [LOG 17:54:15.240] [KerbetrotterTools]Config node Exception: Object reference not set to an instance of an object [LOG 17:54:15.246] PartLoader: Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Big/Lynx_FreightBig' has no database record. Creating. [LOG 17:54:15.249] DragCubeSystem: Creating drag cubes for part 'Lynx.FreightBig' [LOG 17:54:15.281] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Small/Lynx_FreightSmall' [LOG 17:54:15.285] [KerbetrotterTools]Config node Exception: Object reference not set to an instance of an object [LOG 17:54:15.291] PartLoader: Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Small/Lynx_FreightSmall' has no database record. Creating. [LOG 17:54:15.294] DragCubeSystem: Creating drag cubes for part 'Lynx.FreightSmall' Has anyone else seen this fail? Otherwise any help as to what I should poke next would be greatly appreciated! This sounds like the templates for the resources are missing. Can you take a look at KerbetrotterLtd/FelineUtilityRover/Templates and tell me what files are in there? Maybe completely removing FUR and reinstalling it might help Edited March 26, 2017 by Nils277 Quote Link to comment Share on other sites More sharing options...
megamike Posted March 26, 2017 Share Posted March 26, 2017 5 hours ago, Nils277 said: This sounds like the templates for the resources are missing. Can you take a look at KerbetrotterLtd/FelineUtilityRover/Templates and tell me what files are in there? Maybe completely removing FUR and reinstalling it might help I sure can! https://www.dropbox.com/s/hcxalqlfpv1e6cj/FUR1.jpg?dl=0 <- List of files https://www.dropbox.com/s/t2b1ijez81wxqtt/Freight_Storage.cfg?dl=0 <- Copy of the freight .cfg https://www.dropbox.com/s/flvto3twulv0yu9/KSP.log?dl=0 <- KSP log I was digging through (I don't mind re-digging if you have some tips on what to look for, its a mess of mods!) I tried removing FUR and reinstalling without any luck. Thanks for the help Nils277 you freaking rock. It's honestly been quite fun bumbling through all these files. This fail (and the awesome community it led me to) has started my gears turning about what mods I can put together. This game is getting me through some brutal work trips so I really appreciate all the effort you guys put in! (also thanks to the mystery mod who approves my newbieness!) Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted March 27, 2017 Share Posted March 27, 2017 @megamike it appears that something went wrong in your download of MKS, USI-LS, Community Resource Pack, and Tweakscale (KSP threw 7 errors saying that various files were empty, including one that I know for a fact is not (because I wrote it )). Reinstalling CRP *might* fix your problem with FUR as it provides the definitions for the resources that you are missing and reinstalling the others will prevent other errors down the road so that's what I would recommend. Quote Link to comment Share on other sites More sharing options...
megamike Posted March 27, 2017 Share Posted March 27, 2017 (edited) 8 hours ago, TheRagingIrishman said: @megamike it appears that something went wrong in your download of MKS, USI-LS, Community Resource Pack, and Tweakscale (KSP threw 7 errors saying that various files were empty, including one that I know for a fact is not (because I wrote it )). Reinstalling CRP *might* fix your problem with FUR as it provides the definitions for the resources that you are missing and reinstalling the others will prevent other errors down the road so that's what I would recommend. Blarg what mess - thanks for taking the time to point that out. I fixed them one by one, either checking GitHub to make sure they are blank and deleting them or reinstalling. The issue persisted however. I removed mods one by one until I hit SimpleConstruction which fixed the problem! I added and removed NotSoSimpleConstruction a couple times to make sure that wasn't the problem and I was just too drunk to catch it. I tried to dig a bit further but I'm afraid the newbie is strong with this one. SimpleConstruction has: OreTanksSwitch.cfg which might mangle it. Spoiler @PART[*]:HAS[@RESOURCE[Ore],#category[FuelTank],!MODULE[InterstellarFuelSwitch],!MODULE[ProceduralPart]] { MODULE { name = InterstellarFuelSwitch resourceNames = Ore;Metal;RocketParts resourceAmounts = #$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$;$../RESOURCE[Ore]/maxAmount$ @resourceAmounts[2,;] *= 2 tankMass = #$../mass$ basePartMass = 0.0 displayCurrentTankCost = true hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } Resources.cfg which doesn't include Ore. Spoiler RESOURCE_DEFINITION { name = RocketParts density = 0.0025 unitCost = 1 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } RESOURCE_DEFINITION { name = Metal density = 0.0078 unitCost = 0.5 flowMode = ALL_VESSEL transfer = PUMP isTweakable = true } I'm going to fight them a bit but it certainly doesn't seem like an issue with FUR! Any other insight would be great (just so I can put my brain to rest), but I can live without SC so it's not a big deal Edit: I fought and lost. I also realized there is a new SimpleConstruction 3.4.3 which was released as I battled, the issue persists after upgrade though. Its odd that Ore shows up in other containers with it installed, but such is life. Edited March 27, 2017 by megamike Additional information Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted March 27, 2017 Share Posted March 27, 2017 @megamike try changing the opening line of OreTanksSwitch.cfg to @PART[*]:HAS[@RESOURCE[Ore],#category[FuelTank],!MODULE[InterstellarFuelSwitch],!MODULE[ProceduralPart],!MODULE[ModuleKerbetrotterResourceSwitch]] { This should prevent the patch from applying to any FUR parts that use Nils' fuel switch module. Also, if you could post a link to your ModuleManager.ConfigCache that would show exactly what is being applied to the part. Quote Link to comment Share on other sites More sharing options...
megamike Posted March 28, 2017 Share Posted March 28, 2017 6 hours ago, TheRagingIrishman said: @megamike try changing the opening line of OreTanksSwitch.cfg to @PART[*]:HAS[@RESOURCE[Ore],#category[FuelTank],!MODULE[InterstellarFuelSwitch],!MODULE[ProceduralPart],!MODULE[ModuleKerbetrotterResourceSwitch]] { This should prevent the patch from applying to any FUR parts that use Nils' fuel switch module. Also, if you could post a link to your ModuleManager.ConfigCache that would show exactly what is being applied to the part. Cheers again @TheRagingIrishman, but no joy I'm afraid. I also tried adding :NEEDS[InterstellarFuelSwitch] as that has been requested on GitHub to resolve a module issue, but no luck there either. https://www.dropbox.com/s/fzwlqbaor57c48d/ModuleManager.ConfigCache?dl=0 is after simple construction was installed but prior to adding your line above. I hadn't poked that file yet so thanks for pointing it out! There is a ton of good info in there for troubleshooting. I'm wondering if its the partial ExtraplanetaryLaunchpads stuff which is bundled with SimpleConstruction causing this and not the SC itself. I had a quick look between a normal EL install and the SC-EL install but I couldn't see any obvious callouts that are missing. Again, I'm no pro, there could be something obvious I missed. You've put a smile on my face all day as I try to figure this out bud. Its been a great distraction. Next time I'm in your neck of the woods there are many beers to be had on me should you want them. I usually hit Dublin->Galway but I could be convinced to make a trip up north Quote Link to comment Share on other sites More sharing options...
DStaal Posted March 28, 2017 Share Posted March 28, 2017 If you search through your KSP.log, you should be able to find every MM patch that touches that part. Quote Link to comment Share on other sites More sharing options...
TheRagingIrishman Posted March 28, 2017 Share Posted March 28, 2017 @megamike looking through your log, the only mods affecting Lynx_FreightBig that I don't use are FarFromKerbin, JettisonFuel, AmpYear, and KerbalKrashSystem but none of those affect the fuel switch. [LOG 19:00:17.822] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Big/Lynx_FreightBig' [LOG 19:00:17.827] [KerbetrotterTools]Config node Exception: Object reference not set to an instance of an object The problem is definitely ^ but I can't figure out for the life of me what's causing it . I'll mull over it tonight and see what I can think of. Also, I'm actually living in Boston right now . Quote Link to comment Share on other sites More sharing options...
sphere Posted March 28, 2017 Share Posted March 28, 2017 Hi, I love this (and your other) mod, thanks! Just a hint for other players who are sick of breaking the solar panels because of tip-overs while driving on Minmus: Use "Little Bigfoot"-legs from Nils277's "Planetary Base System"-Mod to on the edges of the roof to protect them. They have an impact-tolerance of 30m/s. I even have the legs in my abort-action so that they retract on backspace in case of losing control. Yes, its ugly as hell but "it works" @Nils277: Maybe add a dedicated part for this purpose? Currently its very frustrating that the panels are breaking on every tip-over. Maybe something like an crash-airbag or tip-over-struct? Also, not sure if you can do it: It would be VERY nice if Engineers could fix the solar-panels. Currently I need to have a few spare solar-panels inside the KIS-Kanister just for this purpose. Quote Link to comment Share on other sites More sharing options...
Nils277 Posted March 28, 2017 Author Share Posted March 28, 2017 8 hours ago, sphere said: Hi, I love this (and your other) mod, thanks! Just a hint for other players who are sick of breaking the solar panels because of tip-overs while driving on Minmus: Use "Little Bigfoot"-legs from Nils277's "Planetary Base System"-Mod to on the edges of the roof to protect them. They have an impact-tolerance of 30m/s. I even have the legs in my abort-action so that they retract on backspace in case of losing control. Yes, its ugly as hell but "it works" @Nils277: Maybe add a dedicated part for this purpose? Currently its very frustrating that the panels are breaking on every tip-over. Maybe something like an crash-airbag or tip-over-struct? Also, not sure if you can do it: It would be VERY nice if Engineers could fix the solar-panels. Currently I need to have a few spare solar-panels inside the KIS-Kanister just for this purpose. Will put it on the list of possible new parts 16 hours ago, TheRagingIrishman said: @megamike looking through your log, the only mods affecting Lynx_FreightBig that I don't use are FarFromKerbin, JettisonFuel, AmpYear, and KerbalKrashSystem but none of those affect the fuel switch. [LOG 19:00:17.822] PartLoader: Compiling Part 'KerbetrotterLtd/FelineUtilityRover/Parts/Payload/Freight_Big/Lynx_FreightBig' [LOG 19:00:17.827] [KerbetrotterTools]Config node Exception: Object reference not set to an instance of an object The problem is definitely ^ but I can't figure out for the life of me what's causing it . I'll mull over it tonight and see what I can think of. Also, I'm actually living in Boston right now . The second line is generated by the plugin and states that at least one of the configurations for the storage types does not exist. I'm not sure what exactly is missing there though. Can you post the content of the freight_storage.cfg template? Quote Link to comment Share on other sites More sharing options...
megamike Posted March 28, 2017 Share Posted March 28, 2017 (edited) 3 hours ago, Nils277 said: Will put it on the list of possible new parts The second line is generated by the plugin and states that at least one of the configurations for the storage types does not exist. I'm not sure what exactly is missing there though. Can you post the content of the freight_storage.cfg template? Spoiler KERBETROTTER_FREIGHT { name = Ore RESOURCE { name = Ore amount = 0 maxAmount = 600 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = ColonySupplies RESOURCE { name = ColonySupplies amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Commodities RESOURCE { name = ExoticMinerals amount = 750 maxAmount = 750 } RESOURCE { name = RareMetals amount = 750 maxAmount = 750 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Coolant RESOURCE { name = Coolant amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop|MKS] { name = Dirt RESOURCE { name = Dirt amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Equipment RESOURCE { name = Equipment amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop] { name = ExoticMinerals RESOURCE { name = ExoticMinerals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Fertilizer RESOURCE { name = Fertilizer amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = FusionPellets RESOURCE { name = FusionPellets amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[DeepFreeze] { name = Glykerol RESOURCE { name = Glykerol amount = 750 maxAmount = 750 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Gypsum RESOURCE { name = Gypsum amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Hydrates RESOURCE { name = Hydrates amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Karbonite RESOURCE { name = Karbonite amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Karborundum RESOURCE { name = Karborundum amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Konkrete RESOURCE { name = Konkrete amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Lead RESOURCE { name = Lead amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = LqdHydrogen RESOURCE { name = LqdHydrogen amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Machinery RESOURCE { name = Machinery amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Workshop|MKS] { name = MaterialKits RESOURCE { name = MaterialKits amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS&!ExtraplanetaryLaunchpads|MKS] { name = MetallicOre RESOURCE { name = MetallicOre amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[ExtraplanetaryLaunchpads] { name = MetalOre RESOURCE { name = MetalOre amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS&!ExtraplanetaryLaunchpads|MKS] { name = Metals RESOURCE { name = Metals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[ExtraplanetaryLaunchpads] { name = Metal RESOURCE { name = Metal amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Minerals RESOURCE { name = Minerals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Organics RESOURCE { name = Organics amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Polymers RESOURCE { name = Polymers amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|Workshop] { name = RareMetals RESOURCE { name = RareMetals amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Recyclables RESOURCE { name = Recyclables amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = RefinedExotics RESOURCE { name = RefinedExotics amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = ResearchKits RESOURCE { name = ResearchKits amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = RocketParts RESOURCE { name = RocketParts amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Silicates RESOURCE { name = Silicates amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Silicon RESOURCE { name = Silicon amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Slag RESOURCE { name = Slag amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = SpecializedParts RESOURCE { name = SpecializedParts amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[MKS] { name = Substrate RESOURCE { name = Substrate amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder|MKS] { name = Uraninite RESOURCE { name = Uraninite amount = 1700 maxAmount = 1700 } } KERBETROTTER_FREIGHT:NEEDS[Pathfinder] { name = Water RESOURCE { name = Water amount = 1700 maxAmount = 1700 } } Glad to @Nils277! I don't have pathfinder installed. Could the :NEEDS[Pathfinder] on the rocketparts line cause this? I updated it to :NEEDS[ExtraplanetaryLaunchpads] like metal is as a stab in the dark but no joy there either I'm going to get some coffee and I'll have another look for any other clues As always, thanks for your time guys! Edit: Just for clarity, without simpleconstruction (and the bundled partial EL) installed my available options match exactly what I would expect from a virgin freight_storage.cfg. I just doublechecked that rocketparts is missing as I would expect without pathfinder installed. Edited March 28, 2017 by megamike Additional information Quote Link to comment Share on other sites More sharing options...
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