Aelfhe1m Posted July 14, 2017 Share Posted July 14, 2017 (edited) This is a continuation of the mod by @ObiVanDamme - original thread here ---------------------------- Download from GitHub or SpaceDock Changelog Spoiler 1.2.5 - 2018-03-30 Recompile against KSP 1.4.2 FIX: NRE in recycler window Refactor window drawing code Add handling for "vintage" EVA kerbals from Making History if installed 1.2.3 - 2017-12-14 FIX: misconfigured animations FIX: blacklist config FIX: Remove unused search icon references ADD: show info in editor part menu for Workshop and Recycler modules 1.2.2 - 2017-10-09 Recompile for 1.3.1 (not compatible with earlier versions) New category icons courtesy of Alshain New workshop models by Enceos The workshops all behave identically at the moment but future versions will limit part construction by type of workshop Animation work on new workshop models is incomplete NEW: add search function to workshop parts filter FIX: paging no longer hides some parts Changed the way the mod writes to the game logs. Some messages are now written only if verbose logging is enabled in the system settings. NOTE: Dependencies are no longer bundled - please download them separately 1.2.1 - 2017-09-17 HotFix for KIS version 1.6+ (not compatible with KIS 1.5 or earlier) 1.2.0 - 2017-07-14 Updated to KSP 1.3 Updated bundled dependencies Updated version file to point to "continued" repository on GitHub Previous versions by ObiVanDamme Spoiler 1.1.0 - 2016-11-03 Updated to KSP 1.2 Update to KIS 1.3 Fixed a bug that caused the game to crash when you navigate the Workbench Added missing categories to workbench filter Removed Module filter Workbench will show the currently filtered category in the title Fixed a bug that caused NRE when starting a new game 0.14.0 - 2016-06-12 Compatible to KSP 1.1.2 Compatible to KIS 1.2.11 Updated all included dependencies to latest version Removed resource scaling to compensate for part costs Removed configurable part size limit for the workshop Removed "All" filter in workshop menu Removed all category filters except for "none" in workshop menu Added funds requirement for parts where the parts cost is more than the resource costs in career mode Added CategoryAddon module that unlocks part categories in the workshop menu Added CategoryAddon for all categories except "Science" to Workshop Added CategoryAddon for "Science" to Mobile Processing Lab 0.13.0 - 2016-04-26 Updated to KSP 1.1 Updated to ModuleManager 2.6.23 Updated to CommunityResourcePack 0.5.0 Updated to Firespitter 7.2.1 0.12.1 - 2015-12-12 Fixed a bug that caused more than three items in the recycler to stack like solitair (thx to Kowgan for reporting) Fixed a bug that caused the Workshop to only show two pages after switching the category (thx to Kowgan again) Fixed a bug that caused the Workshop to show empty pages when switching categories Fixed a bug that caused the recycler to remove complete stacks of items from their inventory while only recycling a single one 0.12.0 - 2015-12-06 Fixed the recycler and re-added it's module to be usable again Added new fextures provided by Angel-125 for the ose3000 and ose6000 to be able to use FSTextureSwitch Added MM patches to add ExoticMinerals and RareMetals to the stock scanners and drills 0.11.1 - 2015-11-19 Buffed the MaterialKits converter to have the intended efficiency that is in line with stock Buffed the production speed of the workshop to account for the higher resource needs due to cost compensation 0.11.0 - 2015-11-17 OSE Workshop is no longer dependent on a specific version of KIS. => Updating KIS should no longer break OSE Workshop Implemented multi resource system Parts can require multiple resources to be created Default recipe is still MaterialKits only Introduced RareMetals and ExoticMinerals as new Resources to support the multi resource system Introduced Dirt as new mineable resource. Dirt can be converted to RareMetals and ExoticMinerals using the Material Extractor Ablator and SolidFuel can be 3D printed using Ore as resource. That means, that parts containing those two resources will be printed with the MaxAmount of those resources available. Engines require MaterialKits and RareMetals to be constructed Command Modules require MaterialKits and ExoticMinerals to be constructed Science Experiments require MaterialKits, RareMetals and ExoticMinerals to be constructed It is no longer possible to make money with the workshop Resource costs will always be at least as high as the part costs by scaling up the units needed when the mass conversion does not use enough resources on its own A new system to make money by using a dedicted factory module and dedicated recipes and parts is currently in the planning phase. Recycler is temporarily disabled until I have time to fix it (it is broken due to the new recipe system) New dependency to FirespitterCore to use FuelSwitch for the new resources on the OSE Tanks (individual textures not yet included) New dependency to CommunityResourcePack, that holds the new resources as well as MaterialKits 0.10.2 - 2015-08-17 Only parts that are unlocked and purchased will be available for printing The tooltip in the Workbench will show you the costs of the part itself and the costs of the resources used in the printing process => I need this for the career mode balancing but thought you might enjoy it as well 0.10.1 - 2015-08-15 Compatibility to KIS 1.2.2 Fixed NRE in the VAB of the new inventory preference module 0.10.0 - 2015-08-09 Fixed a bug that caused Workshop to determine the wrong maximum part size Added category filter for "none" to show mod parts in custom category filters Added inventory preference module to all inventories to allow the selection of favoured invetories. (All Inventories except the crew will have a "favor inventory" context action if a workshop is present on the vessel. When storing a finished part the Workshop will try to place the item in the favored inventories fist and than try the others) 0.9.6 - 2015-08-01 Compatible with KIS 1.2.1 Fixed a bug in the Recycler that caused an Exception when an Item was added to the Queue Fixed animation setup for the 3D printing lab 0.9.5 - 2015-07-28 Complete rework of the workshop GUI 3 x10 Grid for item selection without a scrollbar Paging of available items (this should reduce memory usage a lot and hopefuly prevent freezes and crashes) Mouseover tooltips with larger preview, mass, volume and available resources as well as cost (MaterialKits) and duration for the crafting process Maximum volume of craftable parts in the Workbench title 7x4 Grid for the workshop queue that also uses the tooltip feature work and hotness animations on the 3D printing lab now start and stop automatically when you print something 0.9.4 - 2015-07-22 Fixed physics Issue with converter Reworked part list loading to fix "Empty Workbench" Issue or make it more obvious what went wrong (more logging info) 0.9.3 - 2015-07-21 Fixed a bug that caused the displayed amount of recycable MaterialKits of a part to be higher than the actual result Fixed a bug that caused an exception to be thrown when parts where removed from the queue Fixed potential memory leaks in the GUI and made the code in general more robust (I hope the freezing some of you expected is now gone) Moved the containers from FuelTanks to Utility category 0.9.2 - 2015-07-12 Updated to KIS 1.2 Items in the Workshop menu are sorted by title 0.9.1 - 2015-07-09 New textures for containers Fixed MM config files for optional USI Parts 0.9.0 - 2015-07-07 Update to be compatible with KSP 1.0.4 Removed dependency to MKS (Part configs and assets are still available in the _Optionals_ folder) Removed tech tree progression for part size limit and made it configurable per module (Existing printers do not grow in size when technology advances) Added new MaterialKits ressource that will be used by the workshop Added new parts for workshop (part size limit of 2000), resource processing of Ore -> MaterialKits and storage for MaterialKits. Added workshop module to Mobile Processing Lab (part size limit of 300 liters) Placed all workshop parts in the science branch of the tech tree starting with the small storage container and the Workshop module inside the Processing Lab in the advanced exploration node. 0.8.0 - 2015-06-08 Added Recycler Module to Workshop, to allow scrapping of Inventory Items Fixed a bug that caused the Workshop to crash when there is enough space but no free slots in an inventory to place a built part Fixed a bug that caused the Workshop to place parts in pod inventories, which where not occupied by a Kerbal 0.7.3 - 2016-05-22 Updated KIS reference to 1.1.5 0.7.2 - 2015-05-22 Fixed display of item recipe in build menu Added tech tree upgrades for maximum volume of craftable parts Advanced Construction unlocks 300 liters (Kerbal Inventory) Specialized Constructions unlocks 1000 liters (SC-62 container) Advanced metalworks unlocks 20.000 liters (IMC-250 container) 0.7.1 - 2015-05-21 Fixed invalid version file 0.7.0 - 2015-05-20 Compatibility with KIS 1.1.4 Updated CRP to 0.4.2 Complete rework of the Workshop Build Menu Thumbnails of Items Display number of RocketParts needed Progressbar Filter for Category & Modules (currently ModuleKISItem only) Added OKS version of the Workshop The part list in the build menu only contains parts with a volume smaller than the largest inventory on the vessel Added OseModuleRecipe to _ALL_ parts 0.6.0 - 2015-05-14 Compatibility with KSP 1.0.2 Added MKS as new Dependency Removed KAS as Dependency Replaced Hitchhiker placeholder model with the Generic MKS Module and a custom Decal Added custom editor category to find Workshop Parts easier Removed toolboxes, because MKS already provides tanks for RocketParts Required resources for each item are now configurable with MM on a per part base and it is possible to require more than one resource with different ratios (This is the part that took me so long to finish this release ;-)). You can highlight all inventories on your current vessel from the Workbench. This is an unfinished feature for future releases, but I did not want to remove it for this one. Just ignore it 0.5.0 - 2015-04-17 State of the current production and items in the queue will now be saved and restored when you leave the vessel and come back later Added support for COmmunity Tech Tree. The Mobile Workshop and the Toolboxes are placed in the orbital Assembly node Added support for MKS. The MK3 Fabrication Plant will become a Workshop. In addition to that, the Mobile Workshop and the two Toolboxes will be made unresearchable IMPORTANT: Disconnect your Workshop and Toolboxes if you have MKS installed or you may loose your vessel when the Workshop part becomes unavailable Changed the name of the action in the context menu to *Open Workbench* 0.4.2 - 2015-04-11 Fixed a bug introduced in 0.4.1 that prevented parts created in the "Mobile Workshop" from being dropped or attached. 0.4.1 - 2015-04-11 Updated KIS Reference to Version 1.0.2 Fixed description of Toolboxes to show that they contain Rocket Parts 0.4.0 - 2015-03-23 Added KIS integration and made KIS a new dependency Added OseModuleRecipe to the mod, which allows a part to be constructed by the workshop Added Modulemanager configurations to add recipe module to all previous KASGrabbable parts from KAS and Squad as well as all the KIS parts Removed dependency to Regolith KAS is only needed for the toolboxes, which are deprecated and will be removed together with the KAS Dependency in 0.5.0 IMPORTANT: Use KIS to scrap the toolboxes and the connectors to prevent loosing your craft in the next release The Workshop will put items into its own inventory only. If it is full, the item will be hold in queue and production is paused IMPORTANT: Since the KASStorage is removed, items stored inside will be lost. Remove them before you update 0.3.0 - 2015-02-20 Added new UI, similar to the KASeditor window inside the VAB Added KSP-AVC support Added a production queue to the Workshop, that allows to built multiple items in sequence. As long as the production of an item did not start you can remove it from the queue Fixed some spelling errors in the Toolbox descriptions Further reduced ElectricChargeto 250, which allows a production of 10 seconds without external power or batteries Reduced max amount of RocketParts in the Workshop to 25 0.2.0 - 2015-01-26 Fixed scaling problem with hitchhiker model IMPORTANT: This might cause problems with your crafts already in flight -> backup your savegame! Added KASModuleContainer with size 20 to Mobile Workshop Added 25 RocketParts to Mobile Workshop Reduced ElectricCharge in Mobile Workshop to 2500, which allows a productio of 100 seconds without external power or batteries Finished Items will be kept until free space is available and not get lost anymore Cleaned up context menu DISCLAIMER This mod is not in a final release state yet and everything you see is subject to change. I will do my best to make every update compatible with your savegames from the last version, but cannot guarantee it. This mod is science mode ready. All parts are placed at there correct node in the tech tree. This mod is career mode ready. The parts and the printing process itself (cost of MaterialKits plus EC) is scaled so that costs of MaterialKits and other resources match the cost of the printed parts. What does it do? The OSE - Workshop is a new Part that is meant to be used together with Kerbal Inventory System (KIS). It allows you to create parts in flight. Current Features Queueing of items for production All Items require MaterialKits, ElectricCharge and a crew of two Kerbals to be created The amount of MaterialKits needed is depending on the mass of the created item => To create an item with the mass of one ton you need one ton of MaterialKits (not one unit) Recycling of items stored in your vessels inventory Processing of Ore into MaterialParts Cancelation of item production Selection of target inventory Efficiency based on Crew Traits Planned Features Specialized Workshops for different categories Known issues and restrictions N / A Required mods KIS by KospY, Winn75 and IgorZ FirespitterCore by snjo CommunityResourcePack by the KSP Community ModuleManager by sarbian & ialdabaoth NOTE: As of version 1.2.2 the above required mods are no longer bundled in the OSE Workshop download and must be downloaded separately. Recommended Mods Pathfinder by Angel-125 Kerbal Planetary Base System by Nils277 USI Modular Kolonization System by RoverDude License OSE Workshop is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license, which means You are permitted to use, copy and redistribute my work as-is. You may remix your own derivatives (new models, alternative textures, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the download and forum posts: ObiVanDamme and Enceos (OSE Workshop), KospY and Winn75 (Kerbal Attachment System), Alshain (category icons). Credits and Thanks Portions of this codebase include source by taniwha, used under GNU general public license. KIS is the original Work of KospY, Winn75 and IgorZ - Thank you for creating this awesome mod. Original coding pre version 1.2.0 by ObiVanDamme and Angel-125 Authors Aelfhe1m: continuation of mod from version 1.2.0 ObiVanDamme: mod idea and C# programming Enceos: 3D models and textures Angel-125: Maintenance during ObiVanDamme's absence Alshain: category icons Edited March 30, 2018 by Aelfhe1m new version Link to comment Share on other sites More sharing options...
mechanicH Posted July 14, 2017 Share Posted July 14, 2017 Looks like a fun mod. I was wondering if you had time, could you upload some kind of tutorial or instructional video on how to use this mod correctly. My other question is, is this for building individual parts or can I build whole crafts with it (like simple construction mod or ground construction). Thanks Link to comment Share on other sites More sharing options...
goldenpsp Posted July 14, 2017 Share Posted July 14, 2017 20 minutes ago, mechanicH said: Looks like a fun mod. I was wondering if you had time, could you upload some kind of tutorial or instructional video on how to use this mod correctly. My other question is, is this for building individual parts or can I build whole crafts with it (like simple construction mod or ground construction). Thanks It is not like EL. It only builds individual parts that are placed directly in KIS storage. And google is your friend. Link to comment Share on other sites More sharing options...
mechanicH Posted July 14, 2017 Share Posted July 14, 2017 20 minutes ago, goldenpsp said: google is your friend. Thanks. Sorry about that. Haven't had my coffee yet. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 14, 2017 Share Posted July 14, 2017 Nice to see someone pick up the torch for this. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 14, 2017 Author Share Posted July 14, 2017 @mechanicH Note that the Kottabos video that @goldenpsp linked is for a much earlier version of the mod. Custom modelled parts and revised Ui were added quite some time ago (see the image I've added to the OP) and it uses MaterialKits rather than RocketParts by default. However the basic concepts still hold true. Link to comment Share on other sites More sharing options...
Denko666 Posted July 14, 2017 Share Posted July 14, 2017 @Aelfhe1m thx for continuing this mod man! very much appreciated! Link to comment Share on other sites More sharing options...
Blackline Posted July 15, 2017 Share Posted July 15, 2017 Is it possible to disable the need for the two Kerbals? I'd like to have it fully autonomous, maybe add some mass as a penalty... Link to comment Share on other sites More sharing options...
KerbMav Posted July 15, 2017 Share Posted July 15, 2017 (edited) @BlacklineTry adding a config (.cfg) file with: @PART[OSE_Workshop]:AFTER[Workshop] { @MODULE[OseModuleWorkshop] { @MinimumCrew = 0 } } to your gamedata folder. Edited July 15, 2017 by KerbMav Link to comment Share on other sites More sharing options...
The-Doctor Posted July 15, 2017 Share Posted July 15, 2017 Yay! It's back! Link to comment Share on other sites More sharing options...
canisin Posted July 17, 2017 Share Posted July 17, 2017 Thanks a lot for the update!!! Is the MaxPartVolume setting functional? I have heard it was previously a part of the mod, and I can see that the MKS patches for this mod use this setting when adding printing capability to its own parts. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 17, 2017 Author Share Posted July 17, 2017 4 hours ago, canisin said: Thanks a lot for the update!!! Is the MaxPartVolume setting functional? I have heard it was previously a part of the mod, and I can see that the MKS patches for this mod use this setting when adding printing capability to its own parts. That parameter was removed as part of the original mod's 0.14 release: At the moment printable part size is constrained only by the size of the largest KIS container on the vessel. Link to comment Share on other sites More sharing options...
canisin Posted July 17, 2017 Share Posted July 17, 2017 Just now, Aelfhe1m said: That parameter was removed as part of the original mod's 0.14 release: At the moment printable part size is constrained only by the size of the largest KIS container on the vessel. hmm, sorry to hear that this is gone, it would have been a very good mechanic for balancing. thanks a lot for the information! Link to comment Share on other sites More sharing options...
goldenpsp Posted July 17, 2017 Share Posted July 17, 2017 13 minutes ago, canisin said: hmm, sorry to hear that this is gone, it would have been a very good mechanic for balancing. thanks a lot for the information! IMO balance tends to work itself out regardless. There are only so large of KIS containers. And even when printing something into a huge KIS container you have the challenge of manipulating something that is too heavy for one Kerbal (or maybe more heavy than several Kerbals can lift). Link to comment Share on other sites More sharing options...
canisin Posted July 17, 2017 Share Posted July 17, 2017 Just now, goldenpsp said: IMO balance tends to work itself out regardless. There are only so large of KIS containers. And even when printing something into a huge KIS container you have the challenge of manipulating something that is too heavy for one Kerbal (or maybe more heavy than several Kerbals can lift). yea, i guess that's true enough. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 17, 2017 Author Share Posted July 17, 2017 10 minutes ago, goldenpsp said: IMO balance tends to work itself out regardless. There are only so large of KIS containers. And even when printing something into a huge KIS container you have the challenge of manipulating something that is too heavy for one Kerbal (or maybe more heavy than several Kerbals can lift). Generally true, although some mods can add much larger KIS containers like USI's 5m Kontainer with a capacity of 128,000 litres (compared to KIS's largest container's 18,000 litres) - this is an extreme example and I'm not aware of any other parts that come close to this volume. The manipulation challenge can also be mitigated by having certain helper parts (like the forklift and crane from USI Konstruction) nearby that add to the mass a Kerbal can handle (a single forklift adds 22t equivalent to having a whole mob of EVA Kerbals clustered around). I can see arguments for or against reinstating a printer volume limit as well as the storage limit. On the one hand there would be a physical limit to how large a part could be printed inside a workshop but on the other hand some KSP parts could be assembled from multiple smaller printed units or maybe printed "outside" the workshop itself (like the "printed" buildings that have been done IRL) Link to comment Share on other sites More sharing options...
Antik Posted July 17, 2017 Share Posted July 17, 2017 Volume limitation may be legit if there will be several sizes of workshop- maybe, in different diameters and lenghts, so workshops themthelves can be a storage space for parts, even removing requirement for external KIS storage. Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 17, 2017 Author Share Posted July 17, 2017 (edited) 21 minutes ago, Antik said: Volume limitation may be legit if there will be several sizes of workshop- maybe, in different diameters and lenghts, so workshops themthelves can be a storage space for parts, even removing requirement for external KIS storage. For small parts you don't need any extra KIS storage since workshop must be manned (in its default configuration) and each Kerbal has seat inventory. Unless there's a large demand for it I've no plans to re-instate volume limitations to the workshop module. Also I'm a coder not a modeller so no plans to add any extra parts to this mod. Various other mods (including those linked in the OP) add workshops of different sizes and profiles. Edited July 17, 2017 by Aelfhe1m Link to comment Share on other sites More sharing options...
Alshain Posted July 25, 2017 Share Posted July 25, 2017 (edited) On 7/17/2017 at 8:20 AM, Aelfhe1m said: At the moment printable part size is constrained only by the size of the largest KIS container on the vessel. Is this still true? I have a workshop sitting on top of a 1000L container and it says I can only print 300L items. EDIT: Ok, so turns out it doesn't reinitialize when the workbench itself is constructed with KIS. After popping to the space center and back again all is well. Also, for what it's worth, I like being able to print large items for base construction. The MKS trusses, for example, are needed in good quantity, but their volume is huge (even though their mass is low). Shipping them is annoying. Edited July 25, 2017 by Alshain Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 26, 2017 Author Share Posted July 26, 2017 (edited) 28 minutes ago, Alshain said: Also, for what it's worth, I like being able to print large items for base construction. The MKS trusses, for example, are needed in good quantity, but their volume is huge (even though their mass is low). Shipping them is annoying. I know what you mean. I wrote a MM patch to reduce the trusses' stored volume (I role-play it as collapsing down to a pair of flexi-tubes and some folded metal struts) for shipping but I still end up making a lot of them on site. Spoiler // KIS volume overrides - Multitrusses should pack tightly for transport @PART[Tundra_MiniTruss]:NEEDS[KIS] { %MODULE[ModuleKISItem] { %volumeOverride = 950 } } @PART[Tundra_MultiTruss]:NEEDS[KIS] { %MODULE[ModuleKISItem] { %volumeOverride = 1200 } } Edited July 26, 2017 by Aelfhe1m Link to comment Share on other sites More sharing options...
Alshain Posted July 26, 2017 Share Posted July 26, 2017 (edited) 5 minutes ago, Aelfhe1m said: I know what you mean. I wrote a MM patch to reduce the trusses' stored volume (I role-play it as collapsing down to a pair of flexi-tubes and some folded metal struts) for shipping but I still end up making a lot of them on site. I was kinda surprised they weren't collapsible in the first place. It's basically like putting a tent together when you think about it. There is frame and there is empty space. But now I can construct them all I want because I just attached a 3.75m KIS container to the base. Edited July 26, 2017 by Alshain Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 26, 2017 Author Share Posted July 26, 2017 33 minutes ago, Alshain said: Ok, so turns out it doesn't reinitialize when the workbench itself is constructed with KIS. After popping to the space center and back again all is well. This seems to be a common issue with KIS attached parts skipping large chunks of their initialisation routines - attaching to USI switchable node connectors is another example where you don't see the alternate geometry until you re-visit. Link to comment Share on other sites More sharing options...
Alshain Posted July 26, 2017 Share Posted July 26, 2017 Just now, Aelfhe1m said: This seems to be a common issue with KIS attached parts skipping large chunks of their initialisation routines - attaching to USI switchable node connectors is another example where you don't see the alternate geometry until you re-visit. It doesn't fire the onPartAttach or OnVesselWasModified events? Link to comment Share on other sites More sharing options...
Aelfhe1m Posted July 26, 2017 Author Share Posted July 26, 2017 6 minutes ago, Alshain said: It doesn't fire the onPartAttach or OnVesselWasModified events? I haven't looked into it from the coding side yet. I was just speaking from a player's perspective. Link to comment Share on other sites More sharing options...
Alshain Posted July 26, 2017 Share Posted July 26, 2017 Ah, I see. Well even with just the stock game I would imagine it would also be of concern for this mod, as docking would also cause the issue (I would think, I haven't tested it) Link to comment Share on other sites More sharing options...
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