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[1.3.1, 1.4.3] The Spice v0.8.2 [May 10, 2018]


JadeOfMaar

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Just now, The-Doctor said:

Does the spice appear randomly, so every new save game or planet pack it appears on a different planet each time or is it a set planet per save game and per planet pack?

The planet is fixed. The only variable is combinations of certain planet packs, as a handful of them have very nice candidates for a spice planet (all of which are better than Duna).

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Links in OP of thread

Deep Sky Core 3.0.1

  • Updated LOX distiller function
  • Added WBI part tips!
  • Fixed RBM intake drag cube for real
  • Adjusted intake speeds and areas
  • Added missing FX for 2.5m Razor
  • Added Rescale! support for Argo WarpJet engines

The Spice 0.8.1

  • Fixed broken FX links in Geminus engine
  • Added tank options to OPT Spaceplane (needs OPT Reconfig) and SSPXr
  • Added WBI part tips!
  • Mk2 engine update (name, title, desc, performance, texture) (craft breaker)
  • Changed logos and (slightly) performance stats on warp drives
  • Doubled antenna range in warp drives
  • Fixed gimbal speed on Sirona series engines
  • Restored custom drill texture thanks to bugfix in KSP 1.4.3 (it breaks in 1.4.0-1.4.2)

7WidmYa.jpg

UWq4Mg4.jpg

Edited by JadeOfMaar
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1 hour ago, JadeOfMaar said:

Is this just a reference to something in th movie...?

Do not speak! Listen! You do not have more than this one chance! I represent the entire Guild in this matter! Our navigators warn you that spice production is in great danger! A new Fremen leader, Muad'dib, has stopped spice mining on Arrakis! Our navigators suggest he is not of Arrakis. No one on the outside world has been able to see him. We do not know who he is. The Harkonnens cannot stop him. Remedy the situation! Restore spice production, or you will live out your life in a pain amplifier!

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13 minutes ago, JadeOfMaar said:

@Norcalplanner No, I haven't picked one in GEP. (No world in GEP looks the part, and that's a vital option for consideration.) But it's pretty obvious which world in GPP it is. ;) 

Thanks.  I'll put that factoid in the decision-o-tron 3000 and give it due consideration. :wink:

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  • 2 weeks later...
1 hour ago, Kielm said:

What is this new Refinery Module? 

Is this a new 1.4 feature or a functionality that this mod provides?

 

Great mod by the way JadeOfMaar!

The Refinery module is a feature of Angel-125's mods (since KSP 1.4. It's likely unavailable in 1.3). It enables you to store and produce exotic resources at/under the KSC...resources that generally are nearly impossible to find in nature and may need to be synthesized by something like a Large Hadron Collider. Since the Spice only exists on one planet, I plugged into this so it's easy and with limits/gameplay balance to deploy a ship with the Spice in it. Your craft is emptied on launch and you have to dip into the bank to fill back up.

zx7Rukb.jpg

If you have used Nertea's Far Future Tech, that mod does the same with Antimatter.

Edited by JadeOfMaar
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Very cool, thanks.

I haven't tried the far future mod, but I'm about to dive into a science game with KSP Interstellar, some other "standard issue" mods and this.

That's a great way for mods that use rare resources (i.e. KSP-I, Karbonite etc) to handle them, letting you store returned resources without making them purchasable at exorbitant prices; I hope it becomes more widely adopted. Nice one!

 

EDIT: I forgot to ask - what technologies unlock the ability to refine / manufacture spices?

Edited by Kielm
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@Kielm Karbonite... I think you meant karborundum. :P But okay. The warp drives don't work with KSPI if you're interested in them (I don't use KSPI).

You'll need to reach Experimental Science (I think, right after where you unlock the Convert-O-Tron) to get to store the spices. And if you have CTT installed (KSPI's bundled one doesn't count), you get to produce them at Resource Exploitation, the end of the same row with the ISRU things.

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1 hour ago, JadeOfMaar said:

@Kielm Karbonite... I think you meant karborundum.

Yes! I meant Karborundum, I think that's in the Karbonite mod now instead of it's own K+. 

Alright, thanks for the info, now I know where to invest that science!:science:

 

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  • 2 months later...

@JadeOfMaar, I'm trying to find the refinery thing.. I've unlocked all the tech down the ISRU row, I have CTT installed and I don't use KSPI, but I can't find the refinery. Does it require another mod to work? Where do I click to access it? Maybe it's right in front of me, and I just don't see it. :p

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@AmpCat No object appears in the tech tree for it afaik. Once you open the set tech nodes, the refinery should be available and you should have the resources and the buttons to enable production at the KSC view like in my screenshot earlier on this page.

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Are the resource buttons the clock one in the lower right or one of those? I'm not seeing it. I tried it in a sandbox game, and I have the anti-matter facility from Nertea's FFT, but I can't find the refinery for Spice.

Edit: Do I need to have visited Duna or something first to unlock it?

Edited by AmpCat
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Hrm. For some reason I'm lacking that button, either in sandbox or my career mode.

There's no dependencies other than Deep Sky? What if I installed WBI and then removed it? (I've had one or two mods change themselves or something upon detecting another mod installed, but wouldn't revert)

Edited by AmpCat
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2 hours ago, AmpCat said:

Hrm. For some reason I'm lacking that button, either in sandbox or my career mode.

There's no dependencies other than Deep Sky? What if I installed WBI and then removed it? (I've had one or two mods change themselves or something upon detecting another mod installed, but wouldn't revert)

Refinery is part of WBI, so removing it would remove the button.

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  • 3 months later...
  • 2 weeks later...
On 11/1/2018 at 5:53 PM, The-Doctor said:

Im finally able to get to it, finally got the ram, finally ready, feels so great man, hope you keep this project alive

I haven't held motivation for this mod (or KSP in general lately) tbh. It's been exactly one year since I released it, but it grew old to me quickly. I have bigger and better ideas for mods, and some of these require this mod to shrink and fade.

Edited by JadeOfMaar
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