severedsolo Posted January 14, 2021 Author Share Posted January 14, 2021 Just now, WLLP said: So do I need to do anything special to settings if I am using this along with Kerbalism? I already figured out how to set the KCT settings just was wondering if there was something similar I need to do. Looks like a well built mod I can't wait to get going with it. You shouldn't do, if the mod detects Kerbalism then it will configure itself accordingly. If you do happen to notice anything weird then by all means shout it out. Quote Link to comment Share on other sites More sharing options...
WLLP Posted January 14, 2021 Share Posted January 14, 2021 @severedsolo Will do, I apologize if I was asking a question that was already answered. Might have missed it while I was looking in the posts before I went to bed . Thanks for the quick reply. Quote Link to comment Share on other sites More sharing options...
Hypercore Posted January 18, 2021 Share Posted January 18, 2021 Would this work with BARIS? I would like to use the wild cards from that mod. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 18, 2021 Author Share Posted January 18, 2021 4 hours ago, Hypercore said: Would this work with BARIS? I would like to use the wild cards from that mod. Haven't tested it with BARIS but I see no reason they wouldn't work together. Depending on your playstyle you might want to turn the events off in Bureaucracy as some of them work similarly to BARIS's ones Quote Link to comment Share on other sites More sharing options...
Hypercore Posted January 22, 2021 Share Posted January 22, 2021 @severedsoloI would like to make a optional patch for your mod that would add more events, and I would like to know every single event type, and, if possible, how to specify an evert to have more than one consequence. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted January 23, 2021 Author Share Posted January 23, 2021 (edited) 11 hours ago, Hypercore said: @severedsoloI would like to make a optional patch for your mod that would add more events, and I would like to know every single event type, and, if possible, how to specify an evert to have more than one consequence. Sure, there are currently 5 types of event, but only 4 are accessible by cfg: Currency QA Training Wage Fire is a special event which will fire when certain conditions are true, the chances of it firing are affected by the QA event. The mod will detect a BUREAUCRACY_EVENT in any cfg file, so you don't need to do a MM patch you can just use your own cfg. Currency Events: Spoiler BUREAUCRACY_EVENT //Every event needs it's own BUREAUCRACY_EVENT node) { Name = HostileTakeover //Internal name, must be unique. (mandatory) Type = Currency //The type of event (mandatory) CurrencyType = Science //For currency events, the currency being affected must be specified. Valid choices are Funds Science or Reputation. Note that Funds is not used in any events currently as this would be lost at the next budget if the player has UseItOrLoseIt turned on, so we use Reputation to affect the budget instead. Not needed if it isn't a currency event Title = Hostile Takeover //The title as the player sees it in the UI window. (mandatory) Body = We've recently acquired a small aerospace program from Woomerang. Their research budget was much more advanced than our own, and we've turned this to our advantage. //The text in the body of the event window. (mandatory) AcceptButtonText = Science Output +10% //The text the player sees on the "Accept" button (mandatory) canbeDeclined = false //If true, a DeclineButtonText must be specified. DeclineButtonText = Whatever //For Currency events this just does nothing. Other events have different effects which I'll outline separately. (not needed if canbeDeclined =false) Effect = 0.1 //Depends on the currency. For Funds, this just gives the amount of funds you've specified (so 10000 will give the player 10000 funds, can also be negative but mod will check if player can afford it before firing). Science will increase the Research Managers output by the specified amount (float,so 0.1 = 10% 1.0 = 100%), Reputation will increase the players rep by the specified percentage (again a float, so 0.1 = 10% 1.0 = 100%). (mandatory) } QA Events (where I haven't specified, options work the same as previous events) Spoiler BUREAUCRACY_EVENT { Name = FireSuppression Type = QA Title = Only You Can Prevent Rocket Fires Body = Following a series of unfortunate fires in the VAB, our engineers are asking you to rethink your "no fire extinguishers" policy. canbeDeclined = true Effect = -0.05 //OnAccept will change Facility Maintenance costs by the specified amount, onDecline will change the chance of fire by the specified amount. (float, so 0.1 = 10% 1.0 = 100%). AcceptButtonText = No! We need less Fire Extinguishers! (Facility Maintenance Costs -5%) DeclineButtonText = Agreed (Chance of Fire -5%) } Training Spoiler BUREAUCRACY_EVENT { Name = GooAccident Type = Training Title = Mystery Goo Accident Body = <kerbal> had an accident while handling a sample of Mystery Goo. The review following the accident determined that they could do with some extra training //<kerbal> is a special identifier. It will replace the text with the name of the Kerbal the mod has selected when firing the event. canbeDeclined = false Effect = 28 //how many days to send the Kerbal to training for. AcceptButtonText = <kerbal> in training for 28 days. } Wage Spoiler BUREAUCRACY_EVENT { Name = HappyAccident Type = Wage Title = A Happy Accident Body = Following a particularly rigorous training excercise in the centrifuge, <crew> has forgotten who they are, and how much we pay them. Naturally, we've taken advantage. canbeDeclined = false Effect = -0.1 //decreases kerbals wage by 10% (float so 0.1 = 10% 1.0 = 100%) AcceptButtonText = <crew> wage -10% //<crew> does the same thing as <kerbal> but only in this event for some reason, I don't exactly remember why. At the moment the event will require <crew> but expect that to be deprecated at some point. //OnDecline doesn't do anything, but I think that's a missing feature. I was originally going to make Kerbals strike. } As well as <kerbal> you can use <body> as a special identifier. This will select a random Celestial Body for display in the text field (this is purely flavour text and doesn't actually do anything). New Events can be created by extending the RandomEventBase class - at the moment it's not possible to select multiple outcomes beyond Accept/Decline, but if you'd like some more functionality (or have ideas for new events) feel free to reach out. The Event loader has fairly robust error checking so should tell you in the log if there is a problem in the cfg. Events will also do a "sanity check" before firing. So for example, a QA event that would decrease the risk of fire, will check there actually is a risk of fire before firing. Edited January 23, 2021 by severedsolo Quote Link to comment Share on other sites More sharing options...
Eugene Moreau Posted February 11, 2021 Share Posted February 11, 2021 I apologize if this has been discussed here already but I can't seem to find anything particular about it. I'm looking for some guidance regarding the interaction with KCT. In specific, how it interacts with the point upgrade system that shortens construction time and increases scientific production and research. Do I still use those features of KCT as normal? Is the only part that needs to be disabled the portion that control upgrades to the buildings? Thanks in advance! Quote Link to comment Share on other sites More sharing options...
severedsolo Posted February 11, 2021 Author Share Posted February 11, 2021 (edited) @Eugene Moreau - you can use KCT as normal, there are two places where Bureaucracy and KCT clash 1 - The building upgrade system - as you already mentioned, you need to either disable KCT's Factility Upgrades or turn off Building Upgrades in Bureaucracy. The reason for this is that they both try to take control of the "upgrade" button in the Space Centre scene, and I can't guarantee which will get there first. Either way it won't work for one of them. 2- Multiple launchpads. Bureaucracy can't tell which Launchpad you have selected in KCT (the short, not too technical reason for this is that KCT manipulates the Launchpad object, and Bureaucracy can't tell if you have the one you ordered an upgrade for selected.) Bureaucracy does handle this by doing a sanity check on the Launchpads facility level. If it detects the facility level doesn't match what it's expecting Bureaucracy will hold the upgrade, and give you a warning that you need to select the right launchpad before it can complete it. This also means you can't upgrade multiple KCT "launchpads" at a time. Edited February 11, 2021 by severedsolo Quote Link to comment Share on other sites More sharing options...
Eugene Moreau Posted February 11, 2021 Share Posted February 11, 2021 9 hours ago, severedsolo said: @Eugene Moreau - you can use KCT as normal, there are two places where Bureaucracy and KCT clash 2- Multiple launchpads. Bureaucracy can't tell which Launchpad you have selected in KCT (the short, not too technical reason for this is that KCT manipulates the Launchpad object, and Bureaucracy can't tell if you have the one you ordered an upgrade for selected.) Bureaucracy does handle this by doing a sanity check on the Launchpads facility level. If it detects the facility level doesn't match what it's expecting Bureaucracy will hold the upgrade, and give you a warning that you need to select the right launchpad before it can complete it. This also means you can't upgrade multiple KCT "launchpads" at a time. It's too bad the two couldn't interact and cause you to actually have to pay to have more launch pads. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted March 21, 2021 Share Posted March 21, 2021 As far as I can see Bureaucracy didn`t work in 1.11.2. Load a savegame from 1.11.1 and didn`t get any funds next month (90% funds should be around 1.400.000 in my savegame). The UI is working. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 21, 2021 Author Share Posted March 21, 2021 Just now, Cheesecake said: As far as I can see Bureaucracy didn`t work in 1.11.2. Load a savegame from 1.11.1 and didn`t get any funds next month (90% funds should be around 1.400.000 in my savegame). The UI is working. Can I get a log please - haven't tried it on 1.11.2 but I'd be surprised if anything broke. Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted March 21, 2021 Share Posted March 21, 2021 (edited) 7 minutes ago, severedsolo said: Can I get a log please - haven't tried it on 1.11.2 but I'd be surprised if anything broke. Sure: https://www.file-upload.net/download-14527085/KSP.log.htmlhttps://www.file-upload.net/download-14527087/Player.log.htmlhttps://www.file-upload.net/download-14527089/BureaucracySettings.cfg.html Edit: I think I found the issue. For some reason the option UseItOrLoseIt was true. It was false so far. Edited March 21, 2021 by Cheesecake Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 21, 2021 Author Share Posted March 21, 2021 @Cheesecake Huh, it is working, but it looks like OnLoad is not pulling back the same figure every time. (I can see some instances where the budget did fire successfully, but I can also see when it is instantiating the event after a load, the expected "next budget" is drifting). That's alot of mods though so I can't definitely blame Bureaucracy at this point in time. I will try to reproduce this in a stockish environment, but if I can't I might need you to narrow it down to the minimum set of mods that reproduce the issue (obvious candidates for me would be JNSQ/Kopernicus/Kronometer as they mess with the time calcs and Kerbalism (just because Kerbalism digs deep into the games code, so might be causing an issue, I've got nothing concrete to back that up). Probably not going to be today if I'm honest, but I'll try and get to it this week. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted March 22, 2021 Share Posted March 22, 2021 Is the KCT Warning prompt stuck in an 'on' state, or have I borked up my game? Quote Link to comment Share on other sites More sharing options...
severedsolo Posted March 22, 2021 Author Share Posted March 22, 2021 (edited) 5 hours ago, Beetlecat said: Is the KCT Warning prompt stuck in an 'on' state, or have I borked up my game? Did you untick the "show this again" option on the warning? (obvious thing I know but worth checking) - otherwise it's starting to sound like I need to recompile Bureaucracy and do a test. Or finish the update I'm working on - next version should intelligently detect your KCT settings and not show it if it's not relevant anyway Edited March 22, 2021 by severedsolo Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted April 10, 2021 Share Posted April 10, 2021 @severedsoloIs it possible to fix the UI-issue where some buttons are only partially visible? Especially in the crew-training-section.https://www.bilder-upload.eu/bild-36c99c-1609869385.png.html Quote Link to comment Share on other sites More sharing options...
severedsolo Posted April 10, 2021 Author Share Posted April 10, 2021 11 minutes ago, Cheesecake said: @severedsoloIs it possible to fix the UI-issue where some buttons are only partially visible? Especially in the crew-training-section.https://www.bilder-upload.eu/bild-36c99c-1609869385.png.html It's on the list, I'm gonna try and look at Bureaucracy tomorrow and do a bugfix update, @Cheesecake actually it would be helpful to know what resolution you are playing at Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted April 10, 2021 Share Posted April 10, 2021 35 minutes ago, severedsolo said: It's on the list, I'm gonna try and look at Bureaucracy tomorrow and do a bugfix update, @Cheesecake actually it would be helpful to know what resolution you are playing at 1920x1080, but had the same with 1680x1050. Quote Link to comment Share on other sites More sharing options...
severedsolo Posted April 10, 2021 Author Share Posted April 10, 2021 Just now, Cheesecake said: 1920x1080, but had the same with 1680x1050. That's great thanks, I'm playing at 1080p myself so should be easily reproducible. Quote Link to comment Share on other sites More sharing options...
Rocket88 Posted May 6, 2021 Share Posted May 6, 2021 (edited) I just thought I would share a few of my settings for Bureaucracy UseItOrLoseIt = False HardModeEnabled = True RepDecayEnabled = True RepDecayPercent = 11 "Use it or lose it" allows you to roll over your budget to next month but "Hard Mode" will reduce Rep by 1 for every 10,000 not spent . This can kind of be used in place of big project spending but at a cost. So use sparingly or your budget will suffer for next month. I plan to use the admin building to swap science for funds for big projects as I finish tech tree, not sure how it will work yet. I am using Kerbalism, Kiwi Tech Tree,Kerbal Construction Time. Sci50% Rep50% Funds50% FundsPenalty200% No heavy science mods just Scansat and Research Bodies. On "Rep Decay" I will start out with 11% and drop it down 1% for each achievement listed in any order to simulate the overall reputation of the program as it gains support from the Kerbal community for its success. Stop at 1% so you have to keep doing something for Kerbal kind. Reach Space Orbit Kerbin Land on Mun Plant flag on Mun Plant flag on Minmus Space Station Any Planet Surface Base Mun/Minmus Land on any planet other than Mun/Minmus Plant flag on any Planet other than Mun/Minmus Surface Base on any Planet other than Mun/Minmus Any thoughts or suggestions would love to here feedback. Thanks severedsolo for this awesome mod, I was also monthly budgets user. I first I thought not having "Big Project Spending" was going to be a problem but I believe part of the above is a good work around and adds a lot more decision making in career which I am all for. Thanks again. Edited May 8, 2021 by Rocket88 Quote Link to comment Share on other sites More sharing options...
dlrk Posted May 7, 2021 Share Posted May 7, 2021 Couple quick questions, if that's OK: Does this work with CrewRandR? What happens if a Kerbal hits their retirement date on a mission (as may happen with a self-sustaining MKS kolony)? Quote Link to comment Share on other sites More sharing options...
Cheesecake Posted May 7, 2021 Share Posted May 7, 2021 11 hours ago, dlrk said: Couple quick questions, if that's OK: Does this work with CrewRandR? What happens if a Kerbal hits their retirement date on a mission (as may happen with a self-sustaining MKS kolony)? Wiki (page 1): Retirement Kerbals have a retirement date where they will quit your program and enjoy a quiet life eating snacks etc. This retirement age can be delayed by sending Kerbals on a mission. Although they will still retire, the retirement age will be pushed back based on the length of the mission. Quote Link to comment Share on other sites More sharing options...
Rocket88 Posted May 8, 2021 Share Posted May 8, 2021 I was wondering how many budget days seasoned Bureaucracy users recommend for long career playthrough with KCT. I currently have mine set at 30 days, but It seems late game when my Rep is high enough and KSC is fully upgraded I won't be able to spend it all with KCT limiting how fast launches can take place. My current financial settingsRep50% Funds50% FundsPenalty200% 30day budget Quote Link to comment Share on other sites More sharing options...
Friznit Posted May 8, 2021 Share Posted May 8, 2021 I use 30 days and don't worry too much about not spending all the cash in late game. By then cash is rarely a problem anyway, and the biggest chore is doing the odd launch to maintain rep while you wait for your craft to get to the distant planets Quote Link to comment Share on other sites More sharing options...
severedsolo Posted May 9, 2021 Author Share Posted May 9, 2021 (edited) On 5/7/2021 at 5:23 AM, dlrk said: Does this work with CrewRandR? Yes On 5/7/2021 at 5:23 AM, dlrk said: What happens if a Kerbal hits their retirement date on a mission (as may happen with a self-sustaining MKS kolony)? Nothing right then. The retirement checker will skip any kerbals who are ASSIGNED. When they are recovered they will then get their retirement extension bonus, if the retirement date is still in the past, they will retire then. Also: Update on the update I promised a few weeks ago - I've been sick the last week or so, so haven't had a chance to actually work on it. It's coming, just bear with me. Edited May 9, 2021 by severedsolo Quote Link to comment Share on other sites More sharing options...
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