JcoolTheShipbuilder Posted May 26, 2020 Share Posted May 26, 2020 im kinda confuzed as to how the civillian contractor dock works, i have it on allow contractors, and i have plenty of snacks and power, and crew capacity. i waited two days, and nothing happened? do i need to wait more? also, im running ksp v1.9.1 Quote Link to comment Share on other sites More sharing options...
pmborg Posted May 28, 2020 Share Posted May 28, 2020 Hello @JcoolTheShipbuilder, Actually I think that might be something wrong with the latest build, if you check my post of "1 of March" That version was working very well and had 2 icons on right bar for civilian-population that version almost for sure will work. I am offline right now in terms of KSP cant test it now (remote), but this is my hint that might help to resolve this problem. Additional note: On those 2 CP icons (right bar in that image that I publish on 1 of march) that will pop one window: - One will show: the orbit load time, until the next transfer, is this that you need! - and the other (the main one) will show the current population in your ship. Cheers! Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted May 28, 2020 Share Posted May 28, 2020 ohhh... ok like this? also, is the amount of civillans that come dependant on the housing space? since this only has space for four civillians, only three will come, but what if i have space for... say... 800? will 300 come at once? or is it always like 3? Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted June 1, 2020 Share Posted June 1, 2020 Ok, im just wondering, is it possible to make Jeb, Bill, Bob, and Val immortal? Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted June 2, 2020 Share Posted June 2, 2020 (edited) Whats supposed to happen when a kerbal gives birth? i was switched to the vessel a kerbal was onboard when their childbirth timer went to zero, and it went into the negatives?! edit: its ok now, and i do NOT think you should be able to take a TWO DAY OLD kerbal on EVA lol Edited June 2, 2020 by JcoolTheShipbuilder Quote Link to comment Share on other sites More sharing options...
JcoolTheShipbuilder Posted June 8, 2020 Share Posted June 8, 2020 (edited) There is a bug i just found; i made a civillian city, and it works great, but every time i EVA a kerbal, a new civillian appears for no reason... edit: it seems that a civillian spawns when you EVA from a craft that has housing space available... but still... kiinda going to become a little annoying with colony ships that have tons of housing capacity, but not every single housing seat fillled Edited June 11, 2020 by JcoolTheShipbuilder Quote Link to comment Share on other sites More sharing options...
Jv1 Posted June 18, 2020 Share Posted June 18, 2020 I have installed, i have built space hotel, i have orbiting Kerbin, i have civilians in astronaut centre, but i do not seem to get a food output, or population growth or anything from the hotel. I am playing science mode, if that makes difference, or is there something i am missing ? Quote Link to comment Share on other sites More sharing options...
Happy Psion Posted June 23, 2020 Share Posted June 23, 2020 On 6/7/2020 at 11:01 PM, JcoolTheShipbuilder said: There is a bug i just found; i made a civillian city, and it works great, but every time i EVA a kerbal, a new civillian appears for no reason... edit: it seems that a civillian spawns when you EVA from a craft that has housing space available... but still... kiinda going to become a little annoying with colony ships that have tons of housing capacity, but not every single housing seat fillled I also have the same bug. It spawns a new kerbal each time an EVA is done. The new kerbal is fully mature rather than being 0 years old. Unfortunately, this makes the mod unusable. Quote Link to comment Share on other sites More sharing options...
pmborg Posted June 23, 2020 Share Posted June 23, 2020 Yes you are all right, this is actually some new bug. This only happen when the Kerbal return to the Ship, after an EVA, a new Kerbal appear from nowhere. In this case Lanpont was born is a new fellow but Rayley appeared as a bug ,after return to the ship from a EVA walk @linuxgurugamer is always busy with 1000 mods! I tested with KSP 1.9.1 and CP: "VERSION": { "MAJOR": 3, "MINOR": 0, "PATCH": 0, "BUILD": 8 ... It is so easy to replicate that probably no need of the log file, but if it is needed please let me know. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 24, 2020 Author Share Posted June 24, 2020 (edited) 17 hours ago, pmborg said: Yes you are all right, this is actually some new bug. This only happen when the Kerbal return to the Ship, after an EVA, a new Kerbal appear from nowhere. In this case Lanpont was born is a new fellow but Rayley appeared as a bug ,after return to the ship from a EVA walk @linuxgurugamer is always busy with 1000 mods! I tested with KSP 1.9.1 and CP: "VERSION": { "MAJOR": 3, "MINOR": 0, "PATCH": 0, "BUILD": 8 ... It is so easy to replicate that probably no need of the log file, but if it is needed please let me know. I've enabled the Issues on Github, would be helpful if you could file issues there as well as here. So, when these new kerbals show up, I gather they are just showing up in the list, they aren't in EVA, are they? Also, it would be helpful to supply a save file so I don't have to first work out what parts you are using in the vessel. And more, you appear to be using some sort of Life Support mod, which one is it? I can replicate the but, but for me, it appears as soon as I send a Kerbal on EVA. Can you check to see exactly where it is happening for you? Edited June 24, 2020 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 24, 2020 Author Share Posted June 24, 2020 19 hours ago, pmborg said: In this case Lanpont was born is a new fellow but Rayley appeared as a bug ,after return to the ship from a EVA walk @linuxgurugamer is always busy with 1000 mods! I tested with KSP 1.9.1 and CP: "VERSION": { "MAJOR": 3, "MINOR": 0, "PATCH": 0, "BUILD": 8 ... It is so easy to replicate that probably no need of the log file, but if it is needed please let me know. I found and fixed this bug. On 6/8/2020 at 12:01 AM, JcoolTheShipbuilder said: There is a bug i just found; i made a civillian city, and it works great, but every time i EVA a kerbal, a new civillian appears for no reason... edit: it seems that a civillian spawns when you EVA from a craft that has housing space available... but still... kiinda going to become a little annoying with colony ships that have tons of housing capacity, but not every single housing seat fillled Fixed in next release Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 24, 2020 Author Share Posted June 24, 2020 New release, 3.0.0.9 Fixed bug which would create a new kerbal when a kerbal went eva from anywhere on the same vessel Quote Link to comment Share on other sites More sharing options...
pmborg Posted June 24, 2020 Share Posted June 24, 2020 (edited) 4 hours ago, linuxgurugamer said: New release, 3.0.0.9 Fixed bug which would create a new kerbal when a kerbal went eva from anywhere on the same vessel I will skip a new test with the old then, and test it again with this new one. I confirm in my test that is fixed, thank you! Edited June 24, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted June 24, 2020 Author Share Posted June 24, 2020 5 hours ago, pmborg said: I will skip a new test with the old then, and test it again with this new one. I confirm in my test that is fixed, thank you! You know, after looking at the code and fixing this bug, I think it has been in there for a very long time and was just not noticed until now Quote Link to comment Share on other sites More sharing options...
Mossconfig Posted July 2, 2020 Share Posted July 2, 2020 I really like how this mod fills in the gaps in kerbalism, but the biospheres don't integrate with kerbalism. The hydroponic garden module works, fine though. Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 21, 2020 Share Posted July 21, 2020 (edited) I opened the GUI and clicked 'TimeGUI' button and now the GUI is completely blank. Reloading the save makes no difference. Any ideas or help would be really appreciated! R Edited July 21, 2020 by SpaceGreer Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 21, 2020 Share Posted July 21, 2020 8 hours ago, SpaceGreer said: I opened the GUI and clicked 'TimeGUI' button and now the GUI is completely blank. Reloading the save makes no difference. Any ideas or help would be really appreciated! R Managed to fix it by restarting KSP. But, there doesn't seem to be any functionality to that tab for me. On the up side, I have a station with civilians and I'm getting an income. Whoop. Thanks for maintaining this! R Quote Link to comment Share on other sites More sharing options...
pmborg Posted July 21, 2020 Share Posted July 21, 2020 1 hour ago, SpaceGreer said: Managed to fix it by restarting KSP. But, there doesn't seem to be any functionality to that tab for me. On the up side, I have a station with civilians and I'm getting an income. Whoop. Thanks for maintaining this! R hello, I am not sure if I understood your question, if you have recruit option on, some times some Kerbals appears on you ship is that you are referring? Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 21, 2020 Share Posted July 21, 2020 (edited) 2 hours ago, pmborg said: hello, I am not sure if I understood your question, if you have recruit option on, some times some Kerbals appears on you ship is that you are referring? What I mean is; when I open the GUI, there is a button called 'TimeUI', when I click this button the GUI box becomes empty and I cannot do anything to change that. Does that help/is that clearer? Thanks for replying, appreciated. Edited July 21, 2020 by SpaceGreer Quote Link to comment Share on other sites More sharing options...
pmborg Posted July 21, 2020 Share Posted July 21, 2020 (edited) 12 minutes ago, SpaceGreer said: What I mean is; when I open the GUI, there is a button called 'TimeUI', when I click this button the GUI box becomes empty and I cannot do anything to change that. Does that help/is that clearer? I recommend if possible for you to upload the logs, because it seams that you are having an exception and because of that the window cannot be rendered. I have been there also! I had experiencing this with Civilian Population, but in my case the problem was not in CP but in another mod. Did you tried already just to have installed (KSP + Civilian Population) ? if the problem persist also upload these logs. I am just trying to help Edited July 21, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
SpaceGreer Posted July 21, 2020 Share Posted July 21, 2020 Thanks I havnt tried a clean install - I've too many mods I use (and that's likely the problem). However, I can take civilians to the station and get paid for keeping them there. So I'm happy for now. Thanks for your help! R Quote Link to comment Share on other sites More sharing options...
pmborg Posted July 25, 2020 Share Posted July 25, 2020 (edited) Hello @linuxgurugamer, Once KSP 1.10 have Comets I updated the "name = pipeNetwork" (Netherdyne Laser Drill) in order to support asteroids and comets, if you like it you can update the mod to allow others to use it also: I will share also a video for now here the: Update: https://www.dropbox.com/s/ro0endkmgzylgmc/pipeNetwork.cfg?dl=0 Image: What do you think?, maybe this way we can give a new live/update to CP. Uploading video: Edited July 25, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 26, 2020 Author Share Posted July 26, 2020 4 hours ago, pmborg said: Hello @linuxgurugamer, Once KSP 1.10 have Comets I updated the "name = pipeNetwork" (Netherdyne Laser Drill) in order to support asteroids and comets, if you like it you can update the mod to allow others to use it also: I will share also a video for now here the: Can you explain why you renamed the drill? Quote Link to comment Share on other sites More sharing options...
pmborg Posted July 26, 2020 Share Posted July 26, 2020 (edited) 7 hours ago, linuxgurugamer said: Can you explain why you renamed the drill? Hello, Original file: https://github.com/linuxgurugamer/CivilianPopulation/blob/master/GameData/CivilianPopulation/Parts/Utility/pipeNetwork.cfg Update: https://www.dropbox.com/s/ro0endkmgzylgmc/pipeNetwork.cfg?dl=0 The name was and is the same: name = pipeNetwork The title was and is the same: Netherdyne Laser Drill The new part is on line 153 and so on: (...) MODULE { name = ModuleAsteroidDrill (...) Here a diff: Edited July 26, 2020 by pmborg Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted July 26, 2020 Author Share Posted July 26, 2020 10 hours ago, pmborg said: Hello, Original file: https://github.com/linuxgurugamer/CivilianPopulation/blob/master/GameData/CivilianPopulation/Parts/Utility/pipeNetwork.cfg Update: https://www.dropbox.com/s/ro0endkmgzylgmc/pipeNetwork.cfg?dl=0 The name was and is the same: name = pipeNetwork The title was and is the same: Netherdyne Laser Drill The new part is on line 153 and so on: (...) MODULE { name = ModuleAsteroidDrill (...) Here a diff: Ok, where did you get the data from? Was it copied from a stock part, and if so, which one? Quote Link to comment Share on other sites More sharing options...
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