zer0Kerbal Posted February 10, 2020 Share Posted February 10, 2020 (edited) Download on Curseforge or Github or SpaceDock. Available on CKAN as MoarKerbals. Kerbthulhu Kinetics Program'sMoarKerbals (MOAR) Populate your colony in space! A simple add on that adds the ability to use resources to create and train new kerbal(s) for Kerbal Space Program. Author @zer0Kerbal\zer0Kerbal, originally created by @strideknight\strideknight brought to you by KGEx Description Preamble by @strideknight This mod installs a KloneKabin, KuddleShack, and Academy that you can use to replicate and train new Civilian (kerbals) wherever you feel like. Kloning, Kuddling, and Teaching require a fair amount of electricity, and other resources. You can also change the requirements via Module Manager patches. There is a small chance for a freakish accident to occur, both positive and negative results can occur. This is experimental technology after all. Note: a failed kloning process has a very LOW chance to kill every kerbal inside the KloningKabin. The deceased may or may not respawn back at the KSC depending upon your game and difficulty settings. You can adjust or even disable accidents with Module Manager Patches. In either case, you can just quicksave before operating. Features No extra parts No RAM usage Uses Module Manager to add functionality to stock parts Simple, configurable and adds levels of depth to the gameplay without a learning curve Includes an upgrade to the stock Science Lab from two to six seats (including the IVA) Community Trait Icon configs are included. MoarKerbals adds functionality to the following parts: Kloning Science Lab mk1 Crew Cabin mk3 Crew Cabin mk2 Lander Can Kuddling Hitchhiker's mk2 Crew Cabin Academy Cupola mk1 Lander Can Science Lab Cabin notes There are dedicated parts for this addon, and they are available under 'MoarKerbalsParts' Future Plans: lol. Except compatibility patches, keep it working with future KSP updates. Community Tech Tree integration and Tech Tree Balancing (need feedback and assistance) I have not personally tested the patches Have a request? Glad to have them, kindly submit through GitHub. Want to add support for life support and colony mods. Drop a patch through GitHub to have it included. It requires a large amount of electricity to operate, and @strideknight always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by @strideknight's desire to have a small colony of kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This was @strideknight's first mod and it runs fine, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue If you use a third party mod to transfer kerbals, like ShipManifest, the PAW/RMB might have ghost listings until a the vessel is reloaded. Localization work in progress English - in progress your translation here HELP WANTED - See the README in the Localization folder for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections solicited and welcome! How to support this and other great mods by @zer0Kerbal See More Discussions and news on this mod: See Discussions or [KSP Forums][MOD:forum] Changelog Summary for more details of changes : See ChangeLog Known Issues for more details of feature requests and known issues : See Known Issues Installation Directions Use 1 Dependencies Kerbal Space Program 2 Module Manager 3 Recommends MoarKerbals Parts! (MOARP) Beautiful parts meant for MoarKerbals! Suggests Mods that benefit MoarKerbals (MOAR) SimpleLogistics! (SLOG!) SimpleConstructon! (SCON!) Field Training Facility (FTF) Field Training Lab (FTL) KaboOom! (BOOM) another way to not go to space today On Demand Fuel Cells (ODFC)) Biomatic (BIO) KerbalStats SIMPLEX Colonies Other fun mods by zed'K Solar Science (SOLS) Not So SimpleConstructon! (NSSC) Foundations (FND) - beta Helps prevent ground constructions from floating away Stork Delivery System (SDS) Komplexity (KPLX) Pteron (MSRV) Jack-O'Lantern (JACK) Halloween! (HLWN) Mini Sample Return Capsule (MSRC)) Docking Port Descriptions(DPD) PicoPort Shielded (PPS) Transparent Command Pods) (TCP) More Hitchhikers) (MHH) B9 Stock Patches (B9S) ScrapYard Oh Scrap! DaMichel's AeroRadial (DAR) DaMichel's Fuselage (DMF) DaMichel's Spherical Tanks (DST) DaMichel's CargoBays (DCB) Simple Cargo Solutions (SCS) KerGuise Experimental Engineering (KGEx) The Gold Standard (GOLD) Keridian Dynamics Vessel Assembly (KDVA) Olympic's ARP Icons (ARPI) Stack Inline Lights (SIL) Stack Inline Lights - Patches (SILP) Supports SimpleLife! (SLIFE!) TweakScale Community Resource Pack Kerbal Changelog SIMPLEX Colonies USI-LS MKS not yet Snacks! not yet Conflicts none Replaces none Tags parts, config, career, uncrewed, crewed *red box below is a link to forum post on how to get support* Credits and Special Thanks @linuxgurugamer - code assistance @strideknight- this add on Legal Mumbo Jumbo (License provenance) Current (1) - @zer0Kerbalzer0Kerbal Forum: [Thread][MOD:forum] - Source: GitHub License: *** All bundled mods are distributed under their own licenses *** *** All art assets (textures, models, animations, sounds) are distributed under their own licenses *** Original (0) - Author: @strideknight Thread - Download - Source: GitHub License: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date View full albums: here here v1.3.0.0 original: 01 Jul 2018 zed'K | updated: 16 Nov 2021 zed'K Footnotes this isn't a mod. ;P ↩ may work on other versions (YMMV) ↩ Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! ↩ Edited November 21, 2021 by zer0Kerbal updates Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted February 10, 2020 Author Share Posted February 10, 2020 (edited) reserved for current version changelog: THIS IS PRE-RELEASE; Working BETA. DO NOT USE ON LIVE SAVES.You.Have.Been.Warned. Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09] zer0Kerbal released this 2020 02 09 Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09] Recompile for KSP 1.7.3 Recompile with .NET 3.5 AudioSource.pan [Obsolete] -> AudioSource.panStereo added [Obsolete] (update soon™): part.RequestResource(resourceList, resourceAmounts); added Log.cs added version.tt added Assembly.cs added Utility.cs added InstallChecker.cs adjusted folder structure from KKP/MoarKerbals -> MoarKerbals (to handle InstallChecker and other) renamed MKS_KloneBay -> MK-Klonebay-MKS; adjusted formating; removed KKP/; added bulkheadProfiles (MKS = lander, ???) renamed OKS_KloneBay -> MK-Klonebay-OKS; adjusted formating; removed KKP/; added bulkheadProfiles (OKS = station, Orbital Klone Station) added ModuleManager patch to +PART(add) MODULE[KloneBay] to all sciencelabs (requires SimpleLife) updated Readme.md many little changes to patches/parts. Kerbal Space Program 1.7.3.NET Framework 3.5 Edited February 10, 2020 by zer0Kerbal updating changelog Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted February 10, 2020 Author Share Posted February 10, 2020 (edited) reserved for past changelogs (II): Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09] THIS IS PRE-RELEASE; Working BETA. DO NOT USE ON LIVE SAVES. You.Have.Been.Warned. Spoiler Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09] zer0Kerbal released this 2020 02 09 Version 1.1.1.0 - Let There Be Kerbals![KSP 1.7.3][2020 02 09] Recompile for KSP 1.7.3 Recompile with .NET 3.5 AudioSource.pan [Obsolete] -> AudioSource.panStereo added [Obsolete] (update soon™): part.RequestResource(resourceList, resourceAmounts); added Log.cs added version.tt added Assembly.cs added Utility.cs added InstallChecker.cs adjusted folder structure from KKP/MoarKerbals -> MoarKerbals (to handle InstallChecker and other) renamed MKS_KloneBay -> MK-Klonebay-MKS; adjusted formating; removed KKP/; added bulkheadProfiles (MKS = lander, ???) renamed OKS_KloneBay -> MK-Klonebay-OKS; adjusted formating; removed KKP/; added bulkheadProfiles (OKS = station, Orbital Klone Station) added ModuleManager patch to +PART(add) MODULE[KloneBay] to all sciencelabs (requires SimpleLife) updated Readme.md many little changes to patches/parts. Kerbal Space Program 1.7.3.NET Framework 3.5 Version v1.1 [2014/12/27] Spoiler Version v1.1 [2014/12/27]- Twice as many parts as before! Orbital station as well as ground station version.- Textures adapted from RoverDude's parts, designed to fit in with his style- Added success/failure sounds Version v1.0 Spoiler Version v1.0- Initial release Edited February 10, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted February 11, 2020 Author Share Posted February 11, 2020 working on 1.1.2.0 some of these options even work. Quote Link to comment Share on other sites More sharing options...
Elidnas Posted February 24, 2020 Share Posted February 24, 2020 Oh @zer0Kerbal you're just the best. Thank you for this. Testing on my 1.7.3 install. Please have a version backdated to 1.7.3 when you update. The new versions don't like my potatoe laptop, I keep getting Unity crashes at startup so sticking with 1.7.3 until I get a new laptop. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted February 24, 2020 Author Share Posted February 24, 2020 (edited) 13 minutes ago, Elidnas said: Oh @zer0Kerbal you're just the best. Thank you for this. Testing on my 1.7.3 install. Please have a version backdated to 1.7.3 when you update. The new versions don't like my potatoe laptop, I keep getting Unity crashes at startup so sticking with 1.7.3 until I get a new laptop. you are welcome. I have added kloneSchool (ability to convert 'colonists' into random (scientist, engineer pilot). I plan on getting everything done, release to 1.7.3; then immediately recompile for 1.8.1; release and then immediately recompile for 1.9.1 and stay there. At that time I will add the localization code. I don't need any additional features for kloneSchool - just install FTF and or FTL (Field Training Facility/FieldTrainingLab) This is being designed to work hand-in-hand with SimpleLife. Edited February 24, 2020 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 9, 2021 Share Posted April 9, 2021 Until/if @zer0Kerbal comes back, I'm adopting this mod here: Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 12, 2021 Share Posted May 12, 2021 (edited) For those interested, I have a new beta: New beta, 1.1.2.4, BETA 3 Added KSPField to define KSPEvent guiPrompt in the module Kuddle Shack part made/contributed by @Nils277 Added need for time to be spent together in Kuddleshack Added visual update message for amount of Kuddle time spent Added setting to control the amount of time need to Kuddle Added setting to control frequency of visual update message Made base class to consolidate and simplify code Added resource requirements to the KerbalRecruitement Deleted due to return of @zer0Kerbal Edited November 21, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 22, 2021 Share Posted May 22, 2021 (edited) New beta, 1.1.2.5 Added lights to the Kuddleshack, lights up when Kuddling in progress Added new models for the KloneSchools (landed and orbital) part made/contributed by @Nils277 with full IVA Added new models for the KloneShack (landed and orbital) part made/contributed by @Nils277 with full IVA Moved patch for adding Kloning to science labs into the PatchManager configs Deleted due to the return of @zer0Kerbal Unless something comes up, I'm pretty much done. I've created a PR (Pull Release) to @zer0Kerbal's repo, hopefully he will merge it soon Edited November 21, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted June 4, 2021 Author Share Posted June 4, 2021 now available through Curseforge! am working now on a release. Again Thank you to @linuxgurugamer! more acknowledgements forthcoming! (models - sound - testing ohmy!) Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 1, 2021 Author Share Posted October 1, 2021 (edited) now on deck: Track progress here; issues here; discuss here. @theJesuit Edited October 1, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 1, 2021 Author Share Posted October 1, 2021 @HebaruSanhow can I release this both as a standalone, and as a 'core'? Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted October 1, 2021 Share Posted October 1, 2021 14 minutes ago, zer0Kerbal said: @HebaruSanhow can I release this both as a standalone, and as a 'core'? Sorry, I don't understand what you're asking. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 1, 2021 Author Share Posted October 1, 2021 1 minute ago, HebaruSan said: Sorry, I don't understand what you're asking. ah, nevermind - will cross that bridge when I cross that bridge. thanks for the reply though! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted October 2, 2021 Share Posted October 2, 2021 @zer0Kerbal Are you looking at breaking this up for others like Simplex Colonies? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 2, 2021 Author Share Posted October 2, 2021 3 hours ago, theJesuit said: @zer0Kerbal Are you looking at breaking this up for others like Simplex Colonies? that is my thoughts - but all depends on the localization folder - where those mods can 'adjust' things. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 3, 2021 Author Share Posted October 3, 2021 still on deck: Track progress here; issues here; discuss here. Parts have been moved into their own mod; many reasons for this. More soon. Look for 'MoarKerbalsParts' Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted October 30, 2021 Author Share Posted October 30, 2021 (edited) news: progress made. the following items are working enough to push out a release (shortly) Kloning (all klones now start out as civilians (or can be set to random) Academy (can affect one part or the entire vessel, and no more amnesia) Kuddling (still a black box - see issues for more) @theJesuit Edited October 30, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 8, 2021 Author Share Posted November 8, 2021 I got sidetracked by Kribbles.... almost everything is working except minor details (one or two localizer strings) and the kuddleshack. I broke it when I added a master on/off switch. still on deck: Track progress here; issues here; discuss here. Parts have been moved into their own mod; many reasons for this. More soon. Look for 'MoarKerbalsParts' Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 12, 2021 Author Share Posted November 12, 2021 almost there. just two issues; one major (kuddleshack) and one minor (GetInfo) Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 15, 2021 Author Share Posted November 15, 2021 (edited) Everything should now be working. took only 258 builds but it is working. v1.2.99.258 (pre) release will be released to CurseForge once I update the documentation. MoarKerbalsParts should be almost immediately follow with the updated part.configs. Edited November 15, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted November 15, 2021 Share Posted November 15, 2021 @zer0Kerbal can I write a MM patch that makes it so that Kerbals need some stock resource other than just EC to be created? Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 15, 2021 Author Share Posted November 15, 2021 (edited) 38 minutes ago, AtomicTech said: @zer0Kerbal can I write a MM patch that makes it so that Kerbals need some stock resource other than just EC to be created? @AtomicTechyes you could. This version requires (subject to change after prerelease): KloningKabin: Spoiler Resources ElectricCharge: 8,000 Oxidizer: 100 Ore: 150 Currency (depends upon if Career or Science) Funds: 15,000 Reputation: 2 Science: 1 Kuddling: Spoiler Resources ElectricCharge: 10,000 MonoPropellant: 100 Ore: 100 Currency (depends upon if Career or Science) Funds: 10,000 Reputation: 2 Academy: Spoiler Resources ElectricChange: 5,000 LiquidFuel: 50 Ore : 50 Currency (depends upon if Career or Science) Funds: 5,000 Reputation: 2 Science: 1 The reason these cost is because the game gives positive for each kerbal recruited (amongst other reasons) If you wanted to write a Module Manager patch to change anything, well here is some boilerplate to help: Spoiler // KloneKabin.cfg v1.0.0.0 // MoarKerbals (MOAR) // created: 15 Nov 2020 // updated: @PART[*]:HAS[@MODULE[KuddleShack]]:NEEDS[MoarKerbals]:AFTER[MoarKerbals] { @MODULE[KuddleShack] { initiateAction = #MOAR-KUD // Complete Kuddling! !recipeIngredients {} !recipeAmounts {} recipeIngredients = ElectricCharge, MonoPropellant, Ore recipeAmounts = 8000, 100, 100 // recipe currency costs (defaults to 0 if not included) @costFunds = 10000 @costScience = 0 @costReputation = 2 //Determines whether accidents happen or not, can range from 0.0 (to disable) to 1.0 (occurs every time) (double) @accidentRate = 0.15 @allowOrbital = true @allowSplashedOrLanded = true } } // CC BY-SA 3.0 // zer0Kerbal Just change the Module to KuddleShack/KloneBay/KerbalRecruitment (these might change before the final release) Edited November 15, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted November 15, 2021 Share Posted November 15, 2021 Thanks so much! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 15, 2021 Author Share Posted November 15, 2021 5 minutes ago, AtomicTech said: Thanks so much! @AtomicTechyou are welcome. Now soliciting comments concerning stock costs. Stretch goals (not this release) is to tie the (funds) cost to the cost to recruit a kerbal in the KSC kerbonaut complex. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.