AtomicTech Posted November 15, 2021 Share Posted November 15, 2021 (edited) Maybe make it cheaper, 10% for each planet further away from Kerbin? I mean you're already trucking out all the parts to your destination so you shouldn't have to pay that much to make a Kerbal there. 150n2+12350n is the calculation from the Wiki. So, (150n2+12350n)*105% in LKO. (150n2+12350n)*99.5% on the Mun. (150n2+12350n)*99.25% on Minmus. (150n2+12350n)*80% on Duna. (150n2+12350n)*75% on Gilly. (150n2+12350n)*45% on Eve. (150n2+12350n)*70% for Dres. (150n2+12350n)*67.5% for an orbit around Jool. (150n2+12350n)*60% for Laythe. (150n2+12350n)*55% on Tylo. (150n2+12350n)*65% for Bop and Pol. (150n2+12350n)*62.5% on Vall (150n2+12350n)*47.5% on Eeloo Now for the interplanetary orbits chart: (150n2+12350n)*95% in an interplanetary orbit between Kerbin and Eve or Kerbin and Duna. (150n2+12350n)*75% in an interplanetary orbit between Duna and Dres. (150n2+12350n)*70% in an interplanetary orbit between Dres and Jool. (150n2+12350n)*50% in an interplanetary orbit between Jool and Eeloo. (150n2+12350n)*40% in an interplanetary orbit between Eeloo and Deeper Space . (150n2+12350n)*85% in an interplanetary orbit between Kerbin and Eve. (150n2+12350n)*75% in an interplanetary orbit between Eve and Moho. (150n2+12350n)*65% in an interplanetary orbit between Moho and Kerbol. N being the number of hires. Edited November 15, 2021 by AtomicTech Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 16, 2021 Author Share Posted November 16, 2021 (edited) @AtomicTech all the resources can be harvested in situ in stock with a drill and an ISRU. EC, ore, MP, LF, O are all harvestable. Plus the parts used (cupola, lab, hitchhiker's) are all stock parts - so you probably would have them already in the vessel. I would also suggest SimpleConstruction! so that you could just build everything in situ - like a colony probably would. As far as adding complexity to the code by factoring distance from Kerbin, or situation is un-needed. Then also have to add in non-stock planets etc. Too much complexity - complexity = time required to write new code. The prices set in the parts for kloning/kuddling/academy don't go up and in fact can be scaled in settings. Plus easy enough if you want lower costs to use the boilerplate provided above and just change the cost to something more amenable to you. Personally, my thoughts are that if anything the costs are too low; I will keep an open mind. Edited November 16, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 21, 2021 Author Share Posted November 21, 2021 Pre-release 1.1.2.99-prerelease - Kuddling! 17 Nov 2021 for Kerbal Space Program [KSP 1.12.1] DO A CLEAN INSTALL: DELETE EXISTING THEN RE-INSTALL WARNING: Only CurseForge version will include .dll’s BETA SOFTWARE - CAVEAT EMPTOR Spoiler Changed tightened up patches Code completely updated Added Localization [en-us.cfg] Flag: white and red Removed parts to own mod - MoarKerbalsParts Patch linting and file maintenance minor housekeeping patch dusting (mostly removing construction dust (comments)) Contributions [OBSOLETE] @SekoiaTree added phrasing to clarify 'freakish accident' in readme.md @linuxgurugamer for code Status Issues/MileStones closes #1 - recompile . release for 1.11 Mod-release closes #3 - Update with new models, Kuddle Shack and more contributed by linuxgurugamer closes #5 - [OBSOLETE] Add details to what 'accident' means documentation- contributed by SekoiaTree closes #6 - adjust phrasing closes #15 - [DUPLICATE] Localization - en-us.cfg (English) closes #16 - [DUPLICATE] Localization - pt-br.cfg Brazil closes #17 - [DUPLICATE] Localization - zh-cn.cfg - Simplified Chinese closes #20 - [DUPLICATE] Localization closes #55 - Localization - en-us.cfg (English) closes #53 - GetInfo refuses to show resources, amount closes #52 - accidentRate of 0 closes #51 - KerbalAcademy - only trains one kerbal (civilian) at a time closes #46 - New Kerbal Suits closes #45 - GlobalCostMultiplier: way too effective closes #42 - KerbalAcademy - sound(s) closes #41 - KerbalAcademy - affects vessel, not part closes #36 - Kuddleshack - producing all professions, not just civilians closes #33 - Version 1.1.2.99-prerelease closes #32 - 1.1.2.99 Social closes #31 - 1.1.2.99 Release closes #30 - 1.1.2.99 Documentation closes #29 - 1.1.2.99 LegalMumboJumbo closes #28 - global cost multiplier closes #27 - Klone fix feedback closes #23 - Move parts into own mod closes #19 - InstallChecker check closes #12 - Adoption LegalMumboJumbo closes #11 - Adoption Social Media closes #10 - v1.1.2.99 - Name Release = Kuddling! closes #9 - Adoption MoarKerbals closes #8 - Adoption Documentation closes #7 - Release update closes #4 - Mod always requiring TAC or SimpleLife updates #56 - Localization - Master updates #50 - Twins updates #44 - KerbalAcademy: needs better feedback updates #44 - KloneKabin: needs better feedback updates #44 - KuddleShack: needs better feedback updates #40 - Kuddleshack - does not shut off, even when empty updates #35 - Kuddleshack - no real feedback updates #34 - KuddleShack: can't shut it off updates #26 - KerbalAcademy updates #25 - Kuddleshack bugs updates #13 - 1.1.2.99-prerelease - two week CurseForge Pull Requests closes #6 - adjust phrasing closes #5 - Add details to what "accident" means closes #3 - Update with new models, Kuddle Shack and more closes #14 - Beta One: 1.3.99.0 (file version 1.3.99.17) updates #22 - Localization - en-us.cfg (English) - all but one string closes #26 - [ImgBot] Optimize images - contributed by imgbot[bot] closes #27 - WeldingDockingPorts documentation, contributed by yalov closes #29 - upstream for 1.3.99.2-Beta-3 - contributed by zer0Kerbal closes #31 - Merge pull request #29 from zer0Kerbal/master upstream - contributed by zer0Kerbal Bug opened # *** Possible future changes *** #57, #58, #59, #60, #61, #62, #63, #64, #65, #66, #67, #68, #69, #70, #71 - more localizations #54 - Difficulty Settings #50 - Twins for Kuddling #49 - KerbalHospital #48 - Sandbox Mode #47 - Veteran and BADA55 #44, #43, #42 - Better Feedback and more See More Changelog Summary for more details of changes : See ChangeLog Discussions and news on this mod: See Discussions or KSP Forums Known Issues for more details of feature requests and known issues : See Known Issues Localization English 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 *red box below is a link to forum post on how to get support* Kerbal Space Program 1.12.2 — Unity 2019.2.2f1 — .NET Framework 4.7.2 Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date What's Changed Update with new models, Kuddle Shack and more by @linuxgurugamer in #3 Add details to what "accident" means by @SekoiaTree in #5 adjust phrasing by @zer0Kerbal in #6 1.1.2.99 prerelease by @zer0Kerbal in #72 Add files via upload by @zer0Kerbal in #76 Update Readme.md by @zer0Kerbal in #77 New Contributors @linuxgurugamer made their first contribution in #3 @SekoiaTree made their first contribution in #5 @zer0Kerbal made their first contribution in #6 Full Changelog: 1.1.1.0...1.1.2.99-prerelease Contributors SekoiaTree, linuxgurugamer, and zer0Kerbal Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 21, 2021 Share Posted November 21, 2021 On 11/15/2021 at 12:23 PM, AtomicTech said: Maybe make it cheaper, 10% for each planet further away from Kerbin? First, you can't depend on this being run in stock. Second, I'd make it more expensive, if anything, not cheaper. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted November 23, 2021 Author Share Posted November 23, 2021 (edited) MoarKerbalsParts v1.0.0.0-release is now available on CurseForge. Previous version is available through SpaceDock and CKAN (as soon as the autopush is approved) Edited November 23, 2021 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
Staticalliam7 Posted November 26, 2021 Share Posted November 26, 2021 hola its me the great translator Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted January 14, 2022 Share Posted January 14, 2022 What a nice mod! But will you update and upload it via ckan? The Ckan one is very outdated...Thanks...I will try it out! This feature should become a stock in KSP 2 ..and supposed to be in KSP 1 ! Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted January 14, 2022 Author Share Posted January 14, 2022 44 minutes ago, kennyc222 said: What a nice mod! Thank you! Credit goes to original author @strideknight 45 minutes ago, kennyc222 said: ckan once it is a full release, and not a pre-release it will be updated on SpaceDock and CKAN. 45 minutes ago, kennyc222 said: This feature should become a stock in KSP 2 ..and supposed to be in KSP 1 ! Agree! and because of @Staticalliam7(the great translator) it is a polyglot! Quote Link to comment Share on other sites More sharing options...
Staticalliam7 Posted January 14, 2022 Share Posted January 14, 2022 26 minutes ago, zer0Kerbal said: and because of @Staticalliam7(the great translator) it is a polyglot! Why, thank you I'm probably going to do through testing of MK because I am starting a save that uses FFT and I want to have a colony and life support Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted February 27, 2022 Author Share Posted February 27, 2022 (edited) On Deck: Track progress: issues here - projects here. The Short List @zer0Kerbal Edited May 5, 2022 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted April 17, 2022 Author Share Posted April 17, 2022 (edited) How's this for a new Hero Logo? Spoiler On Deck: Track progress: issues here - projects here. The Short List @zer0Kerbal Edited May 5, 2022 by zer0Kerbal Quote Link to comment Share on other sites More sharing options...
HebaruSan Posted May 5, 2022 Share Posted May 5, 2022 On 2/27/2022 at 9:33 AM, zer0Kerbal said: Track progress: issues here - projects here. On 4/17/2022 at 8:03 AM, zer0Kerbal said: Track progress: issues here - projects here. FYI, these links are broken; their URLs say "MoarKerbal" instead of "MoarKerbals". Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted May 5, 2022 Author Share Posted May 5, 2022 3 minutes ago, HebaruSan said: FYI, these links are broken; their URLs say "MoarKerbal" instead of "MoarKerbals". @HebaruSanthank you. Fixed. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted June 3, 2024 Share Posted June 3, 2024 I just tried this mod again (v 1.1.2.99 from CurseForge, a little over a week ago and 1.1.25 beta 4 today) (downloads, all versions here) and the same problem I found a few years ago appears to still be there. The kuddle time estimate just keeps climbing and isn't promising. A coder friend pointed out that the accident chance RNG is using its value improperly which leads to 1% or less likelihood of actually getting moar kerbals. I remember that @linuxgurugamer did something for this mod but his work seems to fallen through the cracks in the floor here. Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted June 30, 2024 Share Posted June 30, 2024 Dang. Was hoping to get this on my newest build. Have Civilian Population and was hoping to have some little bunny rabbit habitats. I know less than jack excrements about how to get this going but am going to try asking around. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 1, 2024 Share Posted July 1, 2024 (edited) On 6/4/2024 at 6:58 AM, JadeOfMaar said: I just tried this mod again (v 1.1.2.99 from CurseForge, a little over a week ago and 1.1.25 beta 4 today) (downloads, all versions here) and the same problem I found a few years ago appears to still be there. The kuddle time estimate just keeps climbing and isn't promising. A coder friend pointed out that the accident chance RNG is using its value improperly which leads to 1% or less likelihood of actually getting moar kerbals. I remember that @linuxgurugamer did something for this mod but his work seems to fallen through the cracks in the floor here. Is the issue in the code or the cfg files? Edited July 1, 2024 by theJesuit Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 1, 2024 Share Posted July 1, 2024 21 hours ago, theJesuit said: Is the issue in the code or the cfg files? The code. Needs C# powers to fix it. 23 hours ago, Fizzlebop Smith said: Dang. Was hoping to get this on my newest build. Have Civilian Population and was hoping to have some little bunny rabbit habitats. I know less than jack excrements about how to get this going but am going to try asking around. Taking the CivPop matter to its own thread Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted July 2, 2024 Share Posted July 2, 2024 (edited) So far I have only really messed with Restock & the vanilla esque parts packs (and some ISRU) Currently working on a build that centered around scansat. I was intimidated by the profusion of WBI mods but think I could make choices now instead of clicking everything. I would love that compatibility patch. I am trying to collect all the MM patches I can for modded play & creating a database for myself. Plus I have way to may instances of kerbal and once is named WBI and waiting for a reason. Edited July 2, 2024 by Fizzlebop Smith Quote Link to comment Share on other sites More sharing options...
Fizzlebop Smith Posted July 3, 2024 Share Posted July 3, 2024 (edited) On 7/1/2024 at 4:36 PM, JadeOfMaar said: Taking the CivPop matter to its own thread I keep looking for the problem and was wondering if you could point me to it, so that i may "take it to its own thread". I keep trying to find a specific question or request for help. So far all i see is a "dang, too bad.. so sad" Edited July 3, 2024 by Fizzlebop Smith Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 4, 2024 Share Posted July 4, 2024 On 6/4/2024 at 12:28 AM, JadeOfMaar said: The kuddle time estimate just keeps climbing and isn't promising. A coder friend pointed out that the accident chance RNG is using its value improperly which leads to 1% or less likelihood of actually getting moar kerbals. Did the coder friend point out where the issue was? I'll take a look at it after my vacation. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 4, 2024 Share Posted July 4, 2024 Quote here is the line where it starts [in KloningKabin.cs] accidentRate appears to describe BAD events higher value = more problems ie it starts with var rnd = new System.Random(); localDouble = rnd.Next(1, 101); it uses numbers between 1 and 101 to return a double sized floating point value between 1.0 and 100.0 but then it goes if ((accidentRate <= localDouble) && PartHasRoom(part) && GatherResources(part) && GatherCurrencies()) you can't just compare the two. its not how rnd should work ... ofc this is only for cloning part. didn't see the parenting part @KspNoobUsernameTaken Here you go Quote Link to comment Share on other sites More sharing options...
Lisias Posted July 4, 2024 Share Posted July 4, 2024 (edited) 52 minutes ago, JadeOfMaar said: @KspNoobUsernameTaken Here you go Are you sure? On the same file, on the OnStart, you can find: switch (accidentRate) { default: accidentRate *= 100; break; case < 0: accidentRate = 0; break; case > 1: accidentRate = 100; break; } And this is there since the creation of the file, apparently. The accidentRate is a double, it's a KSPField filed up by a config value on OnLoad. The value for it, when defined on the config file, is from 0.0 to 1.0. Then later, on the OnStart, it's "converted" to a percentage (for example, 0.15 -> 15), and from this point I fail to see how this would be a problem. I think this "coder friend" is wrong... --- -- - POST EDIT - -- --- When accidentRate is 15, that IF will fail only when localDouble is 14 or less. Since localDouble can be from 0 to 100, in reality we have a 85% of success here. (I agree that the variable naming is bad, but the functionality appears to be working as intended - I'm guessing the author worked over a previous work where accidents were being simulated) Edited July 4, 2024 by Lisias POST EDIT. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted July 4, 2024 Share Posted July 4, 2024 From what @Lisias said, I'd agree accidentRate isn't the issue. I'll try to replicate the problem and see what happens. If anyone wants to try in the meantime, for debugging a simple "print to log accident chance and localDouble" will help diagnose the issue. Putting this here for my own memory too. Quote Link to comment Share on other sites More sharing options...
kennyc222 Posted February 18 Share Posted February 18 I will try this mod out as I need this to create a colony! Quote Link to comment Share on other sites More sharing options...
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