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[1.12.2] MoarKerbals - Populate your colony in space! (1.1.2.99-prerelease) [20 Nov 2021]


zer0Kerbal

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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 by AtomicTech
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@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 by zer0Kerbal
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 Pre-release

 

MoarKerbals! Version KSP version License CC BY-NC-SA 4.0
CODE
KSP-AVC AVC .version files


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

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 ***

    •  

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

  •  American-flag-sm.png 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

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*red box below is a link to forum post on how to get support*

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

New Contributors

Full Changelog1.1.1.0...1.1.2.99-prerelease

Contributors

  • @SekoiaTree
  • @linuxgurugamer
  • @zer0Kerbal
SekoiaTree, linuxgurugamer, and zer0Kerbal
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  • 1 month later...
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!

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  • 1 month later...
  • 1 month later...
  • 3 weeks later...
  • 2 years later...

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.

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  • 4 weeks later...
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 by theJesuit
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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

 

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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 by Fizzlebop Smith
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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 by Fizzlebop Smith
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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.

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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

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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 by Lisias
POST EDIT.
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