Rakete Posted Tuesday at 07:24 PM Share Posted Tuesday at 07:24 PM (edited) 22 hours ago, Mr. Kerbin said: https://github.com/Angel-125/Sandcastle Nope, it seems the source code has all this added. However, it is not in full release. I can finally make my Minmus base! (maybe also a hotel and casino if you know what I mean..) No, this is actually in release. A pre-release mind you, but still a release! https://github.com/Angel-125/Sandcastle/releases/tag/v1.2.0 Any how-to or short video somewhere available how this works? I am currently about to return to ksp.... (as soon as RL lets me :-) ) And... I know about the Minmus casino by matt lowne. Edited Tuesday at 07:26 PM by Rakete Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted yesterday at 12:38 AM Author Share Posted yesterday at 12:38 AM On 9/23/2024 at 1:55 PM, JadeOfMaar said: The latter. Unless I mis-read, Angelo said when the vessel is finished printing, then it presents this bounding box with the movement gizmo. I'm interested in what the offset limits are and what they're decided from. At present when spawning a vessel on the ground, there are no offset limits for where you move the bounding box. Right now I'm just trying to make sure that the thing works. The pre-release is indeed available, but expect to find bugs. I'm trying to sort out the fundamentals before diving into the next major planned release. 5 hours ago, Rakete said: Any how-to or short video somewhere available how this works? I am currently about to return to ksp.... (as soon as RL lets me :-) ) And... I know about the Minmus casino by matt lowne. I've found over the years that too many don't bother to read the directions or tutorials for me to make them. What I suggest is you download the latest, turn on Debug mode, and use that to play with spawning vessels in-game. Then try the normal route where you have to spend time printing the vessel from Ore (or go nuts and create module manager configs to turn on part requirements if you're in the mood for Kerbal Satisfactory). Quote Link to comment Share on other sites More sharing options...
tokamak_tinkerer Posted yesterday at 11:49 AM Share Posted yesterday at 11:49 AM there seems to be a problem with defining custom materials for the printer. my MaterialList.cfg looks like this MATERIALS_LIST { name = Default RESOURCE { name = MaterialKits rate = 0.5 } RESOURCE { name = SpecializedParts rate = 0.25 } } and it does make the printers require materialkits and specialisedparts, but it also still demands ore (so it needs 3 rescources instead of 2 i specified). Am i doing something wrong, or is this a bug? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted yesterday at 04:57 PM Author Share Posted yesterday at 04:57 PM 5 hours ago, tokamak_tinkerer said: there seems to be a problem with defining custom materials for the printer. my MaterialList.cfg looks like this MATERIALS_LIST { name = Default RESOURCE { name = MaterialKits rate = 0.5 } RESOURCE { name = SpecializedParts rate = 0.25 } } and it does make the printers require materialkits and specialisedparts, but it also still demands ore (so it needs 3 rescources instead of 2 i specified). Am i doing something wrong, or is this a bug? From the looks of it, your ratios don't add up to 1.0. It looks like 50% MaterialKits and 25% Specialized parts. The remaining 25% will automatically be Ore. Sandcastle automatically adds Ore to ensure that the ratio of all the resources adds up to 1.0. If you increase your ratios to add up to 1.0 then you should be good to go. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted yesterday at 05:33 PM Share Posted yesterday at 05:33 PM 5 hours ago, tokamak_tinkerer said: there seems to be a problem with defining custom materials for the printer. my MaterialList.cfg looks like this MATERIALS_LIST { name = Default RESOURCE { name = MaterialKits rate = 0.5 } RESOURCE { name = SpecializedParts rate = 0.25 } } and it does make the printers require materialkits and specialisedparts, but it also still demands ore (so it needs 3 rescources instead of 2 i specified). Am i doing something wrong, or is this a bug? In addition to @Angelo Kerman's answer, if you're creating a new MATERIALS_LIST node and not editing the one that already exists, then it's possible that you're causing two default recipes to exist and that Sandcastle is merging them. And indeed, if your ratios don't add up to one, Ore will appear and fill in the remainder. Quote Link to comment Share on other sites More sharing options...
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