Rakete Posted September 24 Share Posted September 24 (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 September 24 by Rakete Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 25 Author Share Posted September 25 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 September 25 Share Posted September 25 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 September 25 Author Share Posted September 25 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 September 25 Share Posted September 25 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...
Angelo Kerman Posted September 28 Author Share Posted September 28 Finally figured out why the Shipbreaker was stalling while trying to recycle a vessel: if a part's mass was negative due to the way it's mass was calculated without resources (sometimes part definitions are wrong), or if the part's variant mass makes the mass go negative (*cough* B2 Saddle Tank *cough*), then the recycler will fail. The shipbreaker would also stall if it tried to drain the resources out of a part and it had no storage capacity for the resources. Now that I have that straightened out, I can investigate why the part recycling list isn't being updated properly. I have another major issue to tackle as well: when on the ground, for some reason, the recycler isn't properly coupling the vessel being recycled. Meaning that the recycler doesn't treat itself and the vessel being recycled as a single craft... Quote Link to comment Share on other sites More sharing options...
woeller Posted September 29 Share Posted September 29 I have installed EPL and Sandastle to test the new functions of the Sandcaster. In the MaterialsList.cfg I defined RocketParts as a resource. The EPL menu can still be opened via the Sandcaster, I was able to select a craft but could not start building it, even though all resources are available. I was able to start and complete the build via the SC menu. However, the craft does not spawn inside the bounding box but above the sandcaster. Moving the bounding box also had no effect. The spawn point remained the same for every test. All tests took place in orbit and not on Kerbin. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted September 30 Author Share Posted September 30 On 9/28/2024 at 11:46 PM, woeller said: I have installed EPL and Sandastle to test the new functions of the Sandcaster. In the MaterialsList.cfg I defined RocketParts as a resource. The EPL menu can still be opened via the Sandcaster, I was able to select a craft but could not start building it, even though all resources are available. I was able to start and complete the build via the SC menu. However, the craft does not spawn inside the bounding box but above the sandcaster. Moving the bounding box also had no effect. The spawn point remained the same for every test. All tests took place in orbit and not on Kerbin. The bounding box is appearing while in orbit? Hm, that's not supposed to happen. What should happen is that in orbit, the vessel should be lined up with the printer and coupled to the printing vessel. I should have another pre-release update this week given the progress I made. Quote Link to comment Share on other sites More sharing options...
Rakete Posted September 30 Share Posted September 30 Does one still have to have Extraplanetary Launchoads installed in order to use the new sandcaster things? Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted September 30 Share Posted September 30 15 minutes ago, Rakete said: Does one still have to have Extraplanetary Launchoads installed in order to use the new sandcaster things? No. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted September 30 Share Posted September 30 If you have EPL installed, does it lock out Sandcastle's built in vessel construction system? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 1 Share Posted October 1 16 hours ago, KspNoobUsernameTaken said: If you have EPL installed, does it lock out Sandcastle's built in vessel construction system? No. That would be quite a backwards thing to do (to make Sandcastle dump its own modules). I've only seen additive effects in Sandcastle's EL configs except where it's commented in the printer arm that a part can't be both a Sandcastle recycler and an EL recycler at the same time. The part is set to never serve as an EL recycler. Quote Link to comment Share on other sites More sharing options...
KspNoobUsernameTaken Posted October 1 Share Posted October 1 Just now, JadeOfMaar said: No. That would be quite a backwards thing to do (to make Sandcastle dump its own modules). I've only seen additive effects in Sandcastle's EL configs except where it's commented in the printer arm that a part can't be both a Sandcastle recycler and an EL recycler at the same time. The part is set to never serve as an EL recycler. Ah. For some reason I assumed the vessel printer and EPL modules were incompatible on the same part Obviously not Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted October 7 Author Share Posted October 7 Although I've had a bad case of work and Satisfactory, I have been working on several bugs found in Sandcastle. I've updated the pre-release with the latest set of fixes, listed below: Bug Fixes - Fixed issue where Shipbreaker would get stuck if it had no storage capacity for a resource that it was trying to drain from the part being recycled. - Fixed issue where Shipbreaker would get stuck if the recycled part's dry mass or variant mass is negative. On a totally unrelated note, I need to update Buffalo 2... - Fixed issue where Shipbreaker wasn't emptying the inventory of stored parts from the ship being recycled. - Fixed issue where Shipbreaker would store recycled parts in the vessel that it was recycling. - Fixed issue where Shipbreaker's UI wasn't reflecting the parts that had been recycled. - Fixed issue with duplicated parts being added to the Shipbreaker's recycling queue. There's still more to do, but it's getting there. One thing I'm not sure how to handle is how to reflect the way that the Shipbreaker recycles parts. It is working by design but how I'm showing the list make it look buggy. The Shipbreaker works by adding all the parts that don't have children into the queue ahead of those that do. The UI shows the list of parts that are being worked on, and the list of parts that have child-parts that need to be removed before they can be worked on. As a result, the UI can look like it pulls parts from the bottom of the list when a part with child-parts has had its last child-part removed. I'm not sure how to represent the parts waiting to be recycled- maybe a different color? The same goes for the root part. It is the last part that will be recycled. Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted October 10 Share Posted October 10 Does this play well with Kerbalism might I ask? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 10 Share Posted October 10 51 minutes ago, Infinite Aerospace said: Does this play well with Kerbalism might I ask? The "No" is pretty strong. Confirmed by someone I regularly throw ideas (and sometimes parts) at and who uses Kerbalism. Quote Link to comment Share on other sites More sharing options...
Infinite Aerospace Posted October 10 Share Posted October 10 55 minutes ago, JadeOfMaar said: The "No" is pretty strong. Confirmed by someone I regularly throw ideas (and sometimes parts) at and who uses Kerbalism. Can't claim to be surprised, doesn't play well with a fair few mods to be honest (Kerbalism). Quote Link to comment Share on other sites More sharing options...
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