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[Min KSP 1.12.X] Sandcastle: 3D printing for parts and vessels


Angelo Kerman

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Tip for the users, that don't use KIS/KAS or EL and just do EVA-construction:

You can increase the range around a eva kerbal, from which he can pull parts out of an inventory  (e.g. the sandcastle printworkshop) and place them on vessels.

 

Just go to the KSP main folder (there where the ksp-executable is also), open the settings.cfg and search for "range".

There you can adjust the range, from which a kerbal pull things out other part's inventorys (parameter inventory range) and how big the sphere around the kerbal ist, in which he can attach/move parts (parameter eva construction range). Both parameters are in the config right one after another. This little adjustment makes eva construction works so much less fiddly. Just increase them to your liking and sense of realism needed for your individual playstyle.

 

The default values are 5 and 7. 

Edited by Rakete
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  On 1/11/2023 at 9:34 AM, Rakete said:

Tip for the users, that don't use KIS/KAS or EL and just do EVA-construction:
 settings.cfg and search for "range".

Expand  

yes, also KSPCommunityFixes makes construction less explosive. 

 

  On 12/23/2022 at 12:29 PM, flart said:
  • Deployable Inventory have large inventory parts,  
  • you can set up PartVolumes to calculate volume for almost all parts,
  • weight is not a problem in space or low gravity bodies,
  • changing settings.cfg could make EVA construction more convenient:
    EVA_INVENTORY_RANGE = 15      // 5
    EVA_CONSTRUCTION_RANGE = 15   // 7
    EVA_CONSTRUCTION_COMBINE_RANGE = 15 // 7 
  • KSPCommunityFixes makes EVA construction less volatile

Result — you can print and build with the sandcastle almost everything.

Expand  

 

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  On 1/11/2023 at 10:00 AM, flart said:

EVA_CONSTRUCTION_COMBINE_RANGE

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What does this value do? I just tweaked the other two, and they worked well. But i was not sure what this third parameter does.

 

And yes, KSPCF is almost a mandatory mod for me.

  On 1/11/2023 at 10:00 AM, flart said:

Result — you can print and build with the sandcastle almost everything

Expand  

Not quite. Some bigger things are not printable, because PartVolumes calculated really big numbers of volumes for some parts. Even the big storage  that comes with sandcastle is not big enough to print everything. E.g. larger engines from near or far future tech.

Edited by Rakete
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  On 1/14/2023 at 5:28 PM, Rakete said:

@Angel-125 I guess I found a little bug. The 3D-Printers seem to pull ore from all ore tanks and seem not to obey tank priorities. You can set those priorities like you want, the printer pulls ore from all tanks.

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When I get a moment I'll take a look. I'm largely retired from KSP 1 modding but the odd bug fix here and there is ok. :)

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  On 1/14/2023 at 10:55 PM, Angel-125 said:

. I'm largely retired from KSP 1

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Oh, I didn't know that. Then happy retirement :P

But I would keep reporting bugs, if I should find any more - if this is okay. But as far as I see, it works great.

 

One little bug about the recycler: recycled parts don't disappear from the recycler window (for selection of parts to be recycled) instanteously, after being converted into ore. You have to close and open the recycler. Sometimes even more open/closing cycles to make the recylcler actualize the list of parts available for recycling.

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  • 2 weeks later...

Happy Chinese New Year!

Sandcastle 1.1.1 is now available:

Changes

- The Sandcaster 3D Printer can now recycle vessels, just like the Konstruction Manipulator.
- Fixed issue where Sandcastle wouldn't show parts in the print shop window when Sandcastle was added to Pathfinder templates.
- Fixed issue where the game would crash when deploying the Survey Cone from the Survey Cone Dispenser.
- Fixed odd coloration on deployed survey cones.
- Fixed issue where resources were pulled from the entire vessel instead of stage priority flow.

HNTGUGV.png

V0P7XoS.png

plsdNY0.png

U62TvQy.png

VrTblyo.png

DKQU7d5.png

q0bHfjw.png

3PGrESX.png

eirGeIS.png

Fully automatic base construction is finally working as it should. :)

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  On 1/23/2023 at 11:16 PM, Angel-125 said:

Happy Chinese New Year!

Sandcastle 1.1.1 is now available:

Changes

- The Sandcaster 3D Printer can now recycle vessels, just like the Konstruction Manipulator.
- Fixed issue where Sandcastle wouldn't show parts in the print shop window when Sandcastle was added to Pathfinder templates.
- Fixed issue where the game would crash when deploying the Survey Cone from the Survey Cone Dispenser.
- Fixed odd coloration on deployed survey cones.
- Fixed issue where resources were pulled from the entire vessel instead of stage priority flow.

HNTGUGV.png

V0P7XoS.png

plsdNY0.png

U62TvQy.png

VrTblyo.png

DKQU7d5.png

q0bHfjw.png

3PGrESX.png

eirGeIS.png

Fully automatic base construction is finally working as it should. :)

Expand  

Very cool!

Congrats on the release!

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Awesome mod! I was going to ask why the recycler doesn't conserve mass, as I was seeing the mass numbers in KER  mass  tick up when I recycle a part, but I've realized that it instantly deletes the recycled part (and thus its mass) before gradually adding the recycled ore, and I was missing that first part. It looks weird, but you do always end up with less mass than you started with. I'll just leave this in case anyone else is easily confused :)

 

Is there any way to edit the speed of production through the configs?

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  On 1/26/2023 at 1:25 PM, kerbnub said:

Awesome mod! I was going to ask why the recycler doesn't conserve mass, as I was seeing the mass numbers in KER  mass  tick up when I recycle a part, but I've realized that it instantly deletes the recycled part (and thus its mass) before gradually adding the recycled ore, and I was missing that first part. It looks weird, but you do always end up with less mass than you started with. I'll just leave this in case anyone else is easily confused :)

 

Is there any way to edit the speed of production through the configs?

Expand  

In the part config, find the WBIPrintShop entry, and change printSpeedUSec.

Every parameter is commented in the part modules:

  Reveal hidden contents

There's actually quite a bit that you can configure in Sandcastle. Be sure to check out the MaterialsList.cfg file for more things that you can configure:

  Reveal hidden contents

 

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  • 1 month later...
  • 3 weeks later...

Are the two Sandcastle electric smelters for Extraplanetary Launchpads supposed to say they consume 5063060.88 u/s of ElectricalCurrent? 

dyHm4Lq.png

While I do have the NF, OPM, Restock, and some other tool and visual mods installed, I can't think of anything that would affect the EC consumption of these specific parts.

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  • 1 month later...
  On 3/30/2023 at 8:46 AM, PhaserArray said:

Are the two Sandcastle electric smelters for Extraplanetary Launchpads supposed to say they consume 5063060.88 u/s of ElectricalCurrent? 

dyHm4Lq.png

While I do have the NF, OPM, Restock, and some other tool and visual mods installed, I can't think of anything that would affect the EC consumption of these specific parts.

Expand  

This issue may be related to the configuration of EL and requires modifying the configuration in ExtraplanetaryLaunchpads\Resources\ECSmelter.

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  On 5/6/2023 at 8:09 AM, Aebestach said:

support for SystemHeat in the future?

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The future is now, old man. :)

You're invited to test it. (While it's an extra of my mod suite: RR, there is no need to install any other RR mod for it to work. The association with RR comes from the fact that EL converters put out a few resources on the side that RR helps to make useful.)

 

 

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  On 5/9/2023 at 9:12 PM, JadeOfMaar said:

The future is now, old man. :)

You're invited to test it. (While it's an extra of my mod suite: RR, there is no need to install any other RR mod for it to work. The association with RR comes from the fact that EL converters put out a few resources on the side that RR helps to make useful.)

 

 

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Does RR make Sandcastle use something more than just plain ore to print stuff?

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  • 2 months later...
  • 3 months later...
  • 2 months later...
  On 3/30/2023 at 8:46 AM, PhaserArray said:

Are the two Sandcastle electric smelters for Extraplanetary Launchpads supposed to say they consume 5063060.88 u/s of ElectricalCurrent? 

dyHm4Lq.png

While I do have the NF, OPM, Restock, and some other tool and visual mods installed, I can't think of anything that would affect the EC consumption of these specific parts.

Expand  

 

  On 5/6/2023 at 12:11 PM, Aebestach said:

This issue may be related to the configuration of EL and requires modifying the configuration in ExtraplanetaryLaunchpads\Resources\ECSmelter.

Expand  

It is indeed related to that exact EL configuration file.  The original recipe from EL for this was posted by @Tonka Crash in the EL thread.  The values from the original post result in EC usage that is identical for smelting MetalOre and melting ScrapMetal.  Because other mods might rely on the recipe as it appears in the EL release being what it is, I made a patch to add a new recipe specifically for Sandcastle that matches the original posted EC usage and then assigns that revised (reverted?) recipe to both Sandcastle smelters.  It would probably be safe to just patch the original recipe, but maybe somebody out there is using some mod that really is (though unlikely) balanced around that incredibly high EC usage.  Anyway, here it is if someone wants it:

Sandcastle Smelter Patch:

  Reveal hidden contents

 

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  • 3 weeks later...

iICQtyk.pngHi, I'm new to sandcastle and sent the larger 3D print shop to minmus with ore and some kerbals. However when I try to print an item the status changes to "idle", and nothing happens. When I've tested it sitting on the launchpad at the ksc it has worked, I was wondering if anyone might know how to get it to work?

I've included a screenshot incase it helps.

Edit: I think I found the issue. I used a ground anchor and a KIS fixed telescopic joint to try and anchor the printer onto the ground, which seemed to break it. It stayed broken even after removing the anchor, so to fix it I just flew a new printer to minmus.

Edited by Findlay R
Managed to solve my issue
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  • 2 weeks later...

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