linuxgurugamer Posted April 8, 2021 Share Posted April 8, 2021 (edited) Originally written by @strideknight, original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/94517-*Taken up by @zer0Kerbal, he disappeared last summer from everywhere, so I'm picking this up. His thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/191525-prerelease-173-moarkerbals-populate-your-colony-in-space-1110-2020-02-09/ Beta Download on SpaceDock, Github. Available on CKAN. MoarKerbals (MK) Populate your colony in space! adopted for curation by linuxgurugamer - Originally created by strideknight Kerbthulhu Kinetics Program's MoarKerbals Populate your colony in space! This mod installs a Klone Bay that you can use to replicate new kerbals wherever you feel like. It takes a fair amount of electricity, and when combined with USI's MKS mod or TAC Life Support, it will require biomatter as well. There is a small chance for a freakish accident to occur, which can be disabled in the part's .cfg file, or you can just quicksave before kloning This is a fairly simple mod that adds the ability to use resources to create a new kerbal. Requires resources and the presence of a living kerbal. There's a small chance that an accident can happen - this is experimental technology after all. You can disable accidents or change the requirements in the part's .cfg file if you want, or just save before operating. MoarKerbals adds two parts: orbital station ground station (Klone Bay) It requires a large amount of electricity to operate, and @strideknight has always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate. MoarKerbals was inspired by [strideknight]'s desire to have a small colony of Kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin. This is [strideknight]'s first mod and it runs fine installs, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy! Known issue Because [strideknight] used the stock lander can for internals, which is only sized internally for two, if you clone a third kerbal into the bay it won't show up in the kerbal profiles at the bottom right. They will show up properly once you transfer them to another module though. Features Added functionality for the Mobile Processing Lab in the late game Simple, configurable and adds levels of depth to the gameplay without a learning curve Availability Source: https://github.com/linuxgurugamer/MoarKerbals Download (beta): https://github.com/linuxgurugamer/MoarKerbals/releases License: CC 4.0 BY-NC-SA Dependencies Module Manager SpaceTuxLibraries Recommends KerbalStats Community Resource Pack Suggests Mining Expansion Hot Beverages Irradiated KGEx (coming soon) B9StockPatches Kerbal Inventory System Kerbal Attachment System Not So SimpleConstruction (NSSC) Infernal Robotics - Next SimpleConstruction SimpleLogistics On Demand Fuel Cells (Refueled) Supports Kerbal Change Log USI-LS MKS SimpleLife Edited May 15, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 8, 2021 Author Share Posted April 8, 2021 (edited) Beta release, 1.1.2.2 Fixed defaultAnimationGroup in MK-KloneBay-MKS Fixed path to model for MK-kloneSchool-orbital (case sensitivity issue) Removed unused code https://github.com/linuxgurugamer/MoarKerbals/releases @Hohmannson Your comment: Quote My humble suggestions, as previously said to Zer0Kerbal, is a part config switch to allow cloning without crew on vessel for some Von Neumann things. Can you elaborate a bit, please? Edited April 8, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Hohmannson Posted April 8, 2021 Share Posted April 8, 2021 11 minutes ago, linuxgurugamer said: elaborate Old plugin was not allowing to clone kerbals without having living kerbal on the ship. I looked at your code and it's no longer a problem, nvm. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 8, 2021 Share Posted April 8, 2021 If it is possible, without a lot of effort - could we please have an option so that kerbals can only be kloned whilst landed? Understand if this is only a 'keeping it going' adoption. Thankyou again for picking this up Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 8, 2021 Author Share Posted April 8, 2021 2 minutes ago, theJesuit said: If it is possible, without a lot of effort - could we please have an option so that kerbals can only be kloned whilst landed? Understand if this is only a 'keeping it going' adoption. Thankyou again for picking this up What about the space module version: Klone Bay Orbital Module ??? I would assume that the orbital module would only work in orbit, and the other ones would only work on land, does that make sense? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 8, 2021 Share Posted April 8, 2021 23 minutes ago, linuxgurugamer said: What about the space module version: Klone Bay Orbital Module ??? I would assume that the orbital module would only work in orbit, and the other ones would only work on land, does that make sense? i dont understand why there isnt a facepalm emoji. of course. Sorry for not seeing this! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 8, 2021 Author Share Posted April 8, 2021 (edited) It does need to be implemented, working on it. On a different note I'm looking for a good part model for the Kuddle Korner (normal reproduction) Edited April 8, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Souptime Posted April 8, 2021 Share Posted April 8, 2021 i made a thread back in october asking about if something EXACTLY like this existed! glad it does cause its a hassle to ship new kerbals in from one bas to another I'm pretty sure @theJesuit tried to make an addon that does this lol Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 9, 2021 Share Posted April 9, 2021 2 hours ago, linuxgurugamer said: On a different note I'm looking for a good part model for the Kuddle Korner (normal reproduction) Okay... that is a facepalm. 56 minutes ago, Souptime said: I'm pretty sure @theJesuit tried to make an addon that does this lol I tried to mess around with Contract Configurator but my attention span and coding ability was sorely lacking. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 9, 2021 Author Share Posted April 9, 2021 New beta, 1.1.2.3 Added code to prevent cloning in inappropriate environments Fixed build issue causing total halt to game loading on 1.11.2 (not sure about other releases) https://github.com/linuxgurugamer/MoarKerbals/releases/tag/1.1.2.3 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 9, 2021 Author Share Posted April 9, 2021 Looking for input regarding resources needed to klone. Currently it is set to 8000 ec, I'm thinking of adding both an O2 (ie: oxidizer) and Ore requirement Comments? Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 9, 2021 Share Posted April 9, 2021 Thanks for the update. I'll have a look now. 59 minutes ago, linuxgurugamer said: Looking for input regarding resources needed to klone. Currently it is set to 8000 ec, I'm thinking of adding both an O2 (ie: oxidizer) and Ore requirement Comments? That sounds more reasonable than just EC, especially as with 1.11.x kerbals have mass so there is a need to conserve mass now. I'd keep the 8000 EC though. Frankenstein showed us that you need a jolt of EC to bring krackens kerbals to life. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 9, 2021 Author Share Posted April 9, 2021 (edited) 1 hour ago, theJesuit said: Thanks for the update. I'll have a look now. That sounds more reasonable than just EC, especially as with 1.11.x kerbals have mass so there is a need to conserve mass now. I'd keep the 8000 EC though. Frankenstein showed us that you need a jolt of EC to bring krackens kerbals to life. Ok, so what I'm thinking of is: recipeIngredients = ElectricCharge, Oxidizer, Ore recipeAmounts = 8000, 100, 100 comments? If I can get a good part for the KuddleKorner, that wouldn't need resources (at the present time) Edited April 9, 2021 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 10, 2021 Share Posted April 10, 2021 4 hours ago, linuxgurugamer said: Ok, so what I'm thinking of is: recipeIngredients = ElectricCharge, Oxidizer, Ore recipeAmounts = 8000, 100, 100 comments? If I can get a good part for the KuddleKorner, that wouldn't need resources (at the present time) Didn't get a chance to look today... on tomorrow's agenda. Sounds good for a stock feel! KuddleKorner... still would have the issue with mass conservation. Also, is it time that produces a kerbonaut? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2021 Author Share Posted April 10, 2021 1 hour ago, theJesuit said: KuddleKorner... still would have the issue with mass conservation. Also, is it time that produces a kerbonaut? Will need 2 kerbals, a male and female. and it's called a Kuddle Shack (had the name wrong). Regarding resources, won't need EC, but will need Ore and Oxidizer, i think. Also, right now the code doesn't have a time limitation, I'll have to see about adding that Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 10, 2021 Share Posted April 10, 2021 Had a quick look now - got confused with the cool docking port thing to start. With kerbalism installed, there seems to an issue with the Kloner seeing the EC. had plenty (ie 16000), and the debug said it needed EC, and told me I needed EC saying 8000/8000. Removed kerbalism, and Moar Kerbals worked as advertised. First test resulted in an accident . Hoorah for the The Fly reference. lol. Second test got me a kerbal. It was a beautiful thing. So... next step will be to test to see if kerbalism mucks if no EC is needed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2021 Author Share Posted April 10, 2021 1 hour ago, theJesuit said: Had a quick look now - got confused with the cool docking port thing to start. With kerbalism installed, there seems to an issue with the Kloner seeing the EC. had plenty (ie 16000), and the debug said it needed EC, and told me I needed EC saying 8000/8000. Removed kerbalism, and Moar Kerbals worked as advertised. First test resulted in an accident . Hoorah for the The Fly reference. lol. Second test got me a kerbal. It was a beautiful thing. So... next step will be to test to see if kerbalism mucks if no EC is needed. Kerbalism does their own support, it much with too many things for me to even consider supporting. ‘Best to wait until I release and the Kerbalism folk can address the issues Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 10, 2021 Share Posted April 10, 2021 57 minutes ago, linuxgurugamer said: Kerbalism does their own support, it much with too many things for me to even consider supporting. ‘Best to wait until I release and the Kerbalism folk can address the issues I agree, and I wouldn't ask you to support kerbalism - you have been clear about that in the past, sorry I didn't make it clear when removing and everything working as advertised. Also, in a further test, I changed the resources needed to some SimplexOres - NaturalOre, RareOre and Consumables (which is not kerbalism simplex, that had been removed). Again, all worked totally fine. But then adding kerbalism back into the mix game loading got stuck attempting to the MKS-Loading bay - that wasn't the same issue from before in 1.11.2. I'll pass on the issue to them. But I also want to see if there is an issue with the Dynamic Battery Storage from Nertea's Near Future suite given EC and background things. Back to actual feedback! Kloning kerbals is working a treat - Dynamic Battery Storage is not having an effect, so all is well. However, when producing a kerbal, their inventory is getting filled with a free jetpack and parachute, even if the kerbal being cloned doesn't have one. Would it be possible please to have the 'Initiate Klone' button implemented as an MM patch name? I'd like to patch it for a SimplexColonial mod, where the 'resource' is 'Colonists' that produce 'Interest'. 'Interest' (a non tweakable resource and unable to be obtained in the VAB?) would then be required to Recruit rather than Klone a kerbal. Peace. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2021 Author Share Posted April 10, 2021 7 minutes ago, theJesuit said: Would it be possible please to have the 'Initiate Klone' button implemented as an MM patch name? I'd like to patch it for a SimplexColonial mod, where the 'resource' is 'Colonists' that produce 'Interest'. 'Interest' (a non tweakable resource and unable to be obtained in the VAB?) would then be required to Recruit rather than Klone a kerbal. You can just copy the KloneBay from the current part. Should be pretty easy to add Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 10, 2021 Share Posted April 10, 2021 23 minutes ago, linuxgurugamer said: You can just copy the KloneBay from the current part. Should be pretty easy to add Replicating the module for klone bay isn't a problem. I want to change the PAW option from Initiate Kloning to Recruit Kerbal. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2021 Author Share Posted April 10, 2021 29 minutes ago, theJesuit said: Replicating the module for klone bay isn't a problem. I want to change the PAW option from Initiate Kloning to Recruit Kerbal. Oh, ok. I can add that as a configurable option to the module. will do that for the KuddleShack and KerbalRecruitement modules as well. Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 10, 2021 Share Posted April 10, 2021 8 minutes ago, linuxgurugamer said: Oh, ok. I can add that as a configurable option to the module. will do that for the KuddleShack and KerbalRecruitement modules as well. Awesome. Now i think about it Kerbal Recruitment as a module is confusing... that is the school civilian to usable trait right? I'll need to think of a different term for the colonist mod so that i dont confuse myself. Thankyou! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 10, 2021 Author Share Posted April 10, 2021 35 minutes ago, theJesuit said: Awesome. Now i think about it Kerbal Recruitment as a module is confusing... that is the school civilian to usable trait right? I'll need to think of a different term for the colonist mod so that i dont confuse myself. Thankyou! Yes Quote Link to comment Share on other sites More sharing options...
theJesuit Posted April 27, 2021 Share Posted April 27, 2021 Hi @linuxgurugamer, have you had a chance to look at adding configurable options to the module yet? Peace. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 7, 2021 Author Share Posted May 7, 2021 Hi all, I've heard from @zer0Kerbal, he's back. So I'll be using this thread to do a beta test of my changes, but will be sending the changes back to him for inclusion. On 4/27/2021 at 7:32 PM, theJesuit said: Hi @linuxgurugamer, have you had a chance to look at adding configurable options to the module yet? Peace. Yes, will be in my beta when I release Quote Link to comment Share on other sites More sharing options...
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