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[1.12.5] SIMPLEX Colonies 1.3


theJesuit

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On 1/18/2022 at 4:46 PM, SkyFall2489 said:

@theJesuit,

I'm having trouble with welding parts using UbioZur. Could you please load up this craft file and weld it for me, and send me the resulting CFGs?

I've got a lot of mods, so if it says "unknown part modules" its fine.

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<snip>

 

Unfortunately it won't let me load it!

So, instructions for what I do for welding, I use a separate install.   I've gone and had a look at my downloads, with some Googling...

For whatever reason (I have no idea) I don't use the most recent versions.

https://github.com/UbioWeldingLtd/UbioWeldContinued/releases

UbioWeldContinued-2.5.3

 

ModuleManager-4.1.4.7

https://github.com/net-lisias-ksp/ModuleManager/releases

No parts made with MM patching can be used it is whatever is loaded in a part CFG file as the altered MM doesn't load the patches?  But for welding all you actually want is the models.

 

 

 

 

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18 hours ago, SkyFall2489 said:

For some reason, I can't see this on CKAN, even though spacedock says it is on ckan.

I asked on the CKAN thread.

Because MoarKerbals is a requirement and is not in a stable release currently CKAN won't index it so they can't put on this one.

 

 

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8 hours ago, theJesuit said:

Unfortunately it won't let me load it!

So, instructions for what I do for welding, I use a separate install.   I've gone and had a look at my downloads, with some Googling...

For whatever reason (I have no idea) I don't use the most recent versions.

https://github.com/UbioWeldingLtd/UbioWeldContinued/releases

UbioWeldContinued-2.5.3

 

ModuleManager-4.1.4.7

https://github.com/net-lisias-ksp/ModuleManager/releases

No parts made with MM patching can be used it is whatever is loaded in a part CFG file as the altered MM doesn't load the patches?  But for welding all you actually want is the models.

@Lisias has a working, mostly up-to-date version

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1 hour ago, SkyFall2489 said:

What error did you get when you tried?

Can't remember.  There were a few. The red writing in the open menu was different i think and thwre qas a pop up that I don't remember seeing before.

Is it only with stock parts?

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8 hours ago, theJesuit said:

Is it only with stock parts?

Should be. However, I'm using Restock, and the hitchhiker has the Snacks resource (empty) and Soil resource(also empty) from the mod Snacks. Few other modules as well, from other mods. I have both DLCs, but that shouldn't affect anything. Could you try to load the file again and see what happens?

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49 minutes ago, SkyFall2489 said:

Should be. However, I'm using Restock, and the hitchhiker has the Snacks resource (empty) and Soil resource(also empty) from the mod Snacks. Few other modules as well, from other mods. I have both DLCs, but that shouldn't affect anything. Could you try to load the file again and see what happens?

Yup.  I didnt have the DLCs installed with my working one so that may be it.

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  • 3 months later...
On 1/2/2022 at 3:23 PM, SkyFall2489 said:

@theJesuit, when this is done, can you add it to CKAN?

On 1/12/2022 at 8:05 AM, kennyc222 said:

nice mod! But will you upload it to ckan? Make me easier to download

On 1/12/2022 at 4:43 PM, theJesuit said:

Once I have it running the way I want I'll get it added to CKAN :)

On 1/14/2022 at 10:00 PM, kennyc222 said:

Yeah... can'twait for ckan release so i can try it out ASAP! 

On 1/20/2022 at 11:47 PM, SkyFall2489 said:

For some reason, I can't see this on CKAN, even though spacedock says it is on ckan.

On 1/21/2022 at 6:33 PM, theJesuit said:

I asked on the CKAN thread.

Because MoarKerbals is a requirement and is not in a stable release currently CKAN won't index it so they can't put on this one.

Just elaborating a bit for those who keep asking, we've had a pending request to add this mod to CKAN since October 2021:

But the required MoarKerbals update isn't in CKAN yet (initially it was a pre-release, which LGG has now removed, and Curseforge doesn't allow CKAN to access its mods), so we're waiting for that to resolve (hence why I'm here reading up on recent developments).

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5 hours ago, HebaruSan said:

Just elaborating a bit for those who keep asking, we've had a pending request to add this mod to CKAN since October 2021:

But the required MoarKerbals update isn't in CKAN yet (initially it was a pre-release, which LGG has now removed, and Curseforge doesn't allow CKAN to access its mods), so we're waiting for that to resolve (hence why I'm here reading up on recent developments).

It's OK, I'm willing to wait, and there aren't too many dependencies...

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  • 1 month later...
On 12/31/2021 at 8:11 AM, SkyFall2489 said:

Nevermind - the name system has been disabled, and the recruit system requires a civillian kerbal to already exist in the part

maybe MM patch the localization file?

Sorry if i'm posting too much.

On 12/31/2021 at 2:41 PM, zer0Kerbal said:

this has been explored - it can be done, but has serious potential problems. See Module Manager thread for some more details, needless to say the limitation is in Module Manager and the `#` character.

A new version (still pre-release) of MoarKerbals (and therefor MoarKerbalsParts) is in the short list for the New Year.  I already know what code has to be added. Recommended to use a localization string in the part (like #SIMPLEXC-xxx) instead of just assigning. Extensive effort has gone into localizing both mods; more when there is news.

3 hours ago, sarbian said:

Thanks to @NathanKell hard work we can now patch the localization nodes.

  • Support wildcards in nodetype matching so you can do @*,* {}
  • Support # in value names since loc names start with #
  • Tell Localizer to reload the language after MM finishes
ModuleManager.4.2.2.dll
 

 

@theJesuitLooks like with the new MM update we can do it now.

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  • 1 year later...

Hi everyone

I'm thinking of dusting this off with some new ideas to add some functionality if you aren't wanting Moar Kerbals, but want to have some end game purpose.

First, realistically you need EL to build this.  I'm wondering though whether to remove an EL dependency by turning a setup module that can have the equivalent mass of MetalParts and CustomParts and then switch it to the arcology.  I'm going to try this using B9PartSwitch.  It may be a good idea to have it attached to a ground anchor first.

Also, having a custom harvester module that needs colonists to extract a resource at no cost, and then ISRU to useful resources.  So, set up a base on Pol and the Jool system can be yours!

This may mean that EL and MoarKerbals could both be optional for some functionality.

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11 hours ago, theJesuit said:

needs colonists to extract a resource at no cost,

This is actually quite savage if you think on it for a bit, lol. I foresee a hard dependency on this little monster of a mod

Spoiler

"My grandfather used real mules back in the day. Keeping up the tradition!"

(If you know, you know)

 

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7 minutes ago, JadeOfMaar said:

This is actually quite savage if you think on it for a bit, lol. I foresee a hard dependency on this little monster of a mod

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"My grandfather used real mules back in the day. Keeping up the tradition!"

(If you know, you know)

 

Yes indeed.  Although it would reproduce those same colonists.  Effectively making a resource from nothing, bypassing the need to send drills etc. as the colonists handle it themselves.

The really big deal focus now is getting some way to 'unpack in game the arcology part, changing the craft from being a couple of .mu files to many .mu files.  I'm not sure that B9 can do that to be honest.

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  • 1 month later...

Hi everyone,

So I've worked through how this mod will add some functionality to a stockish game, rather than simply being something interesting to look at in a low mod install.   As a standalone mod this effectively will be 'free' way of producing resources such as fuel and oxidizer on a planet once you have established a base.  It will require some investment, but establishing this base on Laythe or Duna will mean that you won't have to worry about massive part counts.

It will still be recommended to have Extraplanetary Launchpads, or Simple Construction to actually construct these parts in place.

 

I've now got the new ISRU and Harvester parts looking about right - it doesn't help have 30 to 45 mins a morning total most days to get things done :) Now it is time to add in the support and mechanics.

A localisation pass has also been completed.

We'll end up with 7 parts, 3 of which are new, using existing models and textures from the stock game.  With some additional Module mechanics in place.

Colonists are a heavy resource per unit which are stored in either an arcology, or a taxi part.

Colonists can produced (reproduced?) using a nursery part.  This requires a certain number of colonists to be present.

Arcologies will now also produce 'work' as a resource massless, this resource will be non-transferable, the only place to store it will be an arcology.  The 'work' resource is produced from colonists (no colonists to be harmed in the production of 'work'.

This 'work' will be used instead of EC as the input for harvesting local ore, and converting whatever ore to a resource like fuel.  Heat issues are handled by the arcology in game lore.

Parts

  • Colony Arcology - existing, ground based arcology, will produce 'work' from colonists.
  • Space Based Arcology - existing, space based arcology, will produce 'work' from colonists.
  • Colonist Nursery (produces 'Colonists') - existing, use either landed, or in flight
  • Colonial Taxi - existing, this part is used to transfer colonists from Kerbin, or from location to location.  Unable to produce 'work;
  • Colony Arc Establishment Containers - new, contains the exact amount of rocketparts (or metalparts & custom parts) to build an arcology or other buildings.  Saves having to carry extra, or finding you don't have enough shipped in to build using Extraplanetary Launchpads
  • Colony ISRU - new, this uses 'work' to convert ore to fuel, oxidiser, rocketparts etc.
  • Colony Harvester - new this a 'garage' style part that in game would be where colonists would exit an arcology in  their own purpose built craft to harvest the in-situ resource.

 

External mod support:

  • MoarKerbals! will be required if you wish to recruit a Kerbonaut.  This isn't a requirement for the mod.
  • Simple Resources is supported for the Simplex Ore system, rather than stock Ore.  This isn't a requirement.
  • Adding other conversions and harvesting, such for Liquid Hydrogen, methane etc. with CRP support will be done on a request and time available basis.

 

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  • 2 months later...

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