Jump to content

L00nToolbox! Simple PartModule Plugins for more customisation... (loontoolbox)


Watermel00n

Recommended Posts

NOTE: DO NOT CONFUSE WITH THE DISCONTINUED L00nTools MOD!

L00nToolbox!

Mods using L00nToolbox:

What does it do?

L00nToolbox simply adds various custom PartModules used in my Mods as well as a few utility parts.

Current added modules:

Spoiler

LT_GravSensor

  • Can be used on a Part with ModuleGenerator.
  • When used, forces the Generator to only work when landed.
  • Supports more than one generator at a time

LT_VesselAnchor

  • Can be used on any Part.
  • When activated in flight, stops vessel movement.
  • Can only be used if landed and moving at less than a certain customisable topSpeed. Example: topSpeed = 5 so vessel can only activate when moving at less than 5 m/s

LT_KerbalSensor

  • Can be used on any part with ModuleGenerator
  • Field crewNeeded. Example: crewNeeded = 1
  • Only requires the crewNeeded number of kerbals to operate the generator. These kerbals must be in the part.

LT_GeneratorOrConverter

  • Can be used with any module with both a generator and converter.
  • When converter is on, generator cannot be activated.

LT_GravSensorConverter

  • It's just GravSensor for Converter
  • Supports more than one converter at a time

LT_SetupResources

  • Stops any converters or generators from working before the custom amount of resources are inputted with the "Setup Module" button
  • Can be configured with the custom fields resourceName and resourceAmount
  • Currently only supports one resource at a time

LT_SingleConverter

  • Can be used on any part with multiple converters
  • When used, only allows one converter to be active at one time.

LT_ScienceResourceModule

  • Converts a custom resource into science points with a custom efficiency.
  • For example,
    MODULE
    {
            name = LT_ScienceResourceModule
            resourceName = ScienceResource
            efficiency = 1
    }

LT_ConverterLoadChange

  • Can be used on any part with ModuleResourceConverter
  • When used, adds a slider that can be adjusted as a multiplier for the efficiency of the converter.

LT_BicycleSeat

  • Can be used on any part with ModuleGenerator and KerbalSeat
  • When used, forces the generator to only work when there is a kerbal in the seat.

Current parts:

Spoiler

VesselAnchor Parts

Structural blocks

Mechanical wheels and bicycle seat 

Can I use this as a dependency in my Mod?

Go ahead!

The Vessel Anchor seems familiar...

The Vessel Anchor was inspired by the GroundTether in USI mods. That is why the functionality is quite similar.

Where can I download it?

Check the Github!

DOWNLOAD

Edited by Watermel00n
Link to comment
Share on other sites

15 hours ago, Watermel00n said:

LT_GravSensor

  • Can be used on a Part with ModuleGenerator.
  • When used, forces the Generator to only work when landed.

Sounds like a great idea for a geothermal thermocouple with a specialised drill bit.

Link to comment
Share on other sites

1 hour ago, theJesuit said:

Sounds like a great idea for a geothermal thermocouple with a specialised drill bit.

Actually, coupling this as a light late game addition to the ground anchor perhaps.  

Link to comment
Share on other sites

0.11.0 "Kerbal Labour"

Adds new module: LT_KerbalSensor

  • Can be used on any part with ModuleGenerator
  • When used, forces the generator to only work when the number of kerbals is equal or more than the number of generators on the ship.
  • Still pretty WIP

DOWNLOAD

Edited by Watermel00n
Link to comment
Share on other sites

2 hours ago, Watermel00n said:

0.11.0 "Kerbal Labour"

Adds new module: LT_KerbalSensor

  • Can be used on any part with ModuleGenerator
  • When used, forces the generator to only work when the number of generators is equal or more than the number of kerbals on the ship.
  • Still pretty WIP

DOWNLOAD

Doesn't quite make sense.  So if you have 0 kerbals, the generator will always work.

If you have three crew on a ship, this means you need at least 3 generators fro any of them to work.

Wierd

Link to comment
Share on other sites

2 minutes ago, linuxgurugamer said:

Doesn't quite make sense.  So if you have 0 kerbals, the generator will always work.

If you have three crew on a ship, this means you need at least 3 generators fro any of them to work.

Wierd

It should be kerbals > generators not the other way round, I wrote it wrongly *facepalm*

Link to comment
Share on other sites

6 hours ago, Watermel00n said:

It should be kerbals > generators not the other way round, I wrote it wrongly *facepalm*

That makes more sense, in that it needs a kerbal to run the generator.  I would suggest, however, that you might want to put in a field to allow a fraction of a kerbal to be available, that way you could get something like 2 kerbals running 3 generators, if the fraction was set to 0.6666

Link to comment
Share on other sites

On 7/9/2023 at 1:41 AM, theJesuit said:

Sounds like a great idea for a geothermal thermocouple with a specialised drill bit.

I have plans for exactly this, actually, but I'm really questioning how well it may be received

Link to comment
Share on other sites

2 hours ago, JadeOfMaar said:

I have plans for exactly this, actually, but I'm really questioning how well it may be received

Can't speak for everyone, but I've been wanting this since Kerbalism introduced radiation from nukes.

Link to comment
Share on other sites

0.14.0 "Doubled!"

Adds new module LT_GravSensorConverter

  • It's just GravSensor for Converter
  • Supports more than one converter at a time

Adds new module LT_SetupResources

  • Stops any converters or generators from working before the custom amount of resources are inputted with the "Setup Module" button
  • Can be configured with the custom fields resourceName and resourceAmount
  • Currently only supports one resource at a time

Changes to GravSensor

  • Now supports more than one generator at a time

DOWNLOAD

Link to comment
Share on other sites

16 hours ago, Watermel00n said:

LT_MultiConverter

I would hope for the likes of this (by function) to have a name that sounds like Single File, Single Mode, Serial Bus. I'm quite confident there's a serious misnomer moment here.

A true "multi(parallel)converter" module would be, for example, a thing that allows you to activate multiples of a choice converter on the same part. Assuming the stock 2.5m refinery allows for 3 modules to run at once (per its radiator demands) I'd like the ability to run 2x or 3x LFO if I wanted to.

Edited by JadeOfMaar
Link to comment
Share on other sites

 

3 hours ago, JadeOfMaar said:

I would hope for the likes of this (by function) to have a name that sounds like Single File, Single Mode, Serial Bus. I'm quite confident there's a serious misnomer moment here.

A true "multi(parallel)converter" module would be, for example, a thing that allows you to activate multiples of a choice converter on the same part. Assuming the stock 2.5m refinery allows for 3 modules to run at once (per its radiator demands) I'd like the ability to run 2x or 3x LFO if I wanted to.

The reason for the name is that I was planning to use it to combine functions of various similar looking modules together into one part, creating a multi converter. But SingleConverter would be a better name.

Link to comment
Share on other sites

0.16.0 "Scientific Breakthrough"

Adds new module LT_ScienceResourceModule

  • Converts a custom resource into science points with a custom efficiency.
  • For example,
    MODULE
    {
            name = LT_ScienceResourceModule
            resourceName = ScienceResource
            efficiency = 1
    }

DOWNLOAD

Link to comment
Share on other sites

37 minutes ago, Watermel00n said:

0.16.0 "Scientific Breakthrough"

Adds new module LT_ScienceResourceModule

  • Converts a custom resource into science points with a custom efficiency.
  • For example,
    MODULE
    {
            name = LT_ScienceResourceModule
            resourceName = ScienceResource
            efficiency = 1
    }

So, we could set this up to be  an unlimited science generator by pluging in Ore as the resource?

Link to comment
Share on other sites

3 minutes ago, theJesuit said:

So, we could set this up to be  an unlimited science generator by pluging in Ore as the resource?

Yes. You could use it to do some End-Game things for example, set up explodium as a resource on Eve, and get you to visit Eve to get unlimited science

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...