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Kapitalism


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Kapitalism. V0.0.2

This mod adds in the biggest missing feature that the devs have said will never be added. **Money**.

Please report bugs Here

Please report feature requests Here

How to install:
Use CKAN!
Do not manually install (no mod support for manual installs)

WARNING about Toucan Mod Manager:
If you see this mod on any other mod site or mod manager Its not me. I only put mods on CKAN and spacedock

Your money is made up of funds + remaining budget for that year
You can think of funds as how a private company would operate
You can think of budget as something a government would give to NASA 

Budget renews every year based on your budget modifier. Base budget is 1000 

features:
- Currency
- Mission Rewards
- Part cost
- Patch Manager compatibility

Pick your administration type

psv5YWANRb.png

Optimize your rocket for cost savings

fDCXEbkd-v.jpg

Earn rewards for doing missions

Wf0-FJdvCT.png
This mod uses the open source Bitstudios Public Use License (BPUL)

Edited by ShadowDev
0.0.2
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Was skeptical about how good/logical this mod would function until I saw that it is made by ShadowDev lol, we good in the club.

Edit: After playing it, the actual gameplay and item costs seem really balanced, although I am personally noticing two things: 1) I can't seem to find the total cost of a vessel (the cost of each item is displaying though, so I've been able to do mental math keeping track), 2) funding rewards seem to not be present in mission control debriefings (and the descriptions), which is the real bullet in the foot right now. Other than that, I am excited to hopefully soon start playing this game with more constraints.

Edited by YoGramGram
Update on mod
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On 4/11/2024 at 1:39 PM, ShadowDev said:

Kapitalism. V0.0.1

This mod adds in the biggest missing feature that the devs have said will never be added. **Money**.

Please report bugs Here

Please report feature requests Here

How to install:
Use CKAN!
Do not manually install (no mod support for manual installs)

WARNING about Toucan Mod Manager:
If you see this mod on any other mod site or mod manager Its not me. I only put mods on CKAN and spacedock

Your money is made up of funds + remaining budget for that year
You can think of funds as how a private company would operate
You can think of budget as something a government would give to NASA 

Budget renews every year based on your budget modifier. Base budget is 1000 

features:
- Currency
- Mission Rewards
- Part cost
- Patch Manager compatibility

Pick your administration type

psv5YWANRb.png

Optimize your rocket for cost savings

fDCXEbkd-v.jpg

Earn rewards for doing missions

Wf0-FJdvCT.png
This mod uses the open source Bitstudios Public Use License (BPUL)

ShadowDev, you're the hero we all have but don't deserve. 

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Posted (edited)
On 4/13/2024 at 3:10 PM, YoGramGram said:

Was skeptical about how good/logical this mod would function until I saw that it is made by ShadowDev lol, we good in the club.

Edit: After playing it, the actual gameplay and item costs seem really balanced, although I am personally noticing two things: 1) I can't seem to find the total cost of a vessel (the cost of each item is displaying though, so I've been able to do mental math keeping track), 2) funding rewards seem to not be present in mission control debriefings (and the descriptions), which is the real bullet in the foot right now. Other than that, I am excited to hopefully soon start playing this game with more constraints.

Thanks for the feedback, its really appreciated.
1.a)
Total cost of vessel has not been added to the ui yet (plan to add this in the 0.0.2 update)
1.b)
The part costs are not totally done yet, currently its a modified ksp1 part costs. so lots of parts still have no cost (set to 10)
trying to crowdsource the part costs since thats the best way to get something that everyone can agree on.
so if you wish to help with the part costs heres the instructions to enable the part cost editor:
1. Install kapitalism
2. Run the game
3. Close the game
4. Edit this file
Kerbal Space Program 2\Config\Kapitalism.config

{
  PartCostEditor:true
}



This will enable the part cost editor
5. boot the game back up
6. go to the oab (vab
7. place a part
8. right click part
9. edit part cost to what you think it should be
10. when you are happy with the part costs DM me on discord shadowdev alternatively you can share the file in the modding discord. 

you can find the part cost file here `Kerbal Space Program 2\BepInEx\plugins\Kapitalsim\PartData.json`

Dont edit costs of modded parts since mod developers can set this when creating their parts in unity.

2)
could you get me a screenshot of this and where you expect this to be so I can create a plan around it for a future update.

Edited by ShadowDev
remove discord formatting
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56 minutes ago, ShadowDev said:

2)
could you get me a screenshot of this and where you expect this to be so I can create a plan around it for a future update.

It seems right now as the anticipated fund rewards for missions (5k for the first rocket launch, etc.) do not work, making progression with the default part prices nearly impossible without passively waiting a year between each mission.

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2 hours ago, krebork said:

It seems right now as the anticipated fund rewards for missions (5k for the first rocket launch, etc.) do not work, making progression with the default part prices nearly impossible without passively waiting a year between each mission.

Thanks for the feedback. 

I agree on that. the part prices are not good atm and as stated in the quoted post I am looking for people to help direct what the prices should be, please do give suggestions. 
but I also think the administration default for kapitalist is too low since its supposed to be the easy mode. I plan to up it to 10k, with the 2 medium options being at 5k and the hard option being 1k.

I am also taking into account future updates that will add in extra ways of getting funds and budget, examples of future ways being:

  • Vessel recovery (depending on distance)
  • Bringing back science (value based on how much you bring back, modified by where you got it from)
  • Administrative building (allows you to hire staff to give modifying effects on everything) 
  • Mission generator (being moved to its own mod, gives unlimited missions based on criteria) 


1 parachute, 1 capsule, 2 tanks and an engine should get you past mission 1.  

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On 4/11/2024 at 7:56 PM, Jcklemme said:

It's shocking that they removed this from the game, great job!

I want to believe they do plan on bringing it back.  They just haven't had time to balance that aspect of the game.  Maybe.  Could just be wishful thinking on my part.

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38 minutes ago, PTNLemay said:

I want to believe they do plan on bringing it back.  They just haven't had time to balance that aspect of the game.  Maybe.  Could just be wishful thinking on my part.

Pretty sure it's confirmed that the funds system from KSP1 is not coming back, instead, parts will cost resources that you will need to gather in your colonies and then ship around.

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Hotfix 0.0.1.2

It seems like I had forgot to include the patcher in the zip. this hotfix will fix that and the issues associated with it being missing

On 4/13/2024 at 3:10 PM, YoGramGram said:

Was skeptical about how good/logical this mod would function until I saw that it is made by ShadowDev lol, we good in the club.

Edit: After playing it, the actual gameplay and item costs seem really balanced, although I am personally noticing two things: 1) I can't seem to find the total cost of a vessel (the cost of each item is displaying though, so I've been able to do mental math keeping track), 2) funding rewards seem to not be present in mission control debriefings (and the descriptions), which is the real bullet in the foot right now. Other than that, I am excited to hopefully soon start playing this game with more constraints.

Hi I think part 2 of this should be fixed with the above hotfix.

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I have some issues with mission rewards - it looks like at your screenshot, but after "Sience: some_digits" I see "None: some_digits" and "None: some_digits". I guess it should be "Funds:  some_digits" and "Budget:  some_digits"

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Posted (edited)
1 hour ago, Sсhmülya said:

I have some issues with mission rewards - it looks like at your screenshot, but after "Sience: some_digits" I see "None: some_digits" and "None: some_digits". I guess it should be "Funds:  some_digits" and "Budget:  some_digits"

Hi it looks like I messed up a configuration. uninstall and reinstall and it should work

Edited by ShadowDev
messed up a configuration
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Are you able to replace the science icons in the mission control with the corresponding icons for what they represent?

Is it possible to somehow get a costs menu open when you're building your craft?

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Posted (edited)
On 4/17/2024 at 11:46 PM, Devblaze said:

Are you able to replace the science icons in the mission control with the corresponding icons for what they represent?

Is it possible to somehow get a costs menu open when you're building your craft?

Hi
Science icons in the mission control I have looked into and not seen any way to do it. I will get it to work its just not high on the list. 

0.0.2 will have a cost summary in the OAB. and on a 0.1.x update will have it broken down per stage. 

Edited by ShadowDev
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Kapitalism 0.0.2

 

Added:

  • New Kapitalism stats menu
  • Rewards for collecting science
  • Notifications on fund and budget updates
  • Spend count in OAB

Updated:

  • Save system now tracks based on games save
  • Moved Money into the stats menu

Bugfixes:

  • Money duplication glitch from missions being marked as done multiple times
  • On save revert would not revert money

 

 

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NmY_hlAHPo.png

zRiP1EoqYb.png

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26 minutes ago, Mcralle said:

Mission Rewards do not have Funds or budget showing...  only science.  Any fix?

Fixed it with a complete CKAN Mod wipe and reload with just Kapitalism loaded...

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18 hours ago, Mcralle said:

Fixed it with a complete CKAN Mod wipe and reload with just Kapitalism loaded...

Do you know what mods you had loaded so I can test to see if I can replicate and then fix. 

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ShadowDev really appreciate the rapid progression - I will try to suggest some prices for mod part compatibility as I get more gameplay (And as all the other mods go through the same rapid iteration updates)

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I've gotta ask, why in the hell did the developers think 'funding', which is one of the fundamental enablers (or hindrances) to real space programs, didn't have a place in the game? I think that was an insane choice on their part and I'm stoked that someone decided to take it on, this will be one of those mods that more or less everyone uses and it'll become such a common part of gameplay that it'll be considered 'essential'. Keep it up! :cool:

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So this is interesting. After playing for 1 hour, the Funds disappear from top right of the screen, and in the VAB I get Kapitalism error after trying to launch vehicles.

FIfkLql.png

 

I love this mod too much, so I am pretty disheartened to try again and have the same thing happen :(

Can you please have a look?  .ckan file is here:

https://1drv.ms/u/s!AucfyQV7bniVhckZYr8Ez1vdQxochQ?e=FKQCc9

And save file is here:

New New New Beginnings.7z

Thank you for any advice!

 

EDIT: After starting a new campaign, same issue present. Kapitalism gives error and does not show Funds.
EDIT^2: Deleted and Re-installed everything else. Hopefully this will be fine...
EDIT^3: Now my workspace is not saving with my rocket and my missions are not getting completed anymore xD

I think I will come back to this game next year. Cheers!

Edited by Darknote
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