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[1.12.5] Tourism Overhaul: Completely Revamps Tourism Contracts [Release 1.2.1] [3/3/2025]


iLikeGothMommys

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In which file can I find the "touristCount" config?

On 1/18/2025 at 7:59 PM, iLikeGothMommys said:

Yes! If you edit "touristCount = Random(10, 35)" in attraction.cfg it will change how many tourists are generated. 10 is the minimum amount and 35 is the maximum. Adjust these numbers to your liking :)

If you edit the "minCapacity" variable in OpenInvestor.cfg it will let you change how big the hotels are required to be.

 

And thanks lol

Is there also a way to make it so you have more contracts available at one time?

 

I have installed it on to my 8+ month long running modded career save and while there are no glaring issues I noticed that the "send kerbal to a escape trajectory out of the sun" missions are the ones that almost always pop up.

 

also, some of the missions state that the requirement to be available is "must have returned from the orbit of kerbin" or "must have returned from landing on the mun" and they aren't met even though I have done that since installing the mod.

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5 hours ago, Iumasz said:

In which file can I find the "touristCount" config?

Is there also a way to make it so you have more contracts available at one time?

 

I have installed it on to my 8+ month long running modded career save and while there are no glaring issues I noticed that the "send kerbal to a escape trajectory out of the sun" missions are the ones that almost always pop up.

 

also, some of the missions state that the requirement to be available is "must have returned from the orbit of kerbin" or "must have returned from landing on the mun" and they aren't met even though I have done that since installing the mod.

Thank you, another user pointed out yesterday the issue with the requirements. This way because I used the return from kerbin/mun text as a placeholder in development but forgot to adjust it after setting the proper requirements. It is most likely showing the requirement not as met because one of the child requirements is a random number generator has to generate a specific number to send the contract.

 

TouristCount is in Attraction.cfg  (GameData/ContractPacks/Tourism Overhaul) (I had the config title in my previous message, but not the path. Added that for extra context if needed).

 

I will look at the "send kerbal to a escape trajectory out of the sun" and see if I can modify it to make it appear slightly less.

Yes, you can change how many contracts it sends you. You will need to edit TourismOverhaul.cfg

Adjust "maxSimultaneous = 4" to your liking. The default is 4. 

Edited by iLikeGothMommys
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On 1/20/2025 at 2:42 PM, DVQuill said:

I gave it another shot and waited longer for the game to finish loading. The amount of time it took to load still seems a bit unusual, but once it finally loaded everything worked correctly.  I'm going to keep playing around and testing with respect to the load times, but other than that I feel like I'm good to go. 

 

 

On 1/19/2025 at 10:51 AM, Alpha188 said:

Tried installing this mod via CKAN in my already modded game, however after installation the game does not start and after the initial loading it goes to a static black screen and Kerbin never appears. There are no errors displayed while loading. I tried removing the mod and everything works again, so I am pretty sure there is some compatibility issue. Please let me know how I can provide additional informations, you can find the log file here if it can help in any way.

@Alpha188@DVQuill I have created a fix that instead of randomly selecting a name from a large list of names, it will instead select a random prefix + suffix and combine them to generate a first name. I am doing some testing to make sure everything is functioning well & will upload a patch tonight. I am noticing much better loading times with this method.

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58 minutes ago, iLikeGothMommys said:

 

 

@Alpha188@DVQuill I have created a fix that instead of randomly selecting a name from a large list of names, it will instead select a random prefix + suffix and combine them to generate a first name. I am doing some testing to make sure everything is functioning well & will upload a patch tonight. I am noticing much better loading times with this method.

Great, I'll be trying the fix asap and report the results :)

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On 1/22/2025 at 4:28 PM, Alpha188 said:

Great, I'll be trying the fix asap and report the results :)

@Alpha188@DVQuillhttps://github.com/iLikeGothMommys/TourismOverhaul/releases/tag/Release1.2PreRelease

 

Here is a link, sorry for the delay. I decided to merge this with the 1.2 release. Balancing the new contracts in 1.2 is taking a bit longer than expected so I posted a pre-release to GitHub with the new name system & a bug fix.

 

If you try this let me know your results :)

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  • 4 weeks later...
16 hours ago, Flamey_End_Up said:

ok after some playing the tourism ferry contacts just dont work

@Flamey_End_UpHey, welcome to the forums! The forums are completely glitched right now, but what is happening in your game? This is its own mod that is separated from Tourism Plus, it's not really recommended for them to be used together. I've been doing lots of ferry contracts in my personal save without any issue. I will be glad to investigate to see what is happening on your end though. If you are using Tourism Plus as well, please make sure you are not doing a ferry contract for Tourism Plus and mistaking it for one of mine.

The contract has a duration requirement once you dock them with the hotel, are you letting them stay their entire duration?

On 1/27/2025 at 9:49 PM, Jeffery Kerman said:

Congrats on the release of 1.2! I wonder what this update would have been if I hadn't asked about this on reddit...

@Jeffery KermanThanks, yeah haha I received a lot of suggestions on reddit. I love all feedback, my goal is to make the ultimate tourism mod! I'm currently working on 1.3 right now, I have a few ideas I'm working on. The main one is to add late-game contracts for large groups, of tourists that want to travel interplanetary, that way players will still have an incentive to do interplanetary the standard contracts as well, along with interplanetary hotels. I'm thinking something along the lines of after 5 hotels are built you will unlock large group interplanetary tourism. 

Edited by iLikeGothMommys
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10 hours ago, iLikeGothMommys said:

The forums are completely glitched right now

you can actually fix that for yourself by switching to a different theme in your account settings: https://forum.kerbalspaceprogram.com/settings/

Use the search function of your browser (usually ctrl + F) to locate the "theme" selection and choose anything but the default one :)

And on topic: ferry  contracts are working fine for me too, even though I'm running tourism overhaul alongside tourism plus and tourism expanded. I don't see how these contract packs would affect each other anyway, though in theory, there might be a chance for the game to create two tourist kerbals with the same name for contracts of different origin, which may or may not will confuse the game.

Since 95% of the contracts are ferry contracts, some more details would be appreciated :) 

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