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[1.02] BioMass - Renewable Bio Fuel and Supplemental Life Support Modules


Roboto

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You could use a custom tech tree but that would be too much hassle considering how many different mods people use in various combinations. I would still put the bulk of the complete package way down the tree and possibly even require a dedicated "farmer" (automated AI at the end of the tree?) to fiddle with all the dials that keep things working from day to day. Compressors and tanks are closed systems already. Those are easy. A functional greenhouse in space with biomass conversion IN SPACE is something else altogether.

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In standard Biomass mod, what is the difference between the Food GreenHouse and the Ecosphere GreenHouse? They seem the same to me, I haven't tried them in game, just basing it from the VAB.

Essentially nothing more than an extra color choice.

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When you say Kethane to be installed with Biomass+ is that the whole mod or just the plugin or plugin and a certain part?

What is specifically needed is the MMI_Kethane.dll. Biomass+ currently uses a module that comes with Kethane that is much more realistic as far as biological reactions than Squad's built in generator module.

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how do i install the github version? just put the biomass-master into the gamedata or install it over the original?

Best to remove the Spaceport version and replace it with the Git. The name of the folder should not matter.

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how do i install the github version? just put the biomass-master into the gamedata or install it over the original?

Remove any previous version of BioMass you have installed. Put the "BioMass-Master" folder into "GameData" and start up KSP.

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So zzz has done it again. Another awesome part released into the public domain, that I'd like to use in biomass. I don't think i want to make it another greenhouse tho, anyone have a good ideas for this module in BioMass? Should it serve some purpose? Storage maybe? Or just some eye candy for your stations and bases?

Has a pretty cool lighting animation to go with it. Also a Crew hatch and holds upto 4 kerbals.

TvOSO1W.jpg

http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-(and-other-strange-things)

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I could see the one on left like O2 or other gas storage and one on right as food or biomass storage, something that needs the dark.

I think the idea for storage would be a good idea. Say, a player builds not a live-able base, but somewhere they can land and get supplied and move on to their destination. Like a filling station or way-station. I could see me putting one of those on a distance moon and in a emergency land there and get some supplies and continue the journey.

So zzz has done it again. Another awesome part released into the public domain, that I'd like to use in biomass. I don't think i want to make it another greenhouse tho, anyone have a good ideas for this module in BioMass? Should it serve some purpose? Storage maybe? Or just some eye candy for your stations and bases?

Has a pretty cool lighting animation to go with it. Also a Crew hatch and holds upto 4 kerbals.

TvOSO1W.jpg

http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-(and-other-strange-things)

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how do i install the github version? just put the biomass-master into the gamedata or install it over the original?

How did you install the spaceport version? Did you wiggle the power cable? Make sure your computer is on? Is you cupholder in the upright position?

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So zzz has done it again. Another awesome part released into the public domain, that I'd like to use in biomass. I don't think i want to make it another greenhouse tho, anyone have a good ideas for this module in BioMass? Should it serve some purpose? Storage maybe? Or just some eye candy for your stations and bases?

Has a pretty cool lighting animation to go with it. Also a Crew hatch and holds upto 4 kerbals.

TvOSO1W.jpg

http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-(and-other-strange-things)

"Silent Running" style biodomes.

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How did you install the spaceport version? Did you wiggle the power cable? Make sure your computer is on? Is you cupholder in the upright position?

No no no, see he needs help. Installing mods is a big scary thing. Hold his hand and speak calmly so he doesn't panic. Poor little guy probably doesn't even know where KSP is installed, don't pick on him so. :P

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"Silent Running" style biodomes.

After you pointed this out to me a while back, I have to go back and watch that trailer every once in a while.

I can't help but love it.... Ohhhh the 70s of it all!! lol

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One quick question how do i regen CO2?

It depends on which version of the mod you are running, but assuming it is the spaceport version, CO2 is a product of the fuel generation process. So after building up biomass, and then converting to liquid fuel and oxidizer you should see your Co2 and O2 levels reverse direction. Also, there are other mods out there such as IonCross life Support, that make it so Kerbals will use up O2 and produce CO2 at all times. Having a mod like that one installed will boost the amount of CO2 available to you aside from carrying a lot of supply tanks with you.

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EDIT: THE VIDEO IS A TEASER ABOUT PARTS AND FUNCTIONS THAT WILL BE IN THE NEXT UPDATE

I thought it might be nice to demonstrate some of the parts in biomass. In the coming days I might be making some videos to do so. To start things off, here's a short demo of the compressors and how you might use them in an oxygen atmosphere to make oxidizer.

Edited by seanth
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So with the BioMass Biology+, there is more choice on what to produce? Like say I want to focus on more production on O2 instead of something else.

I'm going to assume you want the O2 for life support.

Depending on the life support mod and how many Kerbals you have, I would use just the greenhouses, water tanks, O2 tanks, Compressed CO2 tanks, and a CO2 compressor. You might not need the O2 tanks, since the greenhouse will store O2 gas. The CO2 tanks and compressor are just in case you need extra CO2 to keep the plants growing.

There will be two limits on your O2 production, one hard and one with wiggle room: the amount of space in the greenhouses for biomass, and the amount of water available. In my testing, 1 greenhouse comfortably maintains 3 kerbals using Ioncross or TAC. I have not tested with the ECLSS mod.

An upcoming update will have some parts to convert waste water from other life support mods into increased biomass growth or clean water for kerbals. But for now water might be a limiting factor for you.

You could set up two greenhouses and, once they reach a safe level of biomass, you can keep one growing and put the other in the dark. In the absence of light, the plants will respire, turning biomass into CO2 and clean water.

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I just want to know which one to choose, the regular biomass or biomass +. I use Ioncross Crew Support, I would like to make O2 and some fuel.

In the video with the centrifuge part when it brings in atmospheric air and stores it in tank, is that cfg file not included in download yet. I couldn't get my test to work.

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After you pointed this out to me a while back, I have to go back and watch that trailer every once in a while. I can't help but love it.... Ohhhh the 70s of it all!! lol

hahaha. We should remake the trailer using ksp, biomass parts, and the trailer's original audio

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I just want to know which one to choose, the regular biomass or biomass +. I use Ioncross Crew Support, I would like to make O2 and some fuel.

In the video with the centrifuge part when it brings in atmospheric air and stores it in tank, is that cfg file not included in download yet. I couldn't get my test to work.

Yes. What is in the video (maybe videos to come) are teasers about what will be in the next update.

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OK, that's a really nice part. I assume that is for the Biomass+ stuff.

Yes. What is in the video (maybe videos to come) are teasers about what will be in the next update.

I think some needs to make some videos on how to use the current parts. I am kind of new to this mod, just as I got on board with this mod, it got updated. I basically know the standard Biomass stuff, not much to figure out. There is some new things I figured out. The Biomass+ stuff is where I need some learning, lol.

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OK, that's a really nice part. I assume that is for the Biomass+ stuff.

I think some needs to make some videos on how to use the current parts. I am kind of new to this mod, just as I got on board with this mod, it got updated. I basically know the standard Biomass stuff, not much to figure out. There is some new things I figured out. The Biomass+ stuff is where I need some learning, lol.

Thing is, they are currently still developing the new version of the mod. There are a few bugs they have to work out (one being fairly serious -- time compression kills your biomass) so before they really can afford to make any new videos, they'd first need to work out the kinks so that everything works 'as advertised'.

If you are playing with the mod and want to help in its development it might be a good idea to notice and report any quirks or bugs to the github (I personally love the github issue tracker -- makes life easier and it's much easier to track ongoing issues).

BTW, Roboto, the models are superb. Can easily tell a lot of thought went into the designs! A suggestion I'd have for you guys since Sean hinted at an issue in stock KSP that would be very useful for this mod in particular. An oxidizer tank. I'd also personally like to see some in-line tanks as well.

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