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


Roboto

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"The MicroBiome consumes all available waste to produce Nutrients for your plants in the greenhouse. The greenhouse then produces Oxygen and one of the other resources(biomass, food) while consuming CarbonDioxide."

Why don't people read?

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  • 2 weeks later...

Quick question: I am using the old spaceport version, and the station hub modules are doing the expanding thing in the VAB. I had fixed this before on another computer, but for the life of me I can't remember what I did and I can't find the thread again. Can anyone help?

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I just tried this mod out for the first time today, as I am going to try using the TAC Life Support mod soon. Anyways, long story short is I downloaded the Biomass+ from Github, installed it without any issues, and built a simple greenhouse like in the youtube videos on this thread.

Unfortunately, I cannot get my seeds to grow consistently. I had them germinate once, but after repeating the experiment several times, I get nothing.

Steps:

1. add oxygen to greenhouse (~160)

2. add CO2 to greenhouse (~140)

3. add water to greenhouse (.45)

4. add seeds to greenhouse (5.0)

5. retract panels

6. wait...

and nothing!

There are three options on the greenhouse:

activate IR light converter

activate harvest biomass

activate harvest seeds co...

What do those do? Am I supposed to use them? Very confused, as there is no documentation for this mod.

edit: when I enable the option "activate IR light converter" (which uses ~.5 EC/s), the seeds start to grow finally. What is this? Is this a heater? Shouldn't that be dependent upon the temperature of the surrounding, and not *have* to be on? You should be able to grow plants on the surface of Kerbin without heat!

2nd update: ok, I ran the game for 2 days and, while I got my seeds to germinate and generate 2.50 units of biomass, they stopped growing at that point. I have CO2, O2 and water in the greenhouse. Whats the deal?

=================

Version: KSP .23

Kethane 0.8.4

I also installed the MMI_Kethane.dll file as per the advice on github, but it did not seem to change any behavior.

[SIZE=2][FONT=lucida console][COLOR=#333333]IMPORTANT: This mod requires Kethane's MMI_Kethane.dll ([/COLOR][URL]http://mirror.nabaal.net/files/kethane/Kethane-0.8.2.zip[/URL][COLOR=#333333])[/COLOR][/FONT][/SIZE]

huPBlq1.png

Edited by zilfondel
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Ok, I figured out the problem (big surprise here). You need to have the MicroBiome module attached. although it doesn't seem like its doing anything, apparently it is.

Other than that, plants seem to grow extraordinarily fast. 1 1/2 hours to full growth? A typical greenhouse grown vegetable would take ~60 days or so!!!

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How i make the install ... i confused

i have the next folder tree:

------------------------------------------------------

  • - Bios Mass Master
    • GamesData
      • BioMass+Science
        • DifficultyLevel
          • Easy.zip
          • Hard.zip
          • Normal.zip
          • DifficultyLevel_ReadMe.rtf

          [*]Parts

          • GreenHouses
          • Science
          • Utilty

          [*]Plugin

          • ModuleManager.dll.zip
          • BioGen.cs
          • KSP-BioMass.dll

          [*]Resources

          • BioMass_a.cfg
          • BioMass_b.cfg
          • ScienceDefs.cfg

          [*]License

          [*]Reademe.md

      [*]License

      [*]Readme.md

-------------------------------------------------------

In the installation instructions says to copy to GameData, but i believe that parts goes on KSP/parts, which i did, but the rest i confused where it goes.

i downloaded from this link

Can anybody tell me where to copy each of this files.?

Thanks a lot !

Edited by Gotcha
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Put the folder "BioMass+Science" into Gamedata.

Extract the Normal.zip file and dump the folder and dump into the DifficultyLevel folder.

Make sure you either have the Kethane mod installed, or the MMI_Kethane.dll file installed in its proper location.

Then you should be good to go.

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Found errors in the files EasyAquaticGreenhouse.cfg and EasyGreenhouse.cgf . There is a space where there shouldn't be in both.

@MODULE[KethaneConverter, BiomassHarvest]

should be

@MODULE[KethaneConverter,BiomassHarvest]

and in EasyGreenhouse.cfg

@MODULE[KethaneConverter, SeedHarvest]

should be

@MODULE[KethaneConverter,SeedHarvest]

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Ok, I figured out the problem (big surprise here). You need to have the MicroBiome module attached. although it doesn't seem like its doing anything, apparently it is.

Other than that, plants seem to grow extraordinarily fast. 1 1/2 hours to full growth? A typical greenhouse grown vegetable would take ~60 days or so!!!

Ok so to get biomass, you need o2,co2,h2o, micro biome, ir converter on, light, micro biome.......

Does anyone know how to get seeds and how to convert biocake to liquid fuel?

EDIT:

How do you produce liquid fuel, I have H2O+Biocake+Full battery+CO2+H2, but I'm not getting any liquid fuel.

Edited by locustgate
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  • 2 weeks later...

Very cool system you have here sir. Add a lot of realism to long term missions.

I love it. I was wondering if i can create an full cycle system with these, to sustain some kerbals on a mun or other planet base.

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For some reason this mod fails when using time warp.

Above 100% time-warp bio-mass and oxygen constantly decrease, while carbon-dioxide and water increase.

At 100% time-warp it's almost stable. no increase/decrease on any of the above ressources.

Below 100% time-warp everything seems to work fine.

Running this mod on KSP 0.23.5 together with TAC/LS and a bunch of other mods.

My test-setup consists of 6 large greenhouses, 3 micro biomes and a bunch of TAC/LS life support containers providing the ressources.

Any Idea?

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Has it been considered to add in a deployable solar solution to increase biomass efficiency? Like a solar cell, but instead of silicon, it is a transparent tube system that the Algae or Biomass producing organisms can be pushed through to increase the amount of surface area is exposed to the light? This way the player can maximise their time in the sun or gather more light from farther away from Kerbin.

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  • 2 weeks later...

tested it just now in sandbox mode on windows x64 on ksp 0.24 x64 and the biomass worked perfectly although the biomass biology+ caused a game breaking bug that when i clicked on the VAB the game opened the VAB but also as if it tried to open the astronaut complex at the same time then just crashed

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tested it just now in sandbox mode on windows x64 on ksp 0.24 x64 and the biomass worked perfectly although the biomass biology+ caused a game breaking bug that when i clicked on the VAB the game opened the VAB but also as if it tried to open the astronaut complex at the same time then just crashed

Do you only have this mod installed? If not which other mods do you have

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