RoverDude Posted December 14, 2014 Author Share Posted December 14, 2014 I've started work on the documentation, but given that there are new bits being shaken out of this constantly (i.e. the new scaling efficiency mechanics noted above), I'm holding off till 0.90 is out and I can make sure everything works correctly. Link to comment Share on other sites More sharing options...
Autochton Posted December 15, 2014 Share Posted December 15, 2014 Makes sense. I more or less expected Regolith to be a moving target, given how early days it is. Well, I have a bit more planning and plotting to do before there's config-writing to be done, so as to make sure the config-writing does what I'd like it to. So I'd say it isn't a huge rush. Link to comment Share on other sites More sharing options...
DarthCthulhu Posted December 15, 2014 Share Posted December 15, 2014 Just out of curiosity, would adding functionality for generic storage ala Multipurpose Colony Modules be out of scope for Regolith? I don't know if storage should also be encapsulated by the resource system, but it sure would be nice to have the ability to make general storage parts (like MCM's Inflatable Multipurpose Warehouse -- especially the ability to change what is stored on the fly) that would work with any resource that any Regolith-compatable mod adds. Link to comment Share on other sites More sharing options...
RoverDude Posted December 16, 2014 Author Share Posted December 16, 2014 @DarthCthulu - Out of scope, since this is about resource harvesting, not storage. And we have other mods that do similar things to that To the thread in general:0.1.0 is out!The big takeaway is that THERE ARE NO PARTS. Those are being moved over to a new mod to be released separately. Link to comment Share on other sites More sharing options...
Redchrome Posted December 16, 2014 Share Posted December 16, 2014 The big takeaway is that THERE ARE NO PARTS. Those are being moved over to a new mod to be released separately.D'oh! I was looking for this mod for days because I really wanted to play with that grabber, but since this mod isn't on your USI index page, I didn't find it until today... oh well, sounds like it might have broken on the shores of 0.90 anyway.I'm really looking forward to the parts coming out! Link to comment Share on other sites More sharing options...
RoverDude Posted December 16, 2014 Author Share Posted December 16, 2014 Yep, parts are all 0.90 compatible, but being moved to a new pack. Link to comment Share on other sites More sharing options...
KhaosCorp Posted December 16, 2014 Share Posted December 16, 2014 Well that was fast!At this point Im almost 100% sure RoverDude is a robot, escaped from some military lab in order to make badassed KSP mods! Link to comment Share on other sites More sharing options...
Redchrome Posted December 16, 2014 Share Posted December 16, 2014 @RoverDude, I paypal'ed you a tip. Keep up the amazing work! Link to comment Share on other sites More sharing options...
RoverDude Posted December 16, 2014 Author Share Posted December 16, 2014 Thanks! I'll likely go through extra coffee before this is through Link to comment Share on other sites More sharing options...
123nick Posted December 16, 2014 Share Posted December 16, 2014 and just as i was installing all the other updated mods you made. like, i had the game loading when i realized you updated this to 0.90. Link to comment Share on other sites More sharing options...
Steambirds Posted December 16, 2014 Share Posted December 16, 2014 So, has karbonite been added? I am unsure of exactly what changes were added. Link to comment Share on other sites More sharing options...
RoverDude Posted December 16, 2014 Author Share Posted December 16, 2014 The reverse. Karbonite now runs on Regolith.All of the tech demo parts are now in Advanced Mining Tech - the zip is in my DropBox but it needs a forum thread. But given I am going on twelve hours of update stuff, I think I will do that later Link to comment Share on other sites More sharing options...
GrimT Posted December 16, 2014 Share Posted December 16, 2014 Well that was fast!At this point Im almost 100% sure RoverDude is a robot, escaped from some military lab in order to make badassed KSP mods!I assure you that it was no military or government lab, Ive not seen efficiency on par with his from either entity. Maybe it was a Google lab. Link to comment Share on other sites More sharing options...
DarthCthulhu Posted December 16, 2014 Share Posted December 16, 2014 @DarthCthulu - Out of scope, since this is about resource harvesting, not storage. And we have other mods that do similar things to that Okay, fair enough. Since storage is coupled fairly tightly with resources, I wondered if the two would be combined.I know you're busy, so don't feel like this question needs to be answered immediately or really any time soon, but: what mods do you recommend as a modding resource for storage? Link to comment Share on other sites More sharing options...
RoverDude Posted December 16, 2014 Author Share Posted December 16, 2014 Okay, fair enough. Since storage is coupled fairly tightly with resources, I wondered if the two would be combined.I know you're busy, so don't feel like this question needs to be answered immediately or really any time soon, but: what mods do you recommend as a modding resource for storage?Depends on what specifically you want to do. Link to comment Share on other sites More sharing options...
BigFatStupidHead Posted December 16, 2014 Share Posted December 16, 2014 Would the Regolith framework support increased mining efficiency based off a Kerbals Engineering trait level? Link to comment Share on other sites More sharing options...
RoverDude Posted December 17, 2014 Author Share Posted December 17, 2014 Today, no (though you could do it to support generator efficiency - I do that in MKS). But I expect you will eventually since I need that same kind of override for harvesters in one of my upcoming mods. Link to comment Share on other sites More sharing options...
rabidninjawombat Posted December 17, 2014 Share Posted December 17, 2014 Not sure if its already been answered or not, but if using the regolith framework for a mod, i assume your ok with redistribution of the DLL within the download (like most folks do with firespitter) Thanks for all the hard work as usual! Link to comment Share on other sites More sharing options...
RoverDude Posted December 17, 2014 Author Share Posted December 17, 2014 Not sure if its already been answered or not, but if using the regolith framework for a mod, i assume your ok with redistribution of the DLL within the download (like most folks do with firespitter) Thanks for all the hard work as usual! That's pretty much what it's for And why it's just one DLL ala FireSpitter. Link to comment Share on other sites More sharing options...
DMagic Posted December 17, 2014 Share Posted December 17, 2014 So is this what the resource distribution is supposed to look like?Everything follows a very regular pattern; all CRP resources look more or less the same. Their relative amounts seem correct and follow what you would expect given the Regolith resource configs. And if you look closely you can see that different biomes do tend to have different concentrations. But the entire planet is covered in this odd looking grid pattern. All of the grey areas have 0 Karbonite, the other areas seem to have two concentration levels, around 3% and 9%. The Karbonite scanner shows the same thing as the SCANsat overlay (the mouse in this image was hovering over the vessel icon in the zoom window), so I don't think there is any error in my methods. Link to comment Share on other sites More sharing options...
RoverDude Posted December 17, 2014 Author Share Posted December 17, 2014 Let me know when a dev build is up and I can do some troubleshooting. I have a very strong suspicion of the cause. Link to comment Share on other sites More sharing options...
Jivaii Posted December 17, 2014 Share Posted December 17, 2014 Any support for StarSystems yet? Or is planetary resources still WIP? Link to comment Share on other sites More sharing options...
goldenpsp Posted December 17, 2014 Share Posted December 17, 2014 Any support for StarSystems yet? Or is planetary resources still WIP?Straight off the front page"No reliance on PNGs (it was making support for stuff like StarSystems, etc. tough)" Link to comment Share on other sites More sharing options...
RoverDude Posted December 17, 2014 Author Share Posted December 17, 2014 FYI tracking down our crop circles (squares?) right now. Link to comment Share on other sites More sharing options...
starchitect Posted December 17, 2014 Share Posted December 17, 2014 Roverdude, would you be able to provide any insight into how depletion works? Are you able to control how long each resource lasts or is it related to the Min/MaxAbundance values? Link to comment Share on other sites More sharing options...
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