Dr. Jet Posted March 30, 2015 Share Posted March 30, 2015 Thank you for explanation. But again, about that Minmus ore example... will Variance of 40 and Dispersal say... 3 produce a map of rare deposit islands in zero/near_zero abundance ocean? Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2015 Author Share Posted March 30, 2015 You would need a variance of 100 to get something to drop down to zero.- - - Updated - - -Also, don't get too used to Ore as that's now a stock resource with 1.0 We're changing the CRP definition to MetallicOre. Link to comment Share on other sites More sharing options...
Dr. Jet Posted March 30, 2015 Share Posted March 30, 2015 Ore as a stock resource? They finally got to implementing some basic ISRU? Then I want:1) DETAILS! (Are they merging Regolith like they did with SPP? Will stock resource system be moddable? Etc.)2) ETA!3) Get my hands on 1.0 asap. == (You can't help me with that but I still want.) Link to comment Share on other sites More sharing options...
RoverDude Posted March 30, 2015 Author Share Posted March 30, 2015 Lots of info out there, this has been old news for a bit Link to comment Share on other sites More sharing options...
Starwaster Posted March 30, 2015 Share Posted March 30, 2015 3) Get my hands on 1.0 asap. == (You can't help me with that but I still want.)You and me both. WANT WANT WANT! GIMME! </rant-rave-gnash teeth-wail> Link to comment Share on other sites More sharing options...
Dianeces Posted April 2, 2015 Share Posted April 2, 2015 So I keep getting this error from my debug menu: [Exception]: TypeLoadException: Could not load type 'Regolith.Asteroids.BaseConverter' from assembly 'KolonyTools'. I'm using the latest version of Regolith and have tried several previous versions with no change. Any ideas on why this keeps happening? Link to comment Share on other sites More sharing options...
RoverDude Posted April 2, 2015 Author Share Posted April 2, 2015 So I keep getting this error from my debug menu: [Exception]: TypeLoadException: Could not load type 'Regolith.Asteroids.BaseConverter' from assembly 'KolonyTools'. I'm using the latest version of Regolith and have tried several previous versions with no change. Any ideas on why this keeps happening?MKS question actually... try reinstalling MKS 0.22.8 Link to comment Share on other sites More sharing options...
Dianeces Posted April 2, 2015 Share Posted April 2, 2015 MKS question actually... try reinstalling MKS 0.22.8That worked. Many thanks. Link to comment Share on other sites More sharing options...
smjjames Posted April 2, 2015 Share Posted April 2, 2015 (edited) When I (intentionally) crashed a ship into Minmus, which produced a debris cloud made of small parts and some wheel+truss bits, it started spamming an error about animation state the instant that I slammed into a slope and switched to the (now free-floating) mechjeb AR case. The thing is that at the same time, it lagged the game really badly. Although there was another exception error (with unknown source) that happened at the same time and Better Buoyancy was spamming an error as well, for some reason.I think I forgot to turn off the resource converter on the minidrills before/after I retracted them, which might be a cause for this error.IndexOutOfRangeException: Array index is out of range. at Regolith.Common.REGO_ModuleAnimationGroup.get_ActiveAnimation () [0x00000] in <filename unknown>:0 at Regolith.Common.REGO_ModuleAnimationGroup.PlayDeployAnimation (Int32 speed) [0x00000] in <filename unknown>:0 at Regolith.Common.REGO_ModuleAnimationGroup.SetRetractedState (Int32 speed) [0x00000] in <filename unknown>:0 at Regolith.Common.REGO_ModuleAnimationGroup.CheckAnimationState () [0x00000] in <filename unknown>:0 at Regolith.Common.REGO_ModuleAnimationGroup.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 at Part.LoadModule (.ConfigNode node, System.Int32& moduleIndex) [0x00000] in <filename unknown>:0 at ProtoPartModuleSnapshot.Load (.Part hostPart, System.Int32& moduleIndex) [0x00000] in <filename unknown>:0 at ProtoPartSnapshot.Load (.Vessel vesselRef, Boolean loadAsRootPart) [0x00000] in <filename unknown>:0 at ProtoVessel.LoadObjects () [0x00000] in <filename unknown>:0 at Vessel.Load () [0x00000] in <filename unknown>:0 at Vessel.Update () [0x00000] in <filename unknown>:0 (Filename: Line: -1)output log: http://sta.sh/0dywsw6sg5pEdit: Reproduced it again after another crash (into the Mun this time) and I was switching between objects in the debris cloud. Edited April 3, 2015 by smjjames Link to comment Share on other sites More sharing options...
jlcarneiro Posted April 10, 2015 Share Posted April 10, 2015 (edited) Hello! This might be quite a newbie question, but I'm new to .cfg editing...I use Interstellar Flight Inc. Life Support mod and I need to set a greenhouse to keep my kerbals fed while they work on a RemoteTech2 remote control center on planets like Duna (to avoid signal delay).IFILS is simplistic life support mod with only one resource ("LifeSuport") and no waste resources. Each kerbal uses 1 unit of LifeSupport per day. I intend this greenhouse to support a crew of three indefinitely, 1.5 unit during the day (using photosynthesis) and another 1.5 unit during the night (using UV Lamps on battery).I've chosen zzz's greenhouse mesh, but had problems with the .cfg file. At first, I tried with stock generator module using the following code:RESOURCE_DEFINITION{ name = NaturalLight density = 0 unitCost = 0 flowMode = NO_FLOW transfer = NONE isTweakable = true} RESOURCE { name = NaturalLight amount = 0 maxAmount = 1 isTweakable = false hideFlow = true } RESOURCE { name = LifeSupport amount = 0 maxAmount = 3 } MODULE { name = ModuleDeployableSolarPanel animationName = door sunTracking = false raycastTransformName = glass pivotName = glass isBreakable = false resourceName = NaturalLight chargeRate = 1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = false activateGUIName = UV Lights ON shutdownGUIName = UV Lights OFF INPUT_RESOURCE { name = ElectricCharge rate = 1 } OUTPUT_RESOURCE { name = NaturalLight rate = 1 } } MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = true INPUT_RESOURCE { name = NaturalLight rate = 1 } OUTPUT_RESOURCE { name = LifeSupport rate = 0.000139 } }The photosynthesis part (using greenhouse's embedded solar panels) works nicely, generating about 1.42 units during the day. When I activate the UV Generator, although it works correctly during the night, it does NOT stop when the solar panels are generating power. If I could conditionate stock generator's execution to the absense of solar power (due to darkness or to solar panels being retracted) or I could set (and test) a custom variable, I think it would work. But, alas, I think I won't succeed using stock generator... After a lot of researching, I found about Regolith generator but can't find much documentation about it either. I think I'll utilize my existing code (the solar panel part) and insert Regolith converter's modules with some Module Manager rules.Can someone help me, at least pointing me to the right direction?EDIT: In time, where did Fel found this info? And how do we use resourceThreshold, generatorIsActive, isThrottleControlled and throttle?ModuleGeneratorBoolean generatorIsActive PSingle efficiency PString efficiencyGUIName PString activateGUIName PString shutdownGUIName PBoolean isAlwaysActive PBoolean requiresAllInputs PSingle resourceThreshold PBoolean isThrottleControlled PSingle throttle P Edited April 10, 2015 by jlcarneiro Added additional question Link to comment Share on other sites More sharing options...
futrtrubl Posted April 10, 2015 Share Posted April 10, 2015 Hello! This might be quite a newbie question, but I'm new to .cfg editing...I use Interstellar Flight Inc. Life Support mod and I need to set a greenhouse to keep my kerbals fed while they work on a RemoteTech2 remote control center on planets like Duna (to avoid signal delay).IFILS is simplistic life support mod with only one resource ("LifeSuport") and no waste resources. Each kerbal uses 1 unit of LifeSupport per day. I intend this greenhouse to support a crew of three indefinitely, 1.5 unit during the day (using photosynthesis) and another 1.5 unit during the night (using UV Lamps on battery).I've chosen zzz's greenhouse mesh, but had problems with the .cfg file. At first, I tried with stock generator module using the following code:RESOURCE_DEFINITION{ name = NaturalLight density = 0 unitCost = 0 flowMode = NO_FLOW transfer = NONE isTweakable = true} RESOURCE { name = NaturalLight amount = 0 maxAmount = 1 isTweakable = false hideFlow = true } RESOURCE { name = LifeSupport amount = 0 maxAmount = 3 } MODULE { name = ModuleDeployableSolarPanel animationName = door sunTracking = false raycastTransformName = glass pivotName = glass isBreakable = false resourceName = NaturalLight chargeRate = 1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = false activateGUIName = UV Lights ON shutdownGUIName = UV Lights OFF INPUT_RESOURCE { name = ElectricCharge rate = 1 } OUTPUT_RESOURCE { name = NaturalLight rate = 1 } } MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = true INPUT_RESOURCE { name = NaturalLight rate = 1 } OUTPUT_RESOURCE { name = LifeSupport rate = 0.000139 } }The photosynthesis part (using greenhouse's embedded solar panels) works nicely, generating about 1.42 units during the day. When I activate the UV Generator, although it works correctly during the night, it does NOT stop when the solar panels are generating power. If I could conditionate stock generator's execution to the absense of solar power (due to darkness or to solar panels being retracted) or I could set (and test) a custom variable, I think it would work. But, alas, I think I won't succeed using stock generator... After a lot of researching, I found about Regolith generator but can't find much documentation about it either. I think I'll utilize my existing code (the solar panel part) and insert Regolith converter's modules with some Module Manager rules.Can someone help me, at least pointing me to the right direction?I would just have one generator making the LifeSupport using electricity all the time and then have built in solar panels that make just enough electricity to cover the electric cost. This way it produces a constant amount all the time but during the day it's not drawing power from other sources. So the game play is what you want it to be.Also day/night only really apply when landed. Consider when you are interplanetary, you are always in sunlight except those freak periods you are briefly eclipsed by inner planets. Link to comment Share on other sites More sharing options...
jlcarneiro Posted April 11, 2015 Share Posted April 11, 2015 I would just have one generator making the LifeSupport using electricity all the time and then have built in solar panels that make just enough electricity to cover the electric cost. This way it produces a constant amount all the time but during the day it's not drawing power from other sources. So the game play is what you want it to be.Also day/night only really apply when landed. Consider when you are interplanetary, you are always in sunlight except those freak periods you are briefly eclipsed by inner planets.Great idea, futrtrubl, thanks!Unfortunately, this way the greenhouse won't work in a "natural" way: I won't be able to deactivate it to save energy, for example.Any other idea? Link to comment Share on other sites More sharing options...
futrtrubl Posted April 11, 2015 Share Posted April 11, 2015 (edited) Great idea, futrtrubl, thanks!Unfortunately, this way the greenhouse won't work in a "natural" way: I won't be able to deactivate it to save energy, for example.Any other idea?You mean allow it to still work when in sunlight but not during darkness?Not without writing your own plugin no. It would have to use solar power when available and electricity when not.....Hey RoverDude, this gives me an idea for a regolith feature request. A converter that uses one recipe when the inputs are available and automatically switches to another when they are not. This way jlcarneiro's solar panels produce eg "SolarPower" and the generator produces his life support from SolarPower when available and EC when not. Edited April 11, 2015 by futrtrubl Link to comment Share on other sites More sharing options...
jlcarneiro Posted April 11, 2015 Share Posted April 11, 2015 (edited) You mean allow it to still work when in sunlight but not during darkness?Not without writing your own plugin no. It would have to use solar power when available and electricity when not.....Hey RoverDude, this gives me an idea for a regolith feature request. A converter that uses one recipe when the inputs are available and automatically switches to another when they are not. This way jlcarneiro's solar panels produce eg "SolarPower" and the generator produces his life support from SolarPower when available and EC when not.Exactly! This is exactly what I can't accomplish with stock generator!What about Regolith's?And what about these variables on stock's generator?ModuleGeneratorBoolean generatorIsActive PSingle efficiency PString efficiencyGUIName PString activateGUIName PString shutdownGUIName PBoolean isAlwaysActive PBoolean requiresAllInputs PSingle resourceThreshold PBoolean isThrottleControlled PSingle throttle PEDIT: I've just found some uses of the stock generator with zeroed and negative inputs and outputs. Could this be used as a kludge while RoverDude doesn't implement this?You know, MacGyver style... Edited April 11, 2015 by jlcarneiro Link to comment Share on other sites More sharing options...
RoverDude Posted April 11, 2015 Author Share Posted April 11, 2015 I really have no answer at all RE the stock generator. For the latter, just inherit from the base converter and you can do your own custom code for the creation of the recipe Link to comment Share on other sites More sharing options...
jlcarneiro Posted April 11, 2015 Share Posted April 11, 2015 I really have no answer at all RE the stock generator. For the latter, just inherit from the base converter and you can do your own custom code for the creation of the recipeSorry, I don"t know how to do that... Isn't there a workaround with current situation? Link to comment Share on other sites More sharing options...
futrtrubl Posted April 13, 2015 Share Posted April 13, 2015 I think with all of the support requests recently that have to do with Regolith versions you might want to just make it a dependency they have to download and not package it. Link to comment Share on other sites More sharing options...
RoverDude Posted April 13, 2015 Author Share Posted April 13, 2015 Well in fairness the only Regolith issue out there is folks downloading apps that are full of bees Link to comment Share on other sites More sharing options...
smjjames Posted April 13, 2015 Share Posted April 13, 2015 Think you could do a small release to fix the not clamping to -180 to 180 and -90 to 90? Unless that's all bundled up with the changes and stuff slated for the release of 1.0? Link to comment Share on other sites More sharing options...
RoverDude Posted April 13, 2015 Author Share Posted April 13, 2015 Will probably hold off tbh given the post-1.0 changes to Regolith are significant. Link to comment Share on other sites More sharing options...
riocrokite Posted April 19, 2015 Share Posted April 19, 2015 (edited) A question/suggestion regarding Regolith and CRP to avoid mod conflicts.As I understand Regolith along with CRP should be a flexible base for mods to play nicely and avoid conflicts with resources distribution:"So first and foremost on the list is how to deal cleanly with multiple mods who may have very different ideas on composition. etc. (i.e. is Jool a ball of Karbonite or a ball of Hydrogen?)"However CRP adds ResourceConfigs folder which should IMHO be included in actual mod that defines it, not CRP itself. So karbonite REGOLITH_GLOBAL_RESOURCE etc. config should be in Karbonite mod etc. For example I'm creating a fantasy mod in which there should be 1% chance for water on Kerbin. I'm creating regolith-based config for water on kerbin (1% chance). I want my mod to play nicely with i.e. NearFuture stuff so add I dependency for CRP and Regolith. However CRP itself in ResourceConfigs folder holds definition of Water for Kerbin with presence chance of 100%. So my config of 1% is overriden by CRP's one since it is more optimistic (100%). The only way I can force 1% chance is to modify actual CRP config via MM which is regarded as not nice.All in all I feel that in current form CRP/Regolith dictates distribution for certain resources. Thus my suggestion of moving ResourceConfigs from CRP to actual mods that use them.edit: logged an issue on Github (in CRP repository) Edited April 19, 2015 by riocrokite Link to comment Share on other sites More sharing options...
Mynar Moonshadow Posted April 22, 2015 Share Posted April 22, 2015 I know things are massively changing in a few days but I was wondering if someone who really IS a programmer would take a moment to help me understand something with the Regolith configs. What I wanted to do was put a resource in a very narrow band around Kerbin to test with. So I used Karborundum as a test resource to puzzle through it. Two things puzzled me while slogging through the RegolithResourceMap.cs file on Github.1.) line 205 only seems to work at my desired altitude of 2.4M if I use MinAltitude =0 and MaxAltitude=8. Mathematically, a combination of 2/6 or 4/4 should give the same result. Yet after moving a ship out to the orbit and locating the band in question, the band is no longer there when I start playing with min/max numbers. I'm assuming that these values are used elsewhere (or part of the randomization) but I can't see it. I feel like I'm missing something easy ... but it isn't clicking in my head.[TABLE=class: highlight tab-size-8 js-file-line-container][TR][TD=class: blob-num js-line-number][/TD][TD=class: blob-code js-file-line, bgcolor: #F8EEC7]var ideal = ((rad*distro.MinAltitude) + (rad*distro.MaxAltitude))/2;[/TD][/TR][/TABLE]Assume rad=100ideal=((100*0)+(100*8))/2ideal=((0)+(800))/2ideal=(800)/2ideal=400ideal=((100*2)+(100*6))/2ideal=((200)+(600))/2ideal=(800)/2ideal=400ideal=((100*4)+(100*4))/2ideal=((400)+(400))/2ideal=(800)/2ideal=4002.) I'm not sure where request.altitude comes from in the line below. Is it just a Unity/KSP call? I looked up Math.Abs so I get the reason for that bit ... but I'm just trying to figure stuff out. var diff = Math.Abs(ideal - request.Altitude);None of this is important. I'm just trying to understand what is going on or what I'm missing (most likely) from the overall logic flow. ~M~ Link to comment Share on other sites More sharing options...
Crzyrndm Posted April 22, 2015 Share Posted April 22, 2015 (edited) 2.) I'm not sure where request.altitude comes from in the line below. Is it just a Unity/KSP call? I looked up Math.Abs so I get the reason for that bit ... but I'm just trying to figure stuff out. var diff = Math.Abs(ideal - request.Altitude); public static float GetAbundance(AbundanceRequest request)request is an object instance of type AbundanceRequest that is passed to the function GetAbundance. If you take a look in the definition for Abundance request, you will find the variable named altitude (periods denote sub variables and functions that belong to the variable with the period in C#) Edited April 22, 2015 by Crzyrndm Link to comment Share on other sites More sharing options...
Mynar Moonshadow Posted April 22, 2015 Share Posted April 22, 2015 public static float GetAbundance(AbundanceRequest request)request is an object instance of type AbundanceRequest that is passed to the function GetAbundance. If you take a look in the definition for Abundance request, you will find the variable named altitude (periods denote sub variables and functions that belong to the variable with the period in C#)Thanks Crzyrndm for pointing me in the right direction. I totally missed that part ... which most likely ties into the fact I know nothing about C#. When did they start putting telephone symbols after letters?!!?! 10 Print "Hello World" 20 goto 10 is more my speed I guess. IF THEN ELSE Loops in Turbo Pascal 2.0 kinda killed my programming desire back in the day ... and hunting through 13K lines of code to find the one : that should have been a ; ...I should probably abandon this until I get a better understanding of modern programming languages so I don't feel like a complete idiot all of the time. =)~M~ Link to comment Share on other sites More sharing options...
riocrokite Posted April 22, 2015 Share Posted April 22, 2015 Thanks Crzyrndm for pointing me in the right direction. I totally missed that part ... which most likely ties into the fact I know nothing about C#. When did they start putting telephone symbols after letters?!!?! 10 Print "Hello World" 20 goto 10 is more my speed I guess. IF THEN ELSE Loops in Turbo Pascal 2.0 kinda killed my programming desire back in the day ... and hunting through 13K lines of code to find the one : that should have been a ; ...I should probably abandon this until I get a better understanding of modern programming languages so I don't feel like a complete idiot all of the time. =)~M~Mynar, this might help:http://forum.kerbalspaceprogram.com/threads/93054-0-90-Karbonite-Plus-%28K-%29-A-Karbonite-Expansion%21-0-3-0-2014-12-16?p=1687648&viewfull=1#post1687648 Link to comment Share on other sites More sharing options...
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