Jump to content

I want to try something new by modding Karbonite. Is this possible?


NumberNegative

Recommended Posts

I want to try something a little different: essentially having my own space mining industry.

Here's how it would work:

- Starting a new game change the save file or crank up the slider to give myself a lot of funds and science to get started (or maybe have a new tech tree just for this)

- The Karbonite resource is very valuable and cannot be added to tanks in the VAB before launch.

- Karbonite is exponentially more valuable depending on where it comes from: on kerbin only worth a little more than liquidfuel but it's 100 times that on Laythe.

- The primary source of income is mining Karbonite in various locations and returning it to the surface of Kerbin. The stock Recovery system will 'refund' you how much Karbonite you returned for a profit.

- Maybe have some custom contracts written for additional income. E.x.: [Company] wants [x] amount of [resource] from [location].

My modding talent is stretches only as far as small edits to config files. Would making this be possible? If so, how could I go about making it?

Link to comment
Share on other sites

it's possible. though it's all already part of Karbonite and/or MKS or another part of USI mods.

I know it should be possible but on order to be a profitable gameplay it's going need some tweaks like I mentioned. For example, right now Karbonite isn't that much more valuable than liquidfuel, definitely not worth enough to be profitable to return to Kerbin with it.

Sounds like all could be done with a MM patch but for the Karbonite to have different prices that, I don't know how you would do with out make more resource, How do plan on doing that ?

I assume that it should mostly MM or config edits but the different values are the biggest challenge I can think of. I'm hoping that someone who knows more than me could possibly offer an idea. This is just how I envision this to work.

Link to comment
Share on other sites

I know it should be possible but on order to be a profitable gameplay it's going need some tweaks like I mentioned. For example, right now Karbonite isn't that much more valuable than liquidfuel, definitely not worth enough to be profitable to return to Kerbin with it.

All true. but Karbonite is the uber abundant stuff, easy to get just about anywhere. If you want uber valuable, it's the Karbonium stuff that you can only harvest from Jool or Eeloo. I'm not all that familiar with Karbonite game play. just what I've read from the threads. I'd post in the Karbonite dev thread and get RoverDude's advice on what configs and settings you can look at to get the effect you want.

Link to comment
Share on other sites

Think thats just it Karbonite just has RESOURCE DEFINITION

RESOURCE_DEFINITION
{
name = Karbonite
density = 0.0125
unitCost = [COLOR="#FF0000"]1.6[/COLOR] <------- you can change the price
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = true
}

But pretty sure it don't care where it came so you would have to make different resource and have them on different planets so you could set the price for the different RESOURCE which then you could just copy the new resource names over the Karbonite on those planets but then you have to add all this to your drills and tanks and scanners.

EDIT- And make the RESOURCE DEFINITION but all easy just alittle time.

EDIT- And nli2work has a great part you should check his tug out http://forum.kerbalspaceprogram.com/threads/83364-WIP-NohArk-s-Pick-and-Pull-Pimp-your-space-Tug

Edited by Mecripp2
Link to comment
Share on other sites

Your best bet then is to just install K+ as it adds Karborundum to Eve, Eeloo, and the sun.

The only way to get varying costs would be to have different resources. TBH, having Karbonite's cost vary by planet would not make sense... it would be like making gold from one mine more valuable than the other. A multi-resource analogy would be coal, where anthracite is more desireable but is also regional.

Link to comment
Share on other sites

Your best bet then is to just install K+ as it adds Karborundum to Eve, Eeloo, and the sun.

The only way to get varying costs would be to have different resources. TBH, having Karbonite's cost vary by planet would not make sense... it would be like making gold from one mine more valuable than the other. A multi-resource analogy would be coal, where anthracite is more desireable but is also regional.

Awesome. I was just about to hunt you down in your own thread looking for advice.

What about removing Karbonite from Kerbin completely and adjusting the amount available on other bodies to make it worth going out further to find it? Could that possibly work?

Link to comment
Share on other sites

Karbonite isn't depletable... so no matter what you end up setting it at, people can always just time warp until their tanks are full.

Degrading drill bits will affect this somewhat, but that is still in the future. And honestly, not something i am personally looking forward to. :P

If you really want a reason to explore further, your best bet is the community tech tree. 90,000 science to finish the tree can force you to explore more. Assuming of course you don't just buy massive science from the cash -> science strategy.

At the end of the day though even career is pretty much a sandbox. If you want to go further out, nothing is stopping you from doing it with the current system. It is entirly up to you where you go, and what you do.

Link to comment
Share on other sites

I want to try something a little different: essentially having my own space mining industry.

Here's how it would work:

- Starting a new game change the save file or crank up the slider to give myself a lot of funds and science to get started (or maybe have a new tech tree just for this)

- The Karbonite resource is very valuable and cannot be added to tanks in the VAB before launch.

- Karbonite is exponentially more valuable depending on where it comes from: on kerbin only worth a little more than liquidfuel but it's 100 times that on Laythe.

- The primary source of income is mining Karbonite in various locations and returning it to the surface of Kerbin. The stock Recovery system will 'refund' you how much Karbonite you returned for a profit.

- Maybe have some custom contracts written for additional income. E.x.: [Company] wants [x] amount of [resource] from [location].

My modding talent is stretches only as far as small edits to config files. Would making this be possible? If so, how could I go about making it?

I like this idea. I think you would have to define a new resource, a reward resource if you will, for each planetary body that you wish to mine. For example, say you wish to mine Ike. You could make a new resource definition called "Ike Diamonds". You could then tweak this resources settings, like distribution densities and recovery value, to make it challenging but rewarding. It would provide a means to keep score through the stock recovery system, allowing the player to judge the total effectiveness of the mission. Things like mission planning and the efficiency with which the plan is executed would influence the total reward. Which would result in the most profit? Direct transfer to Ike? Gravity assist from the Mun? Which parts and ship setups are the most cost efficient? All these things could be compared from one mission to the next with one simple score : the profit.

Sure it's going to take a little work to get the settings balanced out. But that's most of the fun IMO. I'll be giving this a go for myself, and I'll keep an eye on this thread too, NumberNegative, to see if you make any progress on this idea. It's actually something I've wanted to try for a long time, but never really could quite grasp just how to carry it out. I think I've got a plan that will work now.

Edited by Otis
Link to comment
Share on other sites

I'm glad you like the idea. I would love to make a comprehensive mod like you mention but, either stand alone or based off the Karbonite system. I am in no way a modder And know almost nothing about it. I guess if there's enough interest I could learn but it may be sometime down the road.

Link to comment
Share on other sites

if you want to name off some resource and there price and density for them and roughly what planets there on, I'll try and write the cfg for the resource and and adding them to scanner and drills but on the contracts, I haven't play'ed around with it so if someone could do them that would be a start ?

EDIT- Someone could play around with this mod, I think for the contracts http://forum.kerbalspaceprogram.com/threads/101604-0-25-ContractConfigurator-v0-2-0-2014-12-08

Edited by Mecripp2
Link to comment
Share on other sites

I'm glad you like the idea. I would love to make a comprehensive mod like you mention but, either stand alone or based off the Karbonite system. I am in no way a modder And know almost nothing about it. I guess if there's enough interest I could learn but it may be sometime down the road.

I think you'll find that it's not as hard as you may think. You can do this with nothing more than config edits. I'm gonna use kethane simply because the resources can be depleted. But the setup is the same whether you use kethane or karbonite. Each contains a resources folder. This is where you add the new resource definitions. Then, you have to add the resource to the respective parts. Lets take the KA_Drill_125_01 from Karbonite for example. Here is the relevant code from the .cfg :

MODULE 
{
name = ORSX_ModuleResourceExtraction
powerConsumptionLand = 2.5
extractionRateLandPerTon = 10
resourceName = Karbonite
unitName = Karbonite Extractor
extractActionName = Extract Karbonite
stopActionName = Stop Karbonite Extraction
resourceToUse = ElectricCharge
}

So, after adding IkeDiamopnds to the resource definitions, all you have to do is add a new module to the drill .cfg. You could simply copy this module and paste the copy beneath it. Replace every mention of Karbonite with IkeDiamonds and your drill will extract IkeDiamonds. You would also need to configure some storage tanks, and your good to go. You wouldn't necessarily need to mess with converters unless you wanted to add complexity. Anyway, I ramble. Good luck!

Link to comment
Share on other sites

if you want to name off some resource and there price and density for them and roughly what planets there on, I'll try and write the cfg for the resource and and adding them to scanner and drills but on the contracts, I haven't play'ed around with it so if someone could do them that would be a start ?

EDIT- Someone could play around with this mod, I think for the contracts http://forum.kerbalspaceprogram.com/threads/101604-0-25-ContractConfigurator-v0-2-0-2014-12-08

\

Hey, thanks for this post! I never even knew this mod existed. This would make for some interesting contract possibilities. I think the stock recovery system could be utilized for what I have envisioned for my own game play. But, I would like to tinker with this later to see what's possible.

Link to comment
Share on other sites

I think you'll find that it's not as hard as you may think. You can do this with nothing more than config edits. I'm gonna use kethane simply because the resources can be depleted. But the setup is the same whether you use kethane or karbonite. Each contains a resources folder. This is where you add the new resource definitions. Then, you have to add the resource to the respective parts. Lets take the KA_Drill_125_01 from Karbonite for example. Here is the relevant code from the .cfg :

MODULE 
{
name = ORSX_ModuleResourceExtraction
powerConsumptionLand = 2.5
extractionRateLandPerTon = 10
resourceName = Karbonite
unitName = Karbonite Extractor
extractActionName = Extract Karbonite
stopActionName = Stop Karbonite Extraction
resourceToUse = ElectricCharge
}

So, after adding IkeDiamopnds to the resource definitions, all you have to do is add a new module to the drill .cfg. You could simply copy this module and paste the copy beneath it. Replace every mention of Karbonite with IkeDiamonds and your drill will extract IkeDiamonds. You would also need to configure some storage tanks, and your good to go. You wouldn't necessarily need to mess with converters unless you wanted to add complexity. Anyway, I ramble. Good luck!

But that's not the resource definitions thats just the MODULE on the drill the resource definition is and whoops this is the one, I use hehe like to make money

RESOURCE_DEFINITION
{
name = Karbonite
density = 0.0125
unitCost = 1000.6
flowMode = ALL_VESSEL
transfer = PUMP
isTweakable = [COLOR="#FF0000"]true[/COLOR] <---- you really want false or the part cost alot
}

then you have your planet

ORSX_PLANETARY_RESOURCE
{
name = Karbonite
celestialBodyName = Bop
resourceName = Karbonite
mapUrl = CommunityResourcePack/Karbonite/Bop_Karbonite
resourceScale = LOG_SCALE
scaleFactor =1.03
scaleMultiplier = 8
displayTexture = CommunityResourcePack/Karbonite/KarbonitePoint
displayThreshold = 0.001
//GOOD 0.25
}

and he posted the drill and then scanner but that roughly the same as the drill.

Edited by Mecripp2
Link to comment
Share on other sites

\

Hey, thanks for this post! I never even knew this mod existed. This would make for some interesting contract possibilities. I think the stock recovery system could be utilized for what I have envisioned for my own game play. But, I would like to tinker with this later to see what's possible.

No problem, I keep thinking, I'll play around with it and then change my mind lol but good luck who knows it might be easyer then, I think.

Link to comment
Share on other sites

Just a word of warning. If you mess up on a config edit on one of your parts(ie: forget a bracket), then ksp will not load any of the parts. When you get in the game it will throw out "could not load ship" errors because none of your parts were loaded and your save is screwed. Test all changes on a new save. Backup your current gamesave before trying anything new. I don't remember KSP having this kind of behavior in earlier versions. It wouldn't load a part with .cfg errors, but it would still load other parts. Luckily, I didn't lose anything important because I backup often with alt-f5. But I did screw up several times on the .cfg syntax and was surprised to find an empty VAB.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...