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[WIP] EvilCorp Kerbanomics v0.0.3- Kerbal Payroll and Loans!


johnqevil

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THIS IS NOW RELEASED! GO GET IT!

http://forum.kerbalspaceprogram.com/threads/104000-EvilCorp-Kerbanomics-v0-1-0-Kerbal-Payroll-and-Loans%21

EvilCorp Presents Kerbanomics: Kerbal Payroll and Loans

Pay your Kerbals a fair wage, based on their years of experience!

Get periodic funding for not murdering your employees!

Running out of money? Need a boost for that next mission? Take out a payday loan and shoot for the stars*!

*Variable APR, starting at a low, low 1500% or one kneecap per year.

Roadmap:

-Periodic billing for wages based on Kerbal level and mission status

-Periodic funding, based on reputation with bonuses for completed missions

-Life Insurance payouts to the families of brutally murdered Kerbals

-Loans, with regular payout schedules and payoff options

FIRST RELEASE IS READY!

...sortof. WARNING: This is untested as I am not in a location I can run it. This could ENTIRELY break your save, so PLEASE use this on a save that does not matter.

This is currently built as a fork of Kerbal Economy Enhancements as I'm still using the button that one was using. As such, we're using the GPLv3 license.

DOWNLOAD: https://github.com/johnqevil/Kerbanomics/releases

SOURCE: https://github.com/johnqevil/Kerbanomics

License: http://www.gnu.org/licenses/gpl.txt

Changelog:

v0.0.3

-Fixed toolbar icon, added additional logging.

v0.0.2:

-Fixed bug where the additional funds were being processed as part of the loop handling staff wages, so way more funds were being added than expected.

v0.0.1:

-All finances are calculated every quarter, or 106.5 days.

-Kerbals are paid based on their level and status at the time of pay.

-When finances are calculated, funding is added to the available funds based on reputation. The max additional funding is 1,000,000; the minimum is 10000.

Edited by johnqevil
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I've given the mod a test. My results: The button doesn't appear to show up: there is a white square, but it doesn't do anything when clicked.

If I fast forward past the 106.5 days mark, I get a notification: Payroll is processed. Current staff, Jeb, Bill, Bob, wages paid 532.5 for each. Received funding -2500. My funds have changed to 25902 (starting from 25000), so that's working correctly!

I then gave myself infinite fuel, sent Jeb on a jaunt to get him up to level 1, and fast forwarded again to the next notification: Bill and Bob still cost 532.5, but now Jeb cost 1065 in wages. However, it stated Jeb was on a mission (he wasn't at the time), so I think it might be doubling all of his wages because he went on a mission in that quarter. It's also not changing him back to available in the subsequent quarter after fast forwarding again.

It looks to me that the base mechanic is working. Amazing work so far!

EDIT: This was with all other mods stripped out, so otherwise stock.

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I've given the mod a test. My results: The button doesn't appear to show up: there is a white square, but it doesn't do anything when clicked.

If I fast forward past the 106.5 days mark, I get a notification: Payroll is processed. Current staff, Jeb, Bill, Bob, wages paid 532.5 for each. Received funding -2500. My funds have changed to 25902 (starting from 25000), so that's working correctly!

I then gave myself infinite fuel, sent Jeb on a jaunt to get him up to level 1, and fast forwarded again to the next notification: Bill and Bob still cost 532.5, but now Jeb cost 1065 in wages. However, it stated Jeb was on a mission (he wasn't at the time), so I think it might be doubling all of his wages because he went on a mission in that quarter. It's also not changing him back to available in the subsequent quarter after fast forwarding again.

It looks to me that the base mechanic is working. Amazing work so far!

EDIT: This was with all other mods stripped out, so otherwise stock.

Ok, I can start debugging those later tonight when I'm at a point I can launch it. I wondered about the button, I don't think that code is correct. That's the only part I didn't rewrite from scratch. It doesn't really do anything, but it should at least show the icon.

Looks like the code for mission/standby is correct, I'll check that out. That actually IS the goal, so if it's working then GREAT!

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It certainly looks to be on the right track! It might be showing the button, but with a white icon on a white background (I get a white square up at the top right).

The mission/standby seems to be trapping Jeb in permanent mission status even after he's come back from the mission. But if that's not part of what you've done yet, then okay! :D

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It certainly looks to be on the right track! It might be showing the button, but with a white icon on a white background (I get a white square up at the top right).

The mission/standby seems to be trapping Jeb in permanent mission status even after he's come back from the mission. But if that's not part of what you've done yet, then okay! :D

Can you run it again? Had a thought, I think you leveled Jeb up when you were, which would give him a raise. The log should show the level next to his name.

I can't replicate it on my machine here.

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I'll run the test again tonight (12 hours from now) and make more detailed notes. If you can, let me know what elements currently should be working, and in what way, and I'll check for them.

Just what's on the main post. I'm going to work on getting a menu attached to it today, so that might change before you start testing.

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  • 3 weeks later...

I really like this mod, combined with KCT especially. One suggestion, could you add the ability to toggle reputation payments in the settings? I want to pay my Kerbals and take out loans, but I'm role playing a purely corporate space program, so I don't think I should get regular funding just cause, like a government would.

Sweet mod!

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  • 3 months later...
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