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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)


ObiVanDamme

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ok now i got what you mean. i will spend some more time to identify the stock parts and define specific recipes for the ones that do not make sense at the moment. for the mks parts you either need to add the recipe you like by yourself or ask roverdude in the mks thread to provide recipes for his parts, because i cannot manage the recipes for all available mods
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What i mean is have something for reduce specific mods patch and stock patch too
i don't know your code and how to code but i think the equation now is

PartWeight/PartRecipe=Recipe
Recipe*ResourcePrices=RecipePrice
if RecipePrice < PartPrice
PartPrice/PartRecipe=Recipe

What i suggest is
PartWeight/PartRecipe=Recipe
Recipe*ResourcePrices=RecipePrice
if RecipePrice < PartPrice
PartPrice-RecipePrice/CommoditiesPrices= Commodities
Recipe+Commodities=Recipe

Another solution is if i can change the rateo in partrecipe and add exoticmineral and raremetals to all parts

[CODE]OSE_DefaultRecipe
{
name = part
RESOURCES
{
MaterialKits = 4
RareMetals = 1
ExoticMinerals = 1
}
}

@PART
[*]:HAS[@MODULE[ModuleScienceExperiment]]:FOR[Workshop]
{
OSE_PartRecipe
{
MaterialKits = 4
RareMetals = 4
ExoticMinerals = 4
}
}

@PART
[*]:HAS[@MODULE[ModuleCommand]]:FOR[Workshop]
{
OSE_PartRecipe
{
MaterialKits = 4
RareMetals = 1
ExoticMinerals = 4
}
}

@PART
[*]:HAS[@MODULE[ModuleEnginesFX]]:FOR[Workshop]
{
OSE_PartRecipe
{
MaterialKits = 4
RareMetals = 4
ExoticMinerals = 1
}
}
[/CODE] Edited by Badsector
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The second solution worked fine,

[CODE]
OSE_DefaultRecipe
{
name = part
RESOURCES
{
MaterialKits = 10
RareMetals = 1
ExoticMinerals = 1
}
}
[/CODE]

[CODE]@PART
[*]:HAS[@MODULE[ModuleScienceExperiment]]:FOR[Workshop]
{
OSE_PartRecipe
{
MaterialKits = 10
RareMetals = 10
ExoticMinerals = 10
}
}

@PART
[*]:HAS[@MODULE[ModuleCommand]]:FOR[Workshop]
{
OSE_PartRecipe
{
MaterialKits = 10
RareMetals = 10
ExoticMinerals = 1
}
}

@PART
[*]:HAS[@MODULE[ModuleEnginesFX]]:FOR[Workshop]
{
OSE_PartRecipe
{
MaterialKits = 10
RareMetals = 1
ExoticMinerals = 10
}
}[/CODE]

I keep materialkit = 10 because on this way is most easy do a mm_patch

Thaks again for keep updated this mod
Regards
Luca
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good to here you found something that fits your need. the system is very flexible as you saw and i will post a guide in the future because i already saw that a lot of players tweaked the mod to fit their needs and that there are quite a bit of integrations to other mods.
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Hey Obi, I've been enjoying this latest version a lot, thank you once again.

I noticed that you've changed the Ore->Materialkits conversion ratio drastically since the previous version. Where it was 0.5 to 1, now it's a 10 to 1. I'd like to know what made you take this decision. :)
As my personal opinion, this changes the gameplay experience a lot, and either I'm doing something wrong, or this process became extremely slow.
I have a base setup with 4 Small Ore Tanks (300 ore each) and one OSE-3000 tank, but this config was taking me forever to fill that tank. It was especially annoying due to the high production costs, even with small parts (i.e. KAS Harpoon).

So, I took the liberty to change the Ore:MKits' production ratio to 2:1, which fits my gameplay style better.
Even if it might look less realistic, given it's a factory in space (it should take forever to create something, yes!), I didn't like to spend several Minmus days to fill one small tank, and spend it all in a few hours.

That's my two cents. I thought you'd like some feedback.
Again, thank you for the mod. It's a must-have! :D
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i tried to align my parts with the stpck parts in comparison to mks lite. the stock arts are about 50% more efficient than mks lite. so i took roverdudes conversikn of rocket parts and made a conversion that is 50% more efficient. maybe i forget to account for different densities. i will take a look at this again, but it is on purpose to make things more expensive with this patch. it might be too much to reduce efficiency of the converters and increase costs of the parts with the recipe system. the balancing will take much more time but i wanted you to have this update available as soon as possible.
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[B][COLOR=#008000][SIZE=3]OSE Workshop Version 0.11.1 has just been released[/SIZE][/COLOR][/B]


[LIST]
[*]Buffed the MaterialKits converter to have the intended efficiency that is in line with stock
[*]Buffed the production speed of the workshop to account for the higher resource needs due to cost compensation
[/LIST]

This is just a little tweak in the configs of the converter and the workshop, because with the introduction of the new recipe system, resources and cost compensation the whole process of printing took way more time than intended. In addition to that I miscalculated the efficiency of the converter in the first place which is corrected as well. The ratio of the converter is now 1 ore => 0.375 MaterialKits and the speed of the Workshop is now 2.5 times faster than before. More testing and balacing will follow. Thanks to everyone for the great feedback.
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  • 3 weeks later...

OSE Workshop 0.12.0 has just been released

- Fixed the recycler and re-added it's module to be usable again
- Added new textures provided by Angel-125 for the ose3000 and ose6000 to be able to use FSTextureSwitch
- Added MM patches to add ExoticMinerals and RareMetals to the stock scanners and drills

Edited by ObiVanDamme
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Thank you for the update, Obi! It's much appreciated! And it's really nice to have the recycler back. :)

Also, the new texture replacing feature on the containers is great! Thanks!

Edited by Kowgan
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Hey Obi, I'd like to report that the recycler GUI isn't working properly. Items are stacked like a Solitaire game, and clicking desired items won't work as planned.

Video: https://www.youtube.com/watch?v=0waARpQCbj8
Log: http://puu.sh/lQWtf/51cbc8ac75.txt

Thanks for the support. :)

Edited by Kowgan
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9 hours ago, Kowgan said:

Hey Obi, I'd like to report that the recycler GUI isn't working properly. Items are stacked like a Solitaire game, and clicking desired items won't work as planned.

Video: https://www.youtube.com/watch?v=0waARpQCbj8
Log: http://puu.sh/lQWtf/51cbc8ac75.txt

Thanks for the support. :)

Thank you for pointing this out. I only tested the recycler for less than three parts. The problem is found and fixed and I will release a new Version as soon as I am back at my PC at home where the latest version of KSP is available. 

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Hey Obi, I've downloaded the updated .dll file on github, and the recycler fix seems to be working flawlessly now. Thank you for that.

Now, while I'm aware this isn't an official release - thus, I'm using a beta -, I've noticed that the workbench won't display more than 2 pages of content.
I'm using a modified workbench that has 6000L of available volume, and this has increased the number of parts that I can print in flight. Nonetheless, any tab that should have more than 2 pages of content ("Utilities", or "All", for example) will show only the first two pages. After I've got to the second page, the "Next" button disappears.

Also, a PSA that I'm guessing you forgot to mention on the last changelog: Since 0.12.0, all in-flight, custom containers (Dirt, RareMetals, ExoticMinerals) have been reset to MaterialKits containers. But, since at least that update, we're able to EVA a kerbal next to a container and repaint it, changing its Resource.
Sorry if that has been pointed out previously. :)

-Edit-
On further testing, I've noticed that the bug happens once I switch tabs. As I open the workbench, the current tab works just fine, and I can see all the pages on it. Once I switch tabs, I get a limited view to the first two pages. Reopening the workbench fixes it, until I switch tabs again.

Edited by Kowgan
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I will check the paging behaviour and fix this. In 0.12.0 I added FSTextureSwitch and different decals for all containers. That might be the reason the containers have been reset, since now FSTextureSwitch is the leading module and not FSResourceSwitch. I hope that this was the last time that happened. Sorry that I forgot to mention.

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4 hours ago, DMSP said:

Hello all.

Does anyone know how I can modify OSE Workshop to 3D print other parts (On a mac)?

Thank you!

You can 3D print all parts that are available. What other parts do you mean?

Not all Parts may show up in the Workbench because there are restrictions like the maximum part volume and that all parts need to be researched before you can print them. Besides that all parts that are available in the VAB can be 3D printed

OSE Workshop 0.12.1 has just been released

  • Fixed a bug that caused more than three items in the recycler to stack like solitair (thx to Kowgan for reporting)
  • Fixed a bug that caused the Workshop to only show two pages after switching the category (thx to Kowgan again)
  • Fixed a bug that caused the Workshop to show empty pages when switching categories
  • Fixed a bug that caused the recycler to remove complete stacks of items from their inventory while only recycling a single one
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20 minutes ago, ObiVanDamme said:

You can 3D print all parts that are available. What other parts do you mean?

Not all Parts may show up in the Workbench because there are restrictions like the maximum part volume and that all parts need to be researched before you can print them. Besides that all parts that are available in the VAB can be 3D printed

Yes, that's what I mean, I have all the normal parts showing up.

Is there a way to change the maximum part volume, like in one of the Settings Configs or .dlls?

Do you know what the maximum is originally?

 

Thank you!

 

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11 hours ago, ObiVanDamme said:

I will check the paging behaviour and fix this. In 0.12.0 I added FSTextureSwitch and different decals for all containers. That might be the reason the containers have been reset, since now FSTextureSwitch is the leading module and not FSResourceSwitch. I hope that this was the last time that happened. Sorry that I forgot to mention.

No big! It was an easy fix, anyway.

 

55 minutes ago, ObiVanDamme said:

OSE Workshop 0.12.1 has just been released

  • Fixed a bug that caused more than three items in the recycler to stack like solitair (thx to Kowgan for reporting)
  • Fixed a bug that caused the Workshop to only show two pages after switching the category (thx to Kowgan again)
  • Fixed a bug that caused the Workshop to show empty pages when switching categories
  • Fixed a bug that caused the recycler to remove complete stacks of items from their inventory while only recycling a single one

Yay, thanks for the fast update! And thanks for putting me on the changelog. :D

 

33 minutes ago, DMSP said:

Yes, that's what I mean, I have all the normal parts showing up.

Is there a way to change the maximum part volume, like in one of the Settings Configs or .dlls?

Do you know what the maximum is originally?

 

Thank you!

 

Yes. I recommend creating a ModuleManager patch and put it into your GameData folder.
Here's my OSEwrkshp.cfg:

 

@PART[OSE_Workshop]:Final

	{

	    @MODULE[OseModuleWorkshop]

	    {

	        @MaxPartVolume = XXXXX

	    }

	}

 

Replace XXXXX by the desired volume capacity. The default value is 2000.
Remember that you gotta have a container with available space to any item you wish to print, otherwise the printing proccess will be stuck at 100% until that condition is met.
KIS have containers with 1000, 6000 and 18000 of total capacity.

Edited by Kowgan
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11 hours ago, Kowgan said:

No big! It was an easy fix, anyway.

 

Yay, thanks for the fast update! And thanks for putting me on the changelog. :D

 

Yes. I recommend creating a ModuleManager patch and put it into your GameData folder.
Here's my OSEwrkshp.cfg:

 


@PART[OSE_Workshop]:Final

	{

	    @MODULE[OseModuleWorkshop]

	    {

	        @MaxPartVolume = XXXXX

	    }

	}


 

Replace XXXXX by the desired volume capacity. The default value is 2000.
Remember that you gotta have a container with available space to any item you wish to print, otherwise the printing proccess will be stuck at 100% until that condition is met.
KIS have containers with 1000, 6000 and 18000 of total capacity.

Alright, will do, thank you!

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Hey Obi,

Thank you for your great mod. It's great to use this together with the USI colony things.

I just have one question. I am trying to switch everything to rocketparts instead of materialkits. In order to keep the amount resources needed to build something "sane" I would like to modify the ratio at which rocketparts are used. Right now a single KAS strut end point takes 500 rocketparts to build. A tad much :) Is there something I need to override in order to do so? I tried changing the number in the default recipe, however that didn't seem to have an effect.

-Snarfster.

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3 hours ago, Snarfster said:

Hey Obi,

Thank you for your great mod. It's great to use this together with the USI colony things.

I just have one question. I am trying to switch everything to rocketparts instead of materialkits. In order to keep the amount resources needed to build something "sane" I would like to modify the ratio at which rocketparts are used. Right now a single KAS strut end point takes 500 rocketparts to build. A tad much :) Is there something I need to override in order to do so? I tried changing the number in the default recipe, however that didn't seem to have an effect.

-Snarfster.

The value in the recipe is just a ratio. The Workshop will process the specified resources in the given ration until the mass of the processed resources is equal to the mass of the printed part AND until the resource cost is equal to the cost of the printed part. Because of that the amount of units needed for very light but expensive parts is very high. If you do not want to have that you should change the recipe to use a more expensive resource. I hope that helps.

I am thinking about a config switch to enable/disable "cost adjustment" or to disable it by default if the game is in sandbox or science mode, but at the moment you cannot disable that feature

Edited by ObiVanDamme
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1 hour ago, ObiVanDamme said:

The value in the recipe is just a ratio. The Workshop will process the specified resources in the given ration until the mass of the processed resources is equal to the mass of the printed part AND until the resource cost is equal to the cost of the printed part. Because of that the amount of units needed for very light but expensive parts is very high. If you do not want to have that you should change the recipe to use a more expensive resource. I hope that helps.

I am thinking about a config switch to enable/disable "cost adjustment" or to disable it by default if the game is in sandbox or science mode, but at the moment you cannot disable that feature

What if I add a resource like ore in a higher ratio than rocketparts. For example 10 parts ore to 1 part rocket parts. (I know I'd be adding an additional resource, but one that is quite easy to obtain). Would that the effect I am looking for?

Edited by Snarfster
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18 hours ago, Snarfster said:

What if I add a resource like ore in a higher ratio than rocketparts. For example 10 parts ore to 1 part rocket parts. (I know I'd be adding an additional resource, but one that is quite easy to obtain). Would that the effect I am looking for?

In that case you will need lots of ore and only a little bit rocket parts. the problem is, that ore is still a very cheap resource, so you need a lot of it to cover the costs of expensive parts. If you want to require very small amounts of resources you need to add a resource with a high unit cost to the recipe. I think exotic minerals will be your best choice

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