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Add UnmanagedAngerResources for Kerbalism from SpaceDock #10367

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This pull request was automatically generated by SpaceDock on behalf of , to add UnmanagedAngerResources for Kerbalism to CKAN.

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Mod details

Key Value
Name UnmanagedAngerResources for Kerbalism
Authors
Abstract Puts Kerbalism's eight resources (and if present, NFE's Uraninite) where they should be, using Rational Resources tagging system, without all the b l o a t of the original mod. Also contains some compatibility patches for Kerbalism, and expansion and tools for sorting your inventory, using VABorganizer and CCK.
License MIT
Size 680.77 KiB
Homepage <>
Source code <>

Description

- - - TITLE:
Unmanaged Anger Resources for Kerbalism
VABoPrunes
CCKConfigToolsPrunes

- - - DESCRIPTION of UARfK:
°	RESOURCE PLACEMENT:
Puts Kerbalism's eight resources (and if present, NFE's Uraninite) where they should be, using Rational Resources tagging system, without all the  b l o a t  of the original mod;
This also fills the void left by the departure of resource placements from the Community Resource Pack (which Kerbalism depended upon, I gathered, but nobody cared).
For example finally you'll have actual oxygen in Kerbin's atmosphere! Not "LqdOxygen" harvestable and processable only by RR's means. Imagine that.

°	PATCHES:
Lots of patches for Kerbalism and anything related or relatable

	E.G. - the big ones:
- made all raw resources harvestable anywhere by any stock\Kerbalism drill\pump\filter, given of course it's not very low trace amounts.
- added Liquid Fuel configuration for oceanic harvesters - you know - just in case you happen by a truck stop.
- fixed the stock "surface" scanner to detect Kerbalism resources in air, crust and ocean (as advertised by the stock description...)
- Cupola, greenohouse and gravity ring catchers to integrate anything that adds these with Kerbalism's comfort features.

		- more
- OPTOUT cfg for some exotic cockpits to make em count as cupolae (for Kerbalism's sake, they don't count for contracts).

- SpaceDust integration
- Jenyaza patch
- KIS recycled mk2 parts - converted to Kerbalism pressurized for BIG storage capabilities

		- unrelated to Kerbalism
- missing INTERNALs placeholder patch (VABoPrunes)

- - - LATERAL PATCHES FOR:
°	Ventral Drill
	- fully configurable
	
°	KPBS
	- drills, airfilter, greenhouses patches
	
°	Near Future Electrical
	- Uraninite configuration for drills.
	- Any container that could store Enriched Uranium can now also store Uraninite.
	- Zeroed default prefilled level of Enriched Uranium.


- - - COMES BUNDLED WITH:
°	Lots of handcrafted comments in the cfgs to keep you entertained as you debug my newbie stuff - I'm here all week! - Keep him off the :FINAL pass!
°	My one-way love-hate relationship with JadeOfMaar
°	VABoPrunes
°	CCKConfigToolsPrunes

- these last two contain:
	- BULK - wideswept VABorganizer rules to annihilate that gross miscellaneous category and sort anything the modders throw at you
	- BULK - some conventional direct sorting, as a last resort when modders really like to be cryptic with their names, tags, description, title, directories, modules...
			 check "modlist.csv" in VABoPrunes for supported mods (basically my parts modlist, lots of pretty airplane stuff)
	- BULK - whole lotta Rational™ corrections to en-us localization and the subcategories priorities
	- BULK - documentation! A practical csv of all base and extended (Sheepdog and Jade and mine) vabo subcategories which probably existed somewhere else but who knows.
	
	- OPTIN & OPTOUT various cfgs for reorganizing your construction inventory, safelly adding, removing and shuffling categories(CCK) and subcategories(VABo)
	- OPTOUT - vesselType vibe check - eg enforce any cockpit to auto-mark the vessel as a plane, as stock intended
	- OPTIN - considerate Duplicate Killer! - will hide stuff from stock categories if they have a CCK category to go live,
			  BUT will spare some critical multifunctional stuff (labs, greenhouses, abominations) and put stuff that maybe it shouldnt have hidden in its own neat debug subcat
	- OPTIN - CCKCOMMON Categories considerate hiders - will make sure parts that live there have a place to go before evicting them!
	- OPTIN - CCKEXTRA Category KAS remover - will just put those parts in utilities\KAS - who could have thought of that!
	- OPTIN - Much confusion about how RealChutes creates its category! (In the meantime a way to hide parachutes from utilities)
	- OPTOUT - Updated the CCK COMMON Containers Icons cause the resolution mismatch irked me!
	

	
	°	NEW OPTOUT CCK EXTRA CATEGORIES:
- Habitats - labs, transport, gravity ring, unholy amalgamations, if it transports kerbals and it hasn't a command module, it's here.
- Resources - scanning, harvesting, processing...

	° 	NOTE
that while some functionalities and categories of these two are thought to be used with Kerbalism, they do NOT depend on it and should work "great enough" without it

	° 	TLDR
If it quacks like a cockpit, if it calls itself a cockpit, why is it in the miscellaneous??

	
	
	
	
	
	
- - - IS MARRIED TO:
°	Community Category Kit - not hard dependency but HIGHLY recommended - not tested without
°	VAB Organizer - as above
°	VAB Organizer Sheepdog Configs - as above - also my config aims to fill its gaps
°   VAB Organizer Jade Configs - does a good enough job of sorting electrical and thermals (?)

- - - NOT COMPATIBLE WITH:
Rational Resources, I hope.

- - - NOT TESTED WITH:
Filter Configs and its stuff of nightmares
non-stock sun systems? - not tested, should be the point of RR core system, but who knows.


- - - RECOMMENDED:
°	KPBS - despite its category-shy parts


- - - NOTES:
just en-us localization done	 
 
 
- - - TODO:
°	made the stock Orbital "Narrow Band" Scanner able to detect exospheric resources, which too are placed, but there's no stock or Kerbalism way of harvesting these;
	I think there were some exo harvester in RR, dunno if I can work with those;
	I tryed integrating with Space Dust, which does his own thing with resource placement and harvesting wise, and it's supposed to be space - exo stuff right?
	Nevertheless its harvesters don't seem to work in vacuum tho - I'm baffled.	

°	betatesting for resource placements - there may be something missing or something out of place - lemme know!
°	make KKAOSS_LS_container_sabatier more interesting or at least accurate in the description\title

°	does spacedust actually work in exo?
°	greenhouse kerbalism experiment extension to mod ones?
°	greenhouses comfort feature extension to mod ones?
°	probably gonna keep it as a cfgs only mod - keep it real you know - brick and mortar - dawg - i dont really know how to mod code.
°   i dread github
°	bulkhead sorting



- - - KNOWN ISSUES:
°	[KKAOSS_Greenhouse_g] aka [K&K Planetary Greenhouse] aka the flat greenhouse that comes with KPBS aka Kerbal Planetary Base Systems aka PlanetaryBaseInc (i know the mod has at least four\five names its crazy dont ask me),
REFUSES to pop up in the science category, so to see it - at all - in your construction inventory you need either to have a CCKExtra Planetary Bases category activated
(the mod itself offers to activate it in the ingame difficulty options), or my CCKExtra Resources Category (active by default)
°	same for KKAOSS_LS_container_airfilter and I fear a bunch of other KPBS parts - may have to keep the Planetary Base category active to be safe
(or you could just open the original cfgs of the afftected parts and manually change the category value to what you want)



- - - SPECIAL THANKS:
°	JadeOfMaar for being such a credible villain in this story - they always get the best lines!
°	...speaking of which - The ctrl, c and v keys of my keyboard
°	The find and replace function of Notepad++
°	The apparently volatile concepts of "opting in" and "dependency"
°	The :FINAL pass for its sweet sirenous song
°	The mysterios "Propulsion" category for being the bane of my existence.
°	Samsung Electronics Co., Ltd. for making the best NVMEs
°	The miscellaneous subcategory for always being there for me in the end
°	The possibility that I'm just stupid and I had a bunch of messed up mods or couldn't figure out how to configure Rational Resources properly without writing a whole new mod

This is an automated commit on behalf of DukeOfPrunes
This is an automated commit on behalf of DukeOfPrunes
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@HebaruSan
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Replaced by #10368

@HebaruSan HebaruSan closed this Jan 13, 2025
@HebaruSan HebaruSan deleted the add/UnmanagedAngerResourcesforKerbalism branch January 13, 2025 17:05
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