KSP-mods/PESnacks/Patches/PESnacks.cfg

489 lines
11 KiB
INI

///MMSEV - supports 4 crew for 10 days///
@PART[Benjee10_MMSEV,Benjee10_MMSEV_baseLander,Benjee10_MMSEV_baseLander]:NEEDS[SnacksUtils]
{
RESOURCE
{
name = Snacks
amount = 120
maxAmount = 120
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 40
maxAmount = 40
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///3.75m NODE - supports 6 crew for 33 days///
///LAB - supports 2 crew for 33 days///
@PART[Benjee10_MMSEV_baseHDU,Benjee10_MMSEV_baseLab]:NEEDS[SnacksUtils]
{
MODULE
{
name = SnackProcessor
ConverterName = Snack Processor
StartActionName = Start Snack Processor
StopActionName = Stop Snack Processor
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
UseSpecializationBonus = true
SpecialistEfficiencyFactor = 0.1
ExperienceEffect = ScienceSkill
EfficiencyBonus = 1.0
//Ore masses 0.01 metric tons per unit
INPUT_RESOURCE
{
ResourceName = Ore
Ratio = 0.002
FlowMode = STAGE_PRIORITY_FLOW
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 30
FlowMode = STAGE_PRIORITY_FLOW
}
//Snacks masses 0.001 metric tons per unit
//1 Ore = 5 Snacks, not all of the ore is usable...
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.001
DumpExcess = false
FlowMode = STAGE_PRIORITY_FLOW
}
}
RESOURCE
{
name = Snacks
amount = 594
maxAmount = 594
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 198
maxAmount = 198
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///3.75m HAB - supports 6 crew for 66 days///
// Has recycling
@PART[Benjee10_MMSEV_baseHabShort]:NEEDS[SnacksUtils]
{
//This is calibrated for 6 kerbals at 100% efficiency when then consume
//1 snack per meal and 1 meal per day.
//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
MODULE
{
name = SoilRecycler
ConverterName = Soil Recycler
StartActionName = Start Soil Recycler
StopActionName = Stop Soil Recycler
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1.0
RecyclerCapacity = 6
INPUT_RESOURCE
{
ResourceName = Soil
Ratio = 0.00004630
FlowMode = ALL_VESSEL
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
FlowMode = STAGE_PRIORITY_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.00004630
DumpExcess = false
FlowMode = ALL_VESSEL
}
}
MODULE:NEEDS[SnacksStress]
{
name = SnacksConverter
ConverterName = Entertainment Center
StartActionName = Start Entertainment
StopActionName = Stop Entertainment
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
//At least one crew needs to be in the part to run the converter.
minimumCrew = 1
//Connection back home required to receive entertainment.
requiresHomeConnection = true
//This condition is set whenever the kerbal enters the part and the converter is active, and
//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
//skills while the converter is running.
conditionSummary = Relaxing
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 0.4
FlowMode = STAGE_PRIORITY_FLOW
}
//Works like an INPUT_RESOURCE except:
// It applies to individual kerbals.
// You can specify an AmountPerDay or AmountPerSecond.
ROSTER_INPUT_RESOURCE
{
ResourceName = Stress
//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
//This will override AmountPerSecond if it is defined in the node.
AmountPerDay = 2
}
}
RESOURCE
{
name = Snacks
amount = 1188
maxAmount = 1188
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 396
maxAmount = 396
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///3.75m ATTIC - supports 6 crew for 120 days///
@PART[Benjee10_MMSEV_baseHDU]:NEEDS[SnacksUtils]
{
//This is calibrated for 6 kerbals at 100% efficiency when then consume
//1 snack per meal and 1 meal per day.
//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
MODULE
{
name = SoilRecycler
ConverterName = Soil Recycler
StartActionName = Start Soil Recycler
StopActionName = Stop Soil Recycler
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1.0
RecyclerCapacity = 6
INPUT_RESOURCE
{
ResourceName = Soil
Ratio = 0.00004630
FlowMode = ALL_VESSEL
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
FlowMode = STAGE_PRIORITY_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.00004630
DumpExcess = false
FlowMode = ALL_VESSEL
}
}
MODULE:NEEDS[SnacksStress]
{
name = SnacksConverter
ConverterName = Entertainment Center
StartActionName = Start Entertainment
StopActionName = Stop Entertainment
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
//At least one crew needs to be in the part to run the converter.
minimumCrew = 1
//Connection back home required to receive entertainment.
requiresHomeConnection = true
//This condition is set whenever the kerbal enters the part and the converter is active, and
//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
//skills while the converter is running.
conditionSummary = Relaxing
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 0.4
FlowMode = STAGE_PRIORITY_FLOW
}
//Works like an INPUT_RESOURCE except:
// It applies to individual kerbals.
// You can specify an AmountPerDay or AmountPerSecond.
ROSTER_INPUT_RESOURCE
{
ResourceName = Stress
//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
//This will override AmountPerSecond if it is defined in the node.
AmountPerDay = 2
}
}
RESOURCE
{
name = Snacks
amount = 2376
maxAmount = 2376
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 792
maxAmount = 396
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///LONG HAB - supports 3 crew for 33 days, added recyclers///
@PART[Benjee10_MMSEV_baseHabLong]:NEEDS[SnacksUtils]
{
//This is calibrated for 6 kerbals at 100% efficiency when then consume
//1 snack per meal and 1 meal per day.
//In game, the player can adjust the efficiency of the recycler from 10% to 100%.
//Given the dynamic nature, the input/output ratio is ALWAYS set to 0.00004630,
//which gives a daily input/output of 1.00008 per day. The recycler will then adjust
//the input/output ratio based upon RecyclerCapacity and recycler efficiency.
MODULE
{
name = SoilRecycler
ConverterName = Soil Recycler
StartActionName = Start Soil Recycler
StopActionName = Stop Soil Recycler
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
ExperienceEffect = ConverterSkill
EfficiencyBonus = 1.0
RecyclerCapacity = 3
INPUT_RESOURCE
{
ResourceName = Soil
Ratio = 0.00004630
FlowMode = ALL_VESSEL
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 3
FlowMode = STAGE_PRIORITY_FLOW
}
OUTPUT_RESOURCE
{
ResourceName = Snacks
Ratio = 0.00004630
DumpExcess = false
FlowMode = ALL_VESSEL
}
}
MODULE:NEEDS[SnacksStress]
{
name = SnacksConverter
ConverterName = Entertainment Center
StartActionName = Start Entertainment
StopActionName = Stop Entertainment
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = false
//At least one crew needs to be in the part to run the converter.
minimumCrew = 1
//Connection back home required to receive entertainment.
requiresHomeConnection = true
//This condition is set whenever the kerbal enters the part and the converter is active, and
//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
//skills while the converter is running.
conditionSummary = Relaxing
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 0.4
FlowMode = STAGE_PRIORITY_FLOW
}
//Works like an INPUT_RESOURCE except:
// It applies to individual kerbals.
// You can specify an AmountPerDay or AmountPerSecond.
ROSTER_INPUT_RESOURCE
{
ResourceName = Stress
//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
//This will override AmountPerSecond if it is defined in the node.
AmountPerDay = 2
}
}
RESOURCE
{
name = Snacks
amount = 594
maxAmount = 594
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 198
maxAmount = 198
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}
///GREENHOUSE - supports 2 crew for 33 days, added greenhouse///
@PART[Benjee10_MMSEV_baseGreenhouse]:NEEDS[SnacksUtils]
{
MODULE
{
name = SnacksConverter
ConverterName = Greenhouse
StartActionName = Start Grenhouse
StopActionName = Stop Greenhouse
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
ExperienceEffect = ScienceSkill
EfficiencyBonus = 1
hoursPerCycle = 168 //Number of hours to grow crops
minimumSuccess = 1
criticalSuccess = 90
criticalFail = 5
criticalSuccessBonus = 0.25
failureLoss = 0.25
INPUT_RESOURCE:NEEDS[ClassicStockResources]
{
ResourceName = Water
Ratio = 0.000218750
}
INPUT_RESOURCE:NEEDS[ClassicStockResources]
{
ResourceName = Compost
Ratio = 0.000072917
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 12
}
INPUT_RESOURCE:NEEDS[!ClassicStockResources]
{
ResourceName = Ore
Ratio = 0.001
}
OUTPUT_RESOURCE:NEEDS[SnacksFreshAir]
{
ResourceName = FreshAir
Ratio = 0.00045
}
//Calibrated for 1 snack per meal, 3 meals per day
//Supports 2 kerbals
YIELD_RESOURCE
{
ResourceName = Snacks
Ratio = 168
}
}
RESOURCE
{
name = Snacks
amount = 594
maxAmount = 594
}
RESOURCE:NEEDS[SnacksFreshAir]
{
name = FreshAir
amount = 198
maxAmount = 198
}
RESOURCE:NEEDS[SnacksStress]
{
name = HydrazineVodka
amount = 17
maxAmount = 17
}
}