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