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1.4.1 Update
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Angel-125 committed Mar 20, 2018
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4 changes: 2 additions & 2 deletions DSEVUtils/obj/Debug/DSEVUtils.csproj.FileListAbsolute.txt
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Expand Up @@ -14,11 +14,11 @@ C:\Projects\KSP\WildBlueIndustries\DSEV\DSEVUtils\bin\Debug\UnityEngine.UI.dll
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Expand Up @@ -601,4 +601,133 @@ EXPERIMENT_DEFINITION
EelooSrfLanded = Some of the fine crystals lining Eeloo enter the materials bay. It also appears that some of the samples have become more conductive in the extreme cold.

}
}

EXPERIMENT_DEFINITION
{
id = wbiBreakthroughTechnologiesResearch
title = Breakthrough Technologies Research
baseValue = 25
scienceCap = 100
dataScale = 1
biomeMask = 7
situationMask = 63

//WBIModuleScienceExperiment specific fields

//(Required) description of the experiment
description = Most of the time, a steady stream of science will unlock new technologies. With this experiment, even when the science dries up in a specific area, there's still a small chance that researchers might make a breakthrough and create a new experimental part.
//(Required) mass of the experiment in tonnes
mass = 0.005
//All of the following are optional
//Tags are used to include or filter out certain experiments.
//Some labs only allow certain types of experiments.
//If a lab has tags, and an experiment doesn't or
//it doesn't have a matching one then it won't be included in the list
//of possible experiments.
// Primarily this is used to determine what experiments a lab can create.
tags = basic

//Some labs can create experiments in the field, saving you the trouble of transporting them.
//List the resources required and the amount and separate resources by semicolon.
//Example: ResearchKits,50;MaterialKits,50
//If you leave this out you'll use the default resource costs defined by the experiment lab.
creationResources = ResearchKits,100;MaterialKits,50
//Normally a lab will feed the experiment with required resources.
//This switch lets the experiment check the whole vessel.
//the default behavior is false.
checkVesselResources = true
//Minimum required asteroid mass in tonnes
// minimumAsteroidMass = 1.0
//Tech node that must be researched in order for the experiment to be available
techRequired = advExploration
//Percent chance that an experiment will be successful.
//The dice are rolled after all other conditions are met.
// chanceOfSuccess = 65
//Cost of the experiment (does not include resource costs)
// cost =
//Parts required to run the experiment
//You can have several requiredPart entries
//and the experiment will need at least one of them on the craft.
// requiredPart = <The title of some part>
//Minimum crew in the vessel
// minCrew = 2
//Minimum required altitude to run the experiment, in meters
// minAltitude =
//Maximum altitude required to run the experiment, in meters
// maxAltitude =
//Format: ResourceName,Amount;ResourceName,Amount,Transfer from vessel to lab/part (optional)
requiredResources = LabTime,180,true
//Separate these by semicolon.
//Can include one or more of: DOCKED, ESCAPING, FLYING, LANDED, PRELAUNCH, ORBITING, SPLASHED, SUB_ORBITAL
situations = LANDED;SPLASHED;PRELAUNCH
//List of anomalies where the experiment must be run. You only need to be near one of these anomalies.
//Seprate the anomaly names by a semicolon.
// requiredAnomalies =
//How close, in meters, do you need to be for the experiment to run?
// minAnomalyRange = 50
//A custom part module that will be run upon successful completion of an experiment.
//Set this up like you would with any other part module.
//This gives you the ability to have custom benefits when an experiment completes.
//Must implement IWBIExperimentResults
MODULE
{
//This module will flag parts as experimental, allowing you to use them even when their tech tree node remains unresearched.
//This is similar to how research contracts can give you a part to use for the contract before the node it resides in is unlocked.
name = WBIUnlockTechResult
//Roll a number between 1 and the number below.
dieRoll = 100
//If the die roll meets or exceeeds the target number then one or more parts will be flagged experimental.
targetNumber = 97
//Parts in these nodes will be flagged as experimental before randomly selecting a part to become experimental.
//If blank, then a random part will be flagged as experimental.
//Parts will be flagged in the order in which the nodes below appear.
//Separate nodes by a semicolon
// priorityNodes =
//Indicates whether or not to flag all parts in all the priority nodes upon completion of the experiment.
// unlockAll = true
//Parts will never be flagged experimental if their tech tree node is on the blacklist.
//Separate nodes by a semicolon
// blacklistNodes =
//If you specify a mod folder, then only parts that are in the mod will allowed to be flagged experimental
//Separate folders by a semicolon
// modFolders =
//You can blacklist some mod folders to exclude their parts from being flagged experimental.
//Separate folders by a semicolon
// excludeFolders =
}
RESULTS
{
default = Cylinders with more than 24 sides appear rounder.
default = We can now make koffee in zero-gee!
default = Pasting velcro strips on the walls gives our astronauts places to stick things so they don't float away. Be sure to use the fuzzy side though, the prickly side causes scratches.
default = Astronauts don't like eating food out of toothpaste tubes.
default = We've created a new microprobe that can float and take pictures- perfect for selfies.
default = A happy accident has created a new experimental part!
}
}
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44 changes: 44 additions & 0 deletions GameData/WildBlueIndustries/000WildBlueTools/Readme.txt
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Expand Up @@ -6,6 +6,46 @@ A KSP mod that provides common functionality for mods by Wild Blue Industries.

Copy the contents of the mod's GameData directory into your GameData folder.

1.50
- Recompiled for KSP 1.4.1
- Gave ElectroPlasma a small amount of density.
- Fixed an edge case where WBIProspector would generate an NRE.
- WBIModuleScienceExperiment can now check for proximity to an anomaly as a requirement.
- New experiment result: WBIUnlockTechResult - You can use this experiment result to flag one or more parts as experimental. Just like with a part test contract, an experimental part can be used even if its tech node is unlocked.
- Added new Breakthrough Research contract. It makes use of the WBIUnlockTechResult module described above.
- New WBIModuleAsteroidResource allows you to guarantee that a resource will be available if the asteroid is a magic boulder.
- New WBIToolTipManager can read PART_TIP config nodes and provide tips to players. It's an alternate way to teach players how to use specific parts and handy for those who don't read the KSPedia, part descriptions, or wiki pages.
- Many updates for Classic Stock play mode - thanks JadeOfMarr! :)

Refinery

The Refinery is an new app available at the space center and in flight. It lets you produce and/or store resources in limited amounts. Such resources could be rare and not readily available for purchase. In fact, if you try to launch a craft with Refinery resources, those resources will be cleared before pre-launch. Once you launch the craft, you can purchase the Refinery resource, and when you recover the craft, its Refinery resources will be stored in the Refinery up to its maximum capacity.

Refinery nodes specify resources that are produced and/or stored in the Refinery.
You can specify one or more Refinery nodes with the same resource. Each node will become a production tier and appear in the order that you list them in the config file. Below is an example.

//New tiers appear in the same order as these nodes appear in the config file.
REFINERY
{
resourceName = Graviolium

//Optional tech node required to unlock the tier.
techRequired = wbiSaucerTechnologies

//How many units per day of the resource to produce
//Set to 0 if you want to just store the resource and not produce it.
unitsPerDay = 10

//Multiplied by the resource's unit cost to determine the cost to produce a unit of the resource.
unitCostMultiplier = 1.75

//Maximum number of units that can be stored at the Refinery.
maxAmount = 50000

//The cost to unlock the production tier
unlockCost = 250000
}

1.40
- Streamlined the WBIModuleResourceConverter
- WBIProspector now supports one or more harvest types.
Expand Down Expand Up @@ -291,6 +331,10 @@ Science System
- Adjusted Ore and XenonGas capacities to reflect stock resource volumes.

---LICENSE---
Some resource definitions courtesy of Community Resource Pack. License: CC-BY-NC-SA 4.0

Refinery icon by Goran tek-en License: CC-BY-NC-SA 4.0

Art Assets, including .mu, .mbm, and .dds files are copyright 2014-2016 by Michael Billard, All Rights Reserved.

Wild Blue Industries is trademarked by Michael Billard. All rights reserved.
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@PART:HAS[@OSE_PartRecipe]:AFTER[Workshop]
{
@OSE_PartRecipe
{
Equipment = 1
!MaterialKits = nope
!RareMetals = nope
!ExoticMinerals = nope
}
}

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