/
MOBL18.cfg
278 lines (241 loc) · 6.78 KB
/
MOBL18.cfg
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RESOURCE_DEFINITION
{
name = Plants
density = 0.001
flowMode = ALL_VESSEL
transfer = PUMP
unitCost = 0.5
isTweakable = true
volume = 1
}
PART
{
// --- general parameters ---
name = WBI_MOBL18
module = Part
author = Angel-125
// --- asset parameters ---
rescaleFactor = 1
MODEL
{
model = WildBlueIndustries/MOLE/Assets/BotanyLab
}
// --- node definitions ---
node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2
node_stack_bottom = 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 2
node_attach = 0.9375, 0.0, 0.0, 1.0, 0.0, 0.0, 2
// --- editor parameters ---
TechRequired = spaceExploration
entryCost = 11000
cost = 5400
category = Science
subcategory = 0
title = Mark One Botany Lab
manufacturer = Wild Blue Industries
description = The Botany Lab is a fuel tank converted into an orbiting experimental garden to study plant growth in space. The designers originally wanted to call it the Botany Bay, but crews expressed concerns about the bay secretly holding cryopods full of genetically engineered, highly intelligent, BadS super kerbals capable of simultaneously being pilots, engineers, and scientists that would take over the space station. After numerous failed attempts to show that no secret cryopods existed, engineers relented and renamed the converted tank to the Botany Lab.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0
// --- standard part parameters ---
mass = 1.375
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
breakingForce = 2500
breakingTorque = 2500
maxTemp = 1500
skinMaxTemp = 2300
CrewCapacity = 3
vesselType = Station
fuelCrossFeed = True
bulkheadProfiles = size1p5
INTERNAL
{
name = WBI_MOBLSpace
}
MODULE
{
name = WBILight
animationName = MOBLLights
actionGUIName = Toggle Lights
startEventGUIName = Lights On
endEventGUIName = Lights Off
ecRequired = 0.001
}
MODULE
{
name = ModuleAnimateGeneric
animationName = Deploy
startEventGUIName = Open Shutters
endEventGUIName = Close Shutters
actionGUIName = Toggle Shutters
}
MODULE
{
name = WBIMultiConverter
enableLogging = True
showGUI = True
//Some containers don't hold as much resources as the template specifies, while others hold more.
//Since the resource templates specify base amounts, the capacity factor specifies a multiplier to
//factor into the resource amounts.
capacityFactor = 1.0
//Determines if the part can be reconfigured out in the field.
fieldReconfigurable = true
//name of the template nodes to use
templateNodes = MOBL
//Short name of the default module template.
//This is used when selecting the part in the editor.
//User will then right-click on the module to change its type.
defaultTemplate = BotanyLab
//Name of the logo panel transforms
decalsVisible = false
//If the part has a KIS container, this is the base and max amount
baseStorage = 700
maxStorage = 700
//Snacks
resourcesToKeep:NEEDS[SnacksUtils] = ElectricCharge;Snacks
//Kerbalism
resourcesToKeep:NEEDS[Kerbalism] = ElectricCharge;Shielding;Food;Oxygen
//TAC-LS
resourcesToKeep:NEEDS[TacLifeSupport] = ElectricCharge;Food;Oxygen;Water;CarbonDioxide;Waste;WasteWater
//USI-LS
resourcesToKeep:NEEDS[USILifeSupport] = ElectricCharge;Supplies;Mulch;ReplacementParts
}
MODULE
{
name = WBIModuleWetWorkshop
hideObjects = evaElements
hideObjectsForTemplates = LFO;Cryo
}
MODULE:NEEDS[Pathfinder]
{
name = WBIResourceDistributor
}
MODULE:NEEDS[KIS]
{
name = ModuleKISInventory
maxVolume = 700
externalAccess = true
internalAccess = true
slotsX = 3
slotsY = 3
slotSize = 50
itemIconResolution = 128
selfIconResolution = 128
openSndPath = KIS/Sounds/containerOpen
closeSndPath = KIS/Sounds/containerClose
defaultMoveSndPath = KIS/Sounds/itemMove
}
MODULE
{
name = WBIPropStateHelper
animationName = Deploy
}
RESOURCE
{
name = ElectricCharge
amount = 200
maxAmount = 200
isTweakable = false
}
}
MOBL
{
name = MOBLLFO
author = Angel-125
shortName = LFO
title = Wet Workshop
logoPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LFO
glowPanel = WildBlueIndustries/000WildBlueTools/CommonTemplates/Decals/LFOGlow
description = The Wet Workshop concept provides the ability to store liquid fuel and oxidizer just like any other fuel tank. Once in orbit, you can drain the tank of its resources so that it can be converted into habitable space. The conversion might require additional resources.
mass = 0.375
requiredResource = Equipment
requiredAmount = 300
reconfigureSkill = ConverterSkill
CrewCapacity = 0
ignoreMaterialModifier = true
RESOURCE
{
name = LiquidFuel
amount = 336.96
maxAmount = 336.96
}
RESOURCE
{
name = Oxidizer
amount = 396
maxAmount = 396
}
}
MOBL
{
author = Angel-125
name = BotanyLab
title = Mark One Botany Lab
shortName = Botany Lab
mass = 1.375
requiredResource = Equipment
requiredAmount = 550
reconfigureSkill = ScienceSkill
logoPanel = WildBlueIndustries/MOLE/Decals/Greenhouse
glowPanel = WildBlueIndustries/MOLE/Decals/GreenhouseGlow
description = The Botany Lab is a fuel tank converted into an orbiting experimental garden to study plant growth in space. The designers originally wanted to call it the Botany Bay, but crews expressed concerns about the bay secretly holding cryopods full of genetically engineered, highly intelligent, BadS super kerbals capable of simultaneously being pilots, engineers, and scientists that would take over the space station. After numerous failed attempts to show that no secret cryopods existed, engineers relented and renamed the converted tank to the Botany Lab.
toolTip = The MOBL is a vital component of the Botanical Research Experiment.
toolTipTitle = Your First Botany Lab
ignoreMaterialModifier = true
CrewCapacity = 2
MODULE
{
name = WBIModuleGreenhouse
ConverterName = Botany Lab
StartActionName = Start Botany Lab
StopActionName = Stop Botany Lab
AutoShutdown = false
GeneratesHeat = false
UseSpecialistBonus = true
SpecialistEfficiencyFactor = 0.2
ExperienceEffect = ScienceSkill
EfficiencyBonus = 1
hoursPerCycle = 168 //Number of hours to grow crops
minimumSuccess = 45
criticalSuccess = 95
criticalFail = 20
cropResource = Plants
cropYield = 84
criticalSuccessBonus = 0.25
failureLoss = 0.5
repairSkill = ScienceSkill
repairResource = RocketParts
repairAmount = 50
INPUT_RESOURCE
{
ResourceName = Water
Ratio = 0.000109375
}
INPUT_RESOURCE
{
ResourceName = Fertilizer
Ratio = 0.000036458
}
INPUT_RESOURCE
{
ResourceName = ElectricCharge
Ratio = 6
}
}
RESOURCE
{
name = Water
amount = 250
maxAmount = 250
isTweakable = true
}
RESOURCE
{
name = Fertilizer
amount = 250
maxAmount = 250
isTweakable = true
}
}