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Angel-125 committed Mar 20, 2021
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64 changes: 64 additions & 0 deletions .gitignore
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# Windows image file caches
Thumbs.db
ehthumbs.db

# Folder config file
Desktop.ini

# Recycle Bin used on file shares
$RECYCLE.BIN/

# Windows Installer files
*.cab
*.msi
*.msm
*.msp

# Windows shortcuts
*.lnk

# =========================
# Operating System Files
# =========================

# OSX
# =========================

.DS_Store
.AppleDouble
.LSOverride

# Thumbnails
._*

# Files that might appear on external disk
.Spotlight-V100
.Trashes

# Directories potentially created on remote AFP share
.AppleDB
.AppleDesktop
Network Trash Folder
Temporary Items
.apdisk

/Archives/
/AO/
/SandcastleUnity/
/CKAN/
/Docs/
/Documents/
/GraphicsAndLogos/
/Icons/
/Models/
/Promo Materials/
/References/
/Releases/
/scenes/
/SoundFX/
/Textures/
/DesignDocs/
/Renders/
/Fonts/
/SoundEffects/
/Notes/
24 changes: 24 additions & 0 deletions ReleaseFolder/GameData/MMREADME.md
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ModuleManager
=============


Original (c) from Ialdabaoth ( https://github.com/Ialdabaoth )

Modified by // Modifications by // Maintained by sarbian ( https://github.com/sarbian )


The original licence requirement was:

---

under a CC share-alike license. Anyone is free to do anything they like with ModuleManager's source, with two caveats:

1. You credit me as the original creator that your code is based on
2. You make it ABSOLUTELY CLEAR that your code is not the original ModuleManager, and that any problems that people have with your fork should be taken up with YOU, not me.

---


THIS IS NOT THE ORIGINAL MODULEMANAGER CODE.

Do not bother Ialdabaoth about any problems with it.
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Localization
{
en-us
{
// Print Shop
#LOC_SANDCASTLE_printShopTitle = Print Shop
#LOC_SANDCASTLE_printState = Print State
#LOC_SANDCASTLE_printShopGroupName = Print Shop
#LOC_SANDCASTLE_pausePrinting = Pause Printing
#LOC_SANDCASTLE_resumePrinting = Resume Printing
#LOC_SANDCASTLE_openGUI = View Print Shop
#LOC_SANDCASTLE_needsSpace = Needs <<1>>l of storage space.
#LOC_SANDCASTLE_needsResource = Needs more <<1>>.
#LOC_SANDCASTLE_progress = <<1>>% completed.
#LOC_SANDCASTLE_needsPart = Needs <<1>>.
#LOC_SANDCASTLE_storedPart = Stored <<1>> in <<2>>
#LOC_SANDCASTLE_currentJob = <color=white><b>Current Job:</b> <<1>></color>
#LOC_SANDCASTLE_jobStatus = <color=white><b>Status:</b> <<1>></color>
#LOC_SANDCASTLE_printQueue = <color=white><b>Print Queue</b></color>
#LOC_SANDCASTLE_partMassVolume = <color=white>Mass: <<1>>t\r\nVolume: <<2>>l</color>
#LOC_SANDCASTLE_requiredResources = <b>Required Resources</b>
#LOC_SANDCASTLE_requiredParts = <b>Required Parts</b>
}
}
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// A materials list specifies what resources it takes to produce a new part.
// This doesn't take into account the resources needed to run the print shop itself.
MATERIALS_LIST
{
// Name of the materials list. This should correspond to the part categories:
// Aero, Cargo, Communication, Control, Coupling, Electrical, Engine, FuelTank, Ground, Payload, Pods, Robotics, Science, Structural, Thermal, Utility
// The default category is named Default. The default category is used if there is no MATERIALS_LIST provided for the part's category.
name = Default

// You can specify one or more RESOURCE nodes for the materials list.
// By default, Sandcastle uses Ore as its resource requirement, but you can specify one or more different resources if desired.
RESOURCE
{
// Name of the required resource.
name = Ore

// The multiplier to use when calculating how much of the resource is required to print the part.
// The exact amount of resource needed depends upon the part mass, the resource density, and the multiplier.
// The equation is: amountRequired = (partMass / resourceDensity) * rate
// The multiplier cannot be less than 1. A value greater than 1 represents the resource that's wasted during construction.
// Since Ore is a generic resource, it has a bunch of useless bits in it, so it generates more waste.
rate = 1.5
}
}
// In addition to the standard materials, any parts in the specified tech node may require additional resources.
// Out of the box, Sandcastle only uses stock resources, so this node would only be used when the mod has been patched to use custom resources.
//TECH_NODE_MATERIALS
//{
// // Name of the tech node
// name = unifiedFieldTheory
// // One or more resources
// RESOURCE
// {
// name = RubberChickens
// rate = 5
// }
//}
// Specific parts can require specialized resources and/or other parts to print as well.
// Out of the box, Sandcastle only uses stock resources, so this node would only be used when the mod has been patched to use custom resources or when it needs
// specific components.
@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[0]]
{
// Specify one or more specialized resources to print the part.
// PRINT_RESOURCE
// {
// name = ComputerChips
// rate = 1.01
// }
// The name of a part that's required to finish assembly.
// The required component must be located somwhere in the vessel's inventory.
// You can specify one or more requiredComponent entries.
requiredComponent = batteryPack
}
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@PART[Large_Crewed_Lab]
{
MODULE
{
name = WBIPrintShop

// The maximum volume that the printer can print, in liters. Set to less than 0 for no restrictions.
maxPrintVolume = 200

// The number of resource units per second that the printer can print.
printSpeedUSec = 1

// Flag to indicate whether or not to allow specialists to improve the print speed.
//Exactly how the specialist does that is a trade secret.
UseSpecialistBonus = true

// Per experience rating, how much to improve the print speed by.
// The print shop part must have crew capacity.
SpecialistBonus = 0.05

// The skill required to improve the print speed.
ExperienceEffect = "ConverterSkill"

// Name of the effect to play from the part's EFFECTS node when the printer is running.
// runningEffect =
// The printer itself may require one or more resources in order to operate.
// You can also use INPUT_RESOURCE in place of RESOURCE, but the other fields remain the same.
// It's possible to have some kind of OUTPUT_RESOURCE as well, but we just use the stock resources.
RESOURCE
{
name = ElectricCharge
rate = 5
}
}
}
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PART
{
name = wbiPlayaHab
module = Part
author = Angel-125

MODEL
{
model = WildBlueIndustries/Sandcastle/Parts/Utility/Playa/playa
}
rescaleFactor = 1
node_stack_top = 0, 1.375, 0, 0, 1, 0, 3
node_stack_bottom = 0, -1.375, 0, 0, -1, 0, 3
node_attach = 3.225, 0.0, 0.0, 1.0, 0.0, 0.0
node_stack_front = 0, -0.2115,-3.225, 0, 0, -1, 1
node_stack_back = 0, -0.2115, 3.225, 0, 0, 1, 1
node_stack_left = -3.225, -0.2115, 0, -1, 0, 0, 1
node_stack_right = 3.225, -0.2115, 0, 1, 0, 0, 1
node_stack_frontRight = 2.28053, -0.2115, -2.28053, 1, 0, -1, 1
node_stack_frontLeft = -2.28053, -0.2115, -2.28053, -1, 0, -1, 1
node_stack_backRight = 2.28053, -0.2115, 2.28053, 1, 0, 1, 1
node_stack_backLeft = -2.28053, -0.2115, 2.28053, -1, 0, 1, 1

TechRequired = advExploration
entryCost = 16000
cost = 6000
category = Utility
subcategory = 0
title = Playa Habitat Module
manufacturer = Altair Aquatics
description = This advanced habitat module provides amazing views of the outside.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.01 //3.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 20
bulkheadProfiles = size1, srf
maxTemp = 1400
breakingForce = 2000
breakingTorque = 2000
bulkheadProfiles = size5
CrewCapacity = 0
vesselType = Base

INTERNAL
{
name = WBI_D2HabSpace
}

MODULE
{
name = ModuleGroundPart
placementMaxRivotVelocity = 0.001
packedVolume = 400
}

RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 1000
}

RESOURCE
{
name = Snacks
amount = 0
maxAmount = 36
}

RESOURCE
{
name = FreshAir
amount = 0
maxAmount = 12
}

RESOURCE
{
name = HydrazineVodka
amount = 0
maxAmount = 17
}
}
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38 changes: 38 additions & 0 deletions ReleaseFolder/GameData/WildBlueIndustries/Sandcastle/Readme.txt
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Sandcastle: 3D Printed Bases

---INSTALLATION---

Simply copy all the files into your GameData folder. When done, it should look like:

GameData
WildBlueIndustries
Sandcastle

Changes

Implemented WBIPrintShop. It allows you to 3D print cargo parts from Ore. If desired you can specify different resource requirements, and optionally require other parts in order to complete assembly. Simply check out the MaterialsList.cfg for details. Yes, I plan to add a recycler.

Added the WBIPrintShop to the Mobile Processing Lab.

---LICENSE---
Art Assets, including .mu, .png, and .dds files are copyright 2021 by Michael Billard, All Rights Reserved.

Wild Blue Industries is trademarked by Michael Billard. All rights reserved.
Note that Wild Blue Industries is a ficticious entity
created for entertainment purposes. It is in no way meant to represent a real entity.
Any similarity to a real entity is purely coincidental.

Source code copyright 2021 by Michael Billard (Angel-125)

This source code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
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{
"NAME":"Sandcastle",
"URL":"https://raw.githubusercontent.com/Angel-125/Sandcastle/master/ReleaseFolder/GameData/WildBlueIndustries/Sandcastle/Sandcastle.version",
"DOWNLOAD":"https://github.com/Angel-125/Sandcastle/releases",
"GITHUB":
{
"USERNAME":"Angel-125",
"REPOSITORY":"Sandcastle",
"ALLOW_PRE_RELEASE":true
},
"VERSION":
{
"MAJOR":0,
"MINOR":1,
"PATCH":0,
"BUILD":0
},
"KSP_VERSION_MIN":
{
"MAJOR":1,
"MINOR":11,
"PATCH":0
}
}

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