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New mini smelter
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Angel-125 committed Nov 6, 2022
1 parent 39a8084 commit dc99e33
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{
en-us
{
// Part Modules
#LOC_WILDBLUECORE_stateOn = On
#LOC_WILDBLUECORE_stateOff = Off

// ModuleWheelSFX
#LOC_WILDBLUECORE_toggleSoundFX = Toggle sound effects
#LOC_WILDBLUECORE_soundFX = Sound Effects

// ModulePartGridVariants
#LOC_WILDBLUECORE_partGridVariantsModuleName = Part Grid Variants
#LOC_WILDBLUECORE_partGridVariantsModuleInfo = <b>Max rows: <<1>></b>\n<b>Max columns: <<2>></b>
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#LOC_WILDBLUECORE_copyOffsetsButton = Copy Offsets

// ModulePowerUnitConverter
#LOC_BUFFALO_converterModuleInfo = Converts Power Units to Electric Charge or vice versa.
#LOC_BUFFALO_coverterStatus = Power Converter
#LOC_BUFFALO_coverterOn = On
#LOC_BUFFALO_coverterOff = Off
#LOC_BUFFALO_coverterMode = Converter Mode
#LOC_BUFFALO_coverterModeConsumer = Power -> E.C.
#LOC_BUFFALO_coverterModeDistributor = E.C. -> Power
#LOC_BUFFALO_converterMaxPowerUnits = Max Power Units
#LOC_WILDBLUECORE_converterModuleInfo = Converts Power Units to Electric Charge or vice versa.
#LOC_WILDBLUECORE_coverterStatus = Power Converter
#LOC_WILDBLUECORE_coverterOn = On
#LOC_WILDBLUECORE_coverterOff = Off
#LOC_WILDBLUECORE_coverterMode = Converter Mode
#LOC_WILDBLUECORE_coverterModeConsumer = Power -> E.C.
#LOC_WILDBLUECORE_coverterModeDistributor = E.C. -> Power
#LOC_WILDBLUECORE_converterMaxPowerUnits = Max Power Units

// ModuleFuelPump
#LOC_WILDBLUECORE_fuelPumpTitle = Fuel Pump
#LOC_WILDBLUECORE_fuelPumpModuleInfo = Pumps one or more resources from the host part to other parts that have the same resource. The resource must be transferrable and unlocked.
#LOC_WILDBLUECORE_fuelPumpState = Pumping
#LOC_WILDBLUECORE_fuelPumpEnabled = Enabled
#LOC_WILDBLUECORE_fuelPumpDisabled = Disabled
#LOC_WILDBLUECORE_fuelPumpRate = Pump Rate
#LOC_WILDBLUECORE_fuelPumpStatus = Status
#LOC_WILDBLUECORE_fuelPumpStatusPumping = Pumping resources
#LOC_WILDBLUECORE_fuelPumpStatusSourceEmpty = No resources
#LOC_WILDBLUECORE_fuelPumpStatusDestinationsFull = Destinations are full
#LOC_WILDBLUECORE_fuelPumpStatusDistributeReady = Ready to distribute
#LOC_WILDBLUECORE_fuelPumpStatusSendReady = Ready to send
#LOC_WILDBLUECORE_fuelPumpStatusReceiveReady = Ready to receive
#LOC_WILDBLUECORE_fuelPumpEnabled = On
#LOC_WILDBLUECORE_fuelPumpDisabled = Off
#LOC_WILDBLUECORE_fuelPumpModeLocal = Mode: Distribute locally
#LOC_WILDBLUECORE_fuelPumpModeRemoteSend = Mode: Send to remote
#LOC_WILDBLUECORE_fuelPumpModeRemoteReceive = Mode: Receive from remote

// ModuleDecal
#LOC_WILDBLUECORE_toggleDecal = Toggle Decal
#LOC_WILDBLUECORE_changeDecal = Change Decal

// ModuleSeatRotation
#LOC_WILDBLUECORE_rotateLeft = : Rotate left
#LOC_WILDBLUECORE_rotateRight = : Rotate right
#LOC_WILDBLUECORE_seatsGroupName = Seats
#LOC_WILDBLUECORE_rotationAmount = Rotation Amount

// ModuleSeatChanger
#LOC_WILDBLUECORE_reassignSeatsViewTitle = Reassign Seats
#LOC_WILDBLUECORE_reassignSeatsEventName = Reassign Seats
#LOC_WILDBLUECORE_currentSeatLabel = <color=white>From Seat</color>
#LOC_WILDBLUECORE_newSeatLabel = <color=white>To Seat</color>
#LOC_WILDBLUECORE_changeSeatButton = Change Seat
#LOC_WILDBLUECORE_respawningCrewLabel = <color=white>Respawning crew, please wait...</color>
#LOC_WILDBLUECORE_allSeatsOccupied = Can't change seats, they're all occupied.
#LOC_WILDBLUECORE_allSeatsEmpty = No crew to change seats.

// Parts

// Fuel Pump
#LOC_WILDBLUECORE_fuelPumpPartTitle = FLP-1 "Deluge" Fuel Pump
#LOC_WILDBLUECORE_fuelPumpPartDesc = Tired of searching through a craft to find all its tanks and fill them? Then the FLP-1 "Deluge" Fuel Pump is for you! Simply attach the Deluge to any tank containing resources, select the desired pump rate, and turn it on. Once enabled, the tank's resources will automatically be distributed throughout the vessel based on the destination tank's Flow Priority. But wait, there's more! Want to pump resources to a nearby vessel without docking to it? Now you can! Just turn on the pump, set the Pump Mode to Remote, place another Deluge Fuel Pump on the nearby vessel, and turn it on.
}
}
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PART:NEEDS[SquadExpansion/Serenity]
{
name = wbiPowerConverter
module = Part
author = Angel-125
MODEL
{
model = WildBlueIndustries/00WildBlueCore/Parts/Electrical/powerConverter/powerConverter
}
rescaleFactor = 1
node_attach = 0, 0, 0, 0, -1, 0, 1
TechRequired = spaceExploration
entryCost = 3000
cost = 500
category = Electrical
subcategory = 0
title = #LOC_BUFFALO_powerConverterTitle // Probodobodyne Power Converter
manufacturer = #autoLOC_501633 //#autoLOC_501633 = Probodobodyne Inc
description = #LOC_BUFFALO_powerConverterDesc // Want to charge your rovers like Mark Kerman did in The Dunan? Now you can! The Probodobodyne Power Converter enables ground-deployed portable generators such as the OX-Stat-PD Photovoltaic Panel to charge rovers and other vessels, or for said rovers and other vessels to power ground-deployed devices. Just be sure to deploy a Probodobodyne Experiment Control Station as well, or the Power Converter won't be able to interface with the generators.
attachRules = 0,1,0,0,0
mass = 0.015
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 8
maxTemp = 2000 // = 5000
maxPressure = 6000
PhysicsSignificance = 1
bulkheadProfiles = srf
tags = cck-rovers cargo power deploy
mapActionsToSymmetryParts = false

MODULE
{
name = ModulePowerUnitConverter

// In Breaking Ground Science, Power Unit is an integer, but resources like ElectricCharge use decimals.
// The default is 0.25, so 1.0 EC = 4 PU.
// This number was derived by comparing the size of the Breaking Ground Mini-NUK-PB RTG to the stock PB-NUK RTG,
// and looking how how much ElectricCharge the stock RTG produces. That actually gives us 0.375 (the Mini-NUK is
// about half as tall as the stock RTG), but we dropped that to 0.25 to make the math easier.
ecPerPowerUnit = 0.25

// The maximum number of Power Units that the converter can provide.
// Note that this is an integer value. The default is 10.
// Multiply by ecPerPowerUnit to calculate how much ElectricCharge/sec that the power converter will consume.
// If you leave focus on the vessel and come back, then the E.C. will be drained accordingly.
maxPowerUnitsProduced = 10
}

MODULE
{
name = ModuleCargoPart
stackableQuantity = 2
packedVolume = 20
}
}
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PART
{
name = wbiFuelPump
module = Part
author = Angel-125
MODEL
{
model = WildBlueIndustries/00WildBlueCore/Parts/FuelTank/fuelPump/fuelPump
}
rescaleFactor = 1

node_attach = 0.0, 0.0, 0.106, 0.0, 0.0, -1.0

TechRequired = fuelSystems
entryCost = 2500
cost = 125
category = FuelTank
subcategory = 0
title = #LOC_WILDBLUECORE_fuelPumpPartTitle // FLP-1 "Deluge" Fuel Pump
manufacturer = #autoLOC_501634 //#autoLOC_501634 = FLOOYD Dynamics Research Labs
description = #LOC_WILDBLUECORE_fuelPumpPartDesc // Tired of searching through a craft to find all its tanks and fill them? Then the FLP-1 "Deluge" Fuel Pump is for you! Simply attach the Deluge to any tank containing resources, select the desired pump rate, and turn it on. Once enabled, the tank's resources will automatically be distributed throughout the vessel based on the destination tank's Flow Priority. But wait, there's more! Want to pump resources to a nearby vessel without docking to it? Now you can! Just turn on the pump, set the Pump Mode to Remote, place another Deluge Fuel Pump on the nearby vessel, and turn it on.
attachRules = 0,1,0,0,0

// --- standard part parameters ---
mass = 0.01
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 1
crashTolerance = 12
maxTemp = 2000 // = 2000
PhysicsSignificance = 1
bulkheadProfiles = srf
tags = pump cargo lfo lf ore xenon (monoprop liquid tank

MODULE
{
name = ModuleFuelPump

// In meters, the maximum range that the fuel pump can reach when remote pumping resources. Default is 200 meters.
maxRemotePumpRange = 200
}

MODULE
{
name = ModuleCargoPart
stackableQuantity = 4
packedVolume = 10
}
}
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WBC_DUMMY
{
name = WildBlueCore
}
@WBC_DUMMY:FOR[WildBlueCore]
{
description = I exist
}
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// This optional ModuleManager patch will add ModuleFuelPump to all parts that have
// LiquidFuel, MonoPropellant, Ore, and XenonGas.
@PART:HAS[@RESOURCE[LiquidFuel]!MODULE[ModuleFuelPump]]
{
MODULE
{
name = ModuleFuelPump
}
}

@PART:HAS[@RESOURCE[MonoPropellant]!MODULE[ModuleFuelPump]]
{
MODULE
{
name = ModuleFuelPump
}
}

@PART:HAS[@RESOURCE[Ore]!MODULE[ModuleFuelPump]]
{
MODULE
{
name = ModuleFuelPump
}
}

@PART:HAS[@RESOURCE[XenonGas]!MODULE[ModuleFuelPump]]
{
MODULE
{
name = ModuleFuelPump
}
}

// Adds the fuel pump to all parts with WBIOmniStorage
@PART:HAS[MODULE[WBIOmniStorage]!MODULE[ModuleFuelPump]]:NEEDS[WildBlueTools]
{
MODULE
{
name = ModuleFuelPump
}
}
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@PART[DeployedCentralStation]:NEEDS[SquadExpansion/Serenity]
{
MODULE
{
// Handles power distribution
name = ModulePowerUnitDistributor
}
}
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Expand Up @@ -12,8 +12,6 @@ GameData

If these directories already exist, then delete the existing ones before installing the latest update.

Changes

---ACKNOWLEDGEMENTS

---LICENSE---
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"VERSION":
{
"MAJOR":1,
"MINOR":0,
"MINOR":2,
"PATCH":0
},
"KSP_VERSION_MIN":
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@PART[konstructionManipulator]:NEEDS[Launchpad]:AFTER[Sandcastle]
{
@MODULE[ELLaunchpad]
{
@SpawnTransform = LaunchPosVert
}
@MODULE[ELTarget]
{
@TargetTransform = LaunchPosVert
}
}
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// Smelter
#LOC_SANDCASTLE_smelterTitle = EL-MTL Smelter
#LOC_SANDCASTLE_smelterDesc = The EL-MTL Smelter is a step up from using rocket engine exhaust to heat metal ore and combining it with liquid fuel in order to produce the metal that's needed for rocket parts. Designed for use in space, it avoids the environmental damage associated with smelting. And because the process is fully automated, the Smelter doesn't suffer from work stoppage due to labor disputes.
#LOC_SANDCASTLE_smelterMiniTitle = EL-MTL-M Mini Smelter
#LOC_SANDCASTLE_smelterMiniDesc = The Mini Smelter is a step up from using rocket engine exhaust to heat metal ore and combining it with liquid fuel in order to produce the metal that's needed for rocket parts. Designed for use in space, it avoids the environmental damage associated with smelting. And because the process is fully automated, the Smelter doesn't suffer from work stoppage due to labor disputes.

// Sandcaster
#LOC_SANDCASTLE_sandcasterTitle = Sandcaster 3D Printer
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Expand Up @@ -51,4 +51,20 @@
// name = ModuleConstructionRotationSnap
// debugMode = true
// }

MODULE:AFTER[DockRotate]
{
name = ModuleNodeRotate

// find node name in part cfg file, and remove the "node_stack_" prefix, or use srfAttach
rotatingNodeName = bottom
smartAutoStruts = True
soundClip = DockRotate/DockRotateMotor
soundVolume = 0.5
soundPitch = 1.0
electricityRate = 1.0
rotationEnabled = true
rotationStep = 90
rotationSpeed = 1
}
}

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