Ground Construction CKAN

License: MIT

Game Version: 1.7.0

Downloads: 164,815

Author: allista

Mod Website: Forum Thread

Support this mod: Donate

Followers: 188

Information Changelog Stats

Global Construction

since v2.1

Introduction

This mod allows you to build any vessel in orbit or directly on a surface of any planet from a DIY (Do It Yourself) Kit that contains all the high-tech components, needed equipment and blueprints, using only raw materials produced on-site, energy and kerbal workforce.

The major benefit of the Global Construction is that it allows you to build big, heavy, asymmetrical contraptions that aren't meant to fly at all. Buildings, or even blocks of buildings; heavy rovers; huge rockets held by launch clamps -- all this could be built with Ground Construction anywhere on any planet.

In addition to construction from DIY Kits you can construct the kits themselves, allowing you to build a fully independent colony or space base.

Features

  • Build anything: any ship, spaceplane, or really any construction you come up with in Editor. Even with launch clamps!
  • Build anywhere, on the surface or in orbit: the assembled ship will appear right where you've placed/docked the Kit.
  • Build DIY Kits themselves: make you colony or space base independent, produce your own kits from scratch using blueprints and raw materials.
  • Background operation: fly other missions while construction takes place on a far-away planet. Days, even weeks may be required to build something complex, but you don't have to babysit your workers.
  • Wireless transfers: fill the assembled ship with resources and crew before you launch it using dedicated UI.
  • Centralized UI for progress tracking and fast switching to construction sites.

Requirements

Downloads

  • Spacedock is the main download site for releases
  • GitHub have sources (MIT), assets (CCBY-4.0) and also releases
  • CKAN is supported

How it works

First, you need a simple mining operation already running near the spot where you want to build something. So you need: a Drill, an ISRU, some storage tanks for Ore, Metals and any other stuff that you want/need to supply the newly built ship with; some space to work in (hitch-hikers can, science lab or a big passenger compartment will do; we'll call it the Workshop) and, last but not least, kerbal engineers that will build things.

Second, you need to assemble the DIY Kit with required materials (good luck with finding enough Blutonium for RTG on Minmus), tools and components. This is, fortunately, the simplest thing: in Editor you have a special part, namely the DIY Kit Container, which allows you to "load" any previously created and saved ship inside of it. The container is automatically resized to fit its contents, which are much more compact and weight much less than the original ship.

Third, you need to attach this container to a carrier or store it in a hold of a cargo ship and fly it across the Void to the construction site.

Then, all that's left is to summon the control UI of the Workshop, deploy the DIY Kit, add it to the construction queue and order the kerbals to work (day and night, no holidays, no weekends!).

Forth, when your base is mature enough, you can start your own Kit production.

Getting technical

How a ship is converted into a DIY Kit

In Editor, you add the DIY Kit Container part to the carrier you're building. In its part menu select "Select Vessel" to open the standard vessel selection dialog. Once selected, the ship is loaded into the Kit as follows:

For each part of a ship, its complexity is calculated as a function of dry mass, cost and number of modules the part carries. The complexity determines the fraction of part's dry mass that could be manufactured from Metals. Most resources are stripped away. The exceptions are: Solid Fuel, Ablator, all non-tweakable resources (cannot be transfered) and resources with zero density (EC, for one). Everything that's left is packed into the Kit. Thus, a set of Part Kits is produced, which (along with the blueprint of the ship) constitutes the contents of a DIY Kit.

A DIY Kit usually weights much less than a ship that is constructed from it, but, except for the resources, costs almost the same.

How a DIY Kit is converted back into the (new) ship

First of all, you need to land the kit somewhere on a flat surface, and, preferably, detach it from the carrier. For that DIY Kit Containers are equipped with their own simple decoupling mechanism, which is located on the top side, marked with yellow arrows.

Then you need to Deploy the Kit. This could be done by a kerbal in an EVA suit or remotely from a nearby Workshop. A deploying kit detaches any part that is still attached to it, then gradually "grows" (imagine that kerbals assemble working scaffolds inside the box) until it have the size of the ship that will be constructed; then it is attached to the surface, so it cannot be moved any more.

It doesn't matter how the Kit was oriented. As far as it lies on one of its sides, the deployment dimensions and the orientation of the launched vessel will be automatically chosen to correspond to the surface.

A deployed Kit can be processed by a nearby workshop with kerbals, but there are some limitations:

  1. The workshop should be at most 300m away.
  2. The kerbals that will be working on the Kit should be inside the Workshop, not in other parts of the same vessel.
  3. These kerbals should be engineers. Scientists or pilots don't count.
  4. The skill level and number of workers do count: a 5-star engineer works literally as much as five 1-star ones. And five 5-star engineers perform spontaneous miracles.
  5. The distance from the Workshop to the Kit affects construction efficiency and, consequently, the time needed. So it's best to make Workshops mobile and get as close to the Kit as possible.
  6. The amount of free space per kerbal inside the Workshop also affects efficiency: a small compartment with a place for a single kerbal may be more efficient than a big one packed with two dozen passenger chairs.
    • Note 1: the crewable parts that have Workshop capability have the "Ground Workshop" module (could be seen in part's extended tooltip in Editor), which shows the efficiency of that part.
    • Note 2: the efficiency of any generic habitat is capped at 50%. To be more efficient you need to use the provided Mobile Workshop part and build a rover with it.
  7. If you want to benefit from background construction, you need to make sure you have enough power and Metals to work with, as resources are not generated in the background.

When the Kit is complete, you can "wirelessly" transfer resources and crew to it from the Workshop using dedicated UI. Then you can Launch the assembled ship, which will appear at the exact place where the Kit was.

My patrons on Patreon. Thank you for your support!

  • eL.Dude
  • Bart Blommaerts
  • Layne Benofsky
  • Issarlk
  • SCESW
  • Kevin Casey
  • Bob Palmer
  • Ryan Rasmussen
  • Matthew Zaleski
  • Patrice Hédé
  • Steve Victory

Version 2.3.2 for Kerbal Space Program 1.7.0

Released on 2019-05-14

  • Made docked deployment compatible with auto struts and Kerbal Joint Reinforcement Next >=4.0.1
  • Added ability to change UI color scheme at runtime
    • To access the Color Scheme dialog, right-click the GC toolbar button

Download

Version 2.3.1 for Kerbal Space Program 1.7.0

Released on 2019-05-09

Excluded some pure-technical part modules (like ModuleTestSubject and ModuleOverheatDisplay) from DIY kit complexity calculation, which decreases both SpecializedParts and SKH build costs of many kits.

Note for modders: the excluded part modules are listed in the IgnoreModules.cfg and could be added/changed using MM.

Download

Version 2.3.0 for Kerbal Space Program 1.7.0

Released on 2019-04-28

  • Compatible with KSP-1.7
  • Added "Add Part" option to create kit from a single part.

Download

Version 2.2 for Kerbal Space Program 1.4.5

Released on 2018-10-16

  • In-place Construction
    • Added ability to construct kits inside assembly spaces.
    • Named docking ports in Dockable Kit Container.
      • Only works with the newly created containers. Old ones will still have stock docking ports.
    • Added display of additional resources required for the vessel in a kit.
      • Available in the interface of any workshop and via part menu of containers.
    • Deployment Hint may be activated in Editor (and in flight) via part menu of a container.
    • Deployment speed is inverse-proportional to the kit mass, so as not to brake everything with a too heavy deploing kit.
    • Spread parts along the Tech Tree more evenly:
      • Deployable Kit Container to Specialized Construction
      • Ground Assembly Line to Advanced Metalworks
      • Orbital Assembly Line/Space to Meta Materials

Download

Version 2.1 for Kerbal Space Program 1.4.5

Released on 2018-09-13

  • Empty kit containers can be used as assembly spaces
    • They can be created in Editor as well as inside some assembly spaces.
    • This completely lifts the limitation on the final mass and size of the vessel you construct.
  • New DIY Kits can be created in orbit
    • For that you need the new Orbital Assembly Line,
    • And the separate Orbital Assembly Space.
  • Vessels can be constructed from DIY Kits in orbit
    • For that you have to use a new type of kit container -- the Orbital Kit Container,
    • And the new Orbital Workshop part.
    • Orbital Kit Container is limited in that it cannot store kits with launch clamps (for obvious reasons).
    • In an assembly line interface you can chose what type of the kit container to spawn or use for the kit you assemble.
  • Deploy hint is drawn as a 3D box rather than 2D "shadow" to accomodate orbital construction.

Download

Version 2.0.1.1 for Kerbal Space Program 1.4.5

Released on 2018-08-31

  • Recompiled against KSP-1.4.5
  • Whitelisted Machinery so that it could be included into DIY Kits

Download

Version 2.0.1 for Kerbal Space Program 1.4.3

Released on 2018-06-18

  • New ISRU patches by Critter79606
  • Several bugfixes

Download

Version 2.0.0.0 for Kerbal Space Program 1.4.3

Released on 2018-06-15

Ground Construction 2 - Independence Day!

  • !!! BACK UP YOUR SAVES !!!

  • DIY Kits can now be created on other planets.
    • To build a new kit you'll need the Ground Assembly Line (a new part that you'll have to build from a DIY Kit brought from Kerbin) and a supply of Material Kits.
    • The Assembly Line will first (painfully slow) convert Material Kits to Specialized Parts.
    • Then you can select either a vessel from VAB/SPH, or a subassembly, and build a new DIY Kit using Specialized Parts, Electric Charge and kerbal engineers with Construction Skill.
    • The new kit is then spawned inside the Assembly Line and pushed out. At the top it has a place (marked by a small metal plate at the center) where any stock docking port can couple, so you can use it to grab the kit and transport it elsewhere.
    • Unlike kits produced on Kerbin (in Editor), off-world kits have NO recourses included. None at all. So, for example, if you build a nuclear reactor kit, on Kerbit it will include the radioactive fuel; but anywhere else you will have to find and transfer the fuel yourself.
  • REMOVED workshop functionality from generic crewable parts.
    • This means that all non-GC/non-MKS parts will stop work as workshops. If a base relies on them, you need to build the Mobile Workshop there before installing GC2. Or you can copy MM patch from GC1 after the installation.
    • On the bright side, there's a new Inline Ground Workshop part that has better efficiency than most of the generic workshops.
  • Fixed the deployment of a kit in a time warp; the kit doesn't jump into the air afterwards anymore.
  • Fixed the issue with determining the proper size of the stock RadialDrill.

Download

Version 1.3.0 for Kerbal Space Program 1.4.3

Released on 2018-05-10

  • Added on-demand rendering of spawn transform's forward direction
  • Fix for EL 6.0 by @LatiMacciato
  • Added DIY kit size constraints. Code greatly improved by llinard
  • Fixed KitRes display and Remaining Structure Mass calculation.
  • Fixed SpaceCrane RCS effects.

Download

Version 1.2.1.1 for Kerbal Space Program 1.4.1

Released on 2018-03-27

Compatible with KSP-1.4.1

Download

Version 1.2.1 for Kerbal Space Program 1.3.1

Released on 2017-11-09

  • Recompiled for KSP-1.3.1
  • Remove ISRU patch if USI is detected.
  • Fixed PartCost calculation.

Download

Version 1.2.0 for Kerbal Space Program 1.3.0

Released on 2017-06-21

  • Removed OneTimeResourceConverter. No need for it anymore.
  • Added planet tabs that group workshops located on the same celestial body to unclutter the workshop list.
  • Added ability to synchronize construction target among workshops belonging to the same vessel.
  • Added Warp to end of construction button.
  • Added velocity dumping on vessel launch to prevent bouncing and explosions of bulky ships and base segments.
  • Added separate checks and messages for vessel spawning to avoid confusion.
  • Scenario window is now shown after 3s after a level is loaded.
  • Fixed calculation of ETA of construction in the case of multiple workshops working concurrently on the same DIY Kit.
  • Fixed kit tremor after long time warp.
  • Changed symbol for Switch to workshop button.

Download

Version 1.1.2.2 for Kerbal Space Program 1.3.0

Released on 2017-06-05

  • Compatible with KSP-1.3
  • Engineers with lvl 0 are now also capable of kit construction.
  • Main GC Window now shows only landed workshops.
  • Hopefully fixed the issue with inability to launch some finished constructs.
  • Moved engineer patch to separate top-level config.
  • Fixed the coroutine bug.

Download

Version 1.1.2.1 for Kerbal Space Program 1.2.2

Released on 2017-02-24

  • Fixed double cost bug.
  • Fixed complexity and kit mass calculation.

Download

Version 1.1.2 for Kerbal Space Program 1.2.2

Released on 2017-02-22

  • Added custom part subcategory for GC workshops.
  • Added separate CKAN package for MKS bundle. Now GC is provided in two packages: GroundConstruction-Core and GroundConstruction (full). MKS only depends on the Core part.
  • Increased the VolumePerKerbal from 3 to 8 m3. This effectively removes workshop capability from small cockpits, leaving it only in parts like Cupola or Science Lab.
  • Fixed the "cannot construct while moving" issue. Fixed zombie kits under construction.
  • Fixed vessel name loss in GC UI after undocking/decoupling.
  • Moved to the new DIY Kit model made by @BobPalmer.

Download

Version 1.1.1 for Kerbal Space Program 1.2.2

Released on 2017-02-06

  • DIY Kit renaming in editor and in flight.
  • Improved User Interface
    • DIY Kits are higlighted when mouse is hovered over their respective infos in Construction Window.
    • Efficiency and available Workforce are displayed at the top of the Construction Window and in the tooltips of the workshop fields in the Workshop List.
    • Workshop List now groups workshops by vessel and sorts them by planet and alphabetically.
    • Planet and Vessel fields in the Workshop List when pressed focus the camera on the corresponding planet/vessel in Map View or Tracking Station.
    • Workshop fileds of the active vessel when pressed toggle respective Construction Windows.
  • Added another 3s delay before fixing Kit to the ground.
  • For modders: added check for non-existing MODULE[NotGroundWorkshop] to blacklist parts to which GroundWorkshop module should not be added by MM.

Download

Version 1.1.0 for Kerbal Space Program 1.2.2

Released on 2017-01-15

  • !!! Converted everything to use MaterialKits instead of Metals !!!
  • Added MM patch to let the truck also work for Extraplanetary Launchpads assembly (made by Kerbas-ad-astra).
  • Added the new ExperienceEffect: ConstructionSkill to use instead of the stock ones.
  • Added OneTimeResourceConverter to switch to new StructureResource.
  • Stop time-warp if the construction is suspended for some reason.
  • Before deployment the kit now checks for movement and ground contact. Then waits additional 3 seconds. This fixes the floating-kit bug. Also, the deployment time is now limited to prevent "explosive" deployment of very small kits.
  • Fixed the bug that caused a Kit to fall through the ground on Time Warp.
  • Made full ConfigurableContainers a dependency, othewrise GC provides no means of storing StructureResource.
  • A DIY Kit now stores another DIY Kit as is, without any mass/cost reduction (no more matryoshka cheating).
  • Fixed SEGFAULT on switching to an unloaded workshop from Flight.
  • Various small bugfixes.

Download

Version 1.0.0.1 for Kerbal Space Program 1.2.2

Released on 2017-01-04

  • Added Kit Res. part menu field that displays the amount of structural resource needed to assemble the Kit.
  • Changed skill required for Ore Smelters in IRSUs to match that of the stock IRSU converters.
  • Small bugfixes.

Download

Version 1.0.0 for Kerbal Space Program 1.2.2

Released on 2016-12-29

No changelog provided

Download

Stats for Ground Construction

Downloads over time

    New followers per day

    Top Referrers

    1. spacedock.info
    2. www.google.com
    3. steamcommunity.com
    4. www.spacedock.info
    5. forum.kerbalspaceprogram.com
    6. yandex.ru
    7. www.bing.com
    8. bbs.3dmgame.com
    9. duckduckgo.com
    10. www.google.de

    Export Raw Stats

    Export Downloads

    Export Followers

    Export Referrals

    Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.