See The Sights
You've done your flags and footprints, now comes the time to do some geology to find the best place to plunk down your more permanent base. Establish a basecamp, stay awhile, and survey the land to see if you can find a better concentration of resources (or perhaps a worse concentration, maybe those orbital scans weren't accurate). If you've found the right spot, then it's time to bring in the bigger stuff. If not, then it's time to pack up your Buffalo Modular Space Exploration Vehicle and look elsewhere.
Pathfinders have KIS/KAS friendly, portable equipment to go “space camping" with. Just convert a few Buckboard or Conestoga multipurpose containers into storage units, pack your gear, and head out.
Want to build a sprawling temporary base? Pathfinder offers a number of different parts for temporary base building, with optional support for mods like OSE Workshop, Extraplanetary Launchpads, TAC Life Support, Snacks, USI-LS, kOS, and more.
Travel in Style
Pathfinders are always on the go, and you can travel in style with the Buffalo Modular Space Exploration Vehicle (MSEV), based on NASA's real-world MMSEV. Whether driving or making sub-orbital hops, the Buffalo has you covered. As if that's not enough, you also have a personal flying wing known as the JetWing, and the Outback EVA Support System, which can hold a small amount of a lot of different resources.
Your Game, Your Choice
Don't like how the mod is configured? Simply press <mod key, which defaults to Alt on Windows> and P simultaneously to bring up the Pathfinder Settings window. It's not cheating if the default configuration for the mod simply doesn't match your play style.
Additionally, Pathfinder is easily customizable using ModuleManager patches. Want to create a new template? Here's a wiki page on how.
Requires Kerbal Inventory System (KIS) and Kerbal Attachment System (KAS) by KospY & Winn78.
Module Manager by Sarbian
Community Resource Pack by RoverDude, Nertea, and the KSP community
Portions of this codebase include source by Snjo and Swamp-IG, used under CC BY-NC SA 4.0 license
Icons by icons8: https://icons8.com/license/
Eve: Order Zero graphic courtesy of Kuzztler and used with permission.
Released on 2021-08-04
Released on 2021-02-14
KNOWN ISSUES - Stack mounting the inflatable parts isn't working with the boxed parts using stock EVA construction. You'll need to surface-attach them instead.
Released on 2020-10-28
Released on 2020-10-16
Thanks to JadeOfMaar: - Added EPS Transformer to Arc Reactor. This down-converts ElectroPlasma to ElectricCharge in 1:6 ratio. - Removed resource ignore lists from (Castillo) Storage Depot so that resources added/used by LS mods can be tweakable in it. - Updated Sunburn Fusion Lab (CRP) template to have FusionPellets production from D-He3 and from H2O. - Updated Sunburn Fusion Lab (CRP) template's ISRU Chain (Coolant, Glykerol).
Released on 2020-08-31
Released on 2020-02-11
Released on 2019-10-21
Released on 2019-07-16
Released on 2019-06-22
Released on 2019-06-02
Updated Snacks support
Released on 2019-05-17
Released on 2019-04-17
Released on 2019-02-23
Released on 2019-02-18
Released on 2019-02-10
Released on 2019-01-11
New Boxed Parts - Walkway 2x (Advanced Exploration): This boxed part assembles into a walkway that adds space between base parts. It also has a roof rack for attaching accessories. - Drilling Rig (Composites): Once assembled, this large drilling rig extracts a large number of resources at a time; it's 4x faster than the Claimjumper.
Released on 2018-12-27
At long last Project Sandcastle is here! Part 1 contains a new line of 12.5-meter diameter parts and associated accessories designed for more permanent bases. The first part, the Castillo, is one you're already familiar with. It has undergone many revisions to find the right look and feel. This release builds upon the Castillo by delivering a factory, storage depot, and observatory- with working telescope if you install Tarsier or CactEye! In addition, there are new support buildings including the Ground Station and A.R.C. Fusion Reactor, as well as a new walkway. All of these parts start out as standard shipping crates that are then assembled with resources- be sure to turn on resource distribution.
New Boxed Parts - These parts all start out as Buckboard-sized packing boxes and require resources to assemble. - Castillo Depot (Composites): This is a 12.5m diameter warehouse with a 200,000-liter omni storage capacity. You can show or hide the roof to stack additional depots, and you can mesh switch between crew hatches (the default) and solid walls. - Castillo Observatory (Composites): This 12.5m diameter part takes over the Castillo's science data generation for labs, Pipelines, and prospecting, and GoldStrike prospecting bonus. It also has a working telescope- provided that you have the Tarsier (preferred) or CactEye telescope mod installed. - Castillo Factory (Composites): This large factory has very efficient omni converters. It takes over the efficiency improvements produced by the Castillo, and it has built-in support for OSE Workshop and EL Workshop. There's even a Christmas bonus for CRP users. NOTE: You're on your own for future CRP support, I've switched over to Classic Stock and do use CRP anymore. CRP has been legacy for some time now... - Castillo Adapter (Composites): This boxed part is an adapter between 12.5m parts and 3.75m parts. - Ground Station (Composites): This boxed part is designed to form part of a Deep Space Network on a local planet when you're far away from the KSC. It also generates trajectory data for the Pipeline mass driver. The Ground Station can track objects targeted by the vessel or a random target. - A.R.C. Fusion Reactor (Specialized Electrics): Unlike the portable prototype fusion reactor found in the Hacienda's Solar Flare, this permanent installation generates a lot more ElectricCharge. Bonus: You can turn off the particle effects via the Part Action Window to improve rendering performance. - Walkway (Advanced Exploration): This boxed part assembles into a walkway that adds space between base parts. It also has a roof rack for attaching accessories.
Revised Parts - Remodeled the Pipeline Mass Driver to make it much easier to attach to your base. - Remodeled the Castillo to use the new look for konkrete parts. - The Rangeland now has underground storage for RocketParts and can recycle vessels on the pad.
Bug Fixes & Enhancements - The Pipeline's launch azimuth is now restricted to a few degrees to the left or right of where the barrel points. You can turn this restriction off in KSC's Settings menu (accessed when you press the ESC key).
Released on 2018-11-09
Released on 2018-11-05
New Part - Accessory Mount (Space Exploration). The Accessory Mount can be radially attached and provides a hardpoint for accessories like the Gaslight, Sombrero, and Telegraph.
Bug Fixes & Enhancements - Recompled for KSP 1.5.X. - Updated KIS MM patches to KIS 1.16. - Updated KAS MM patches to KAS 1.1. - Updated OSE Workshop MM patches to OSE Workshop 1.3. IMPORTANT NOTE: The latest KAS update is potentially save breaking to Pathfinder. It is Strongly recommended that you de-link any parts attached via pipes and any vessels connected via Mineshaft. - Added rack mounts to the crew tunnels on the Chuckwagon, Casa, Doc, and Hacienda. - The Gaslight, Sombrero, and Telegraph can now be surface mounted in addition to stack mounted. - Removed ThermalEfficiency and TemperatureModifier nodes from stock drills in the MM_Drills.cfg patch. Thanks haelon! :) - Part decals now default to hidden. - Renamed the Hogan to the Castillo. - Added resource distribution and Omni Converters to the Castillo. - Consolidated the Castillo's Community Center, Dormitory, and Classroom template functionalities into a single template. - Removed KAS attachment fixtures from a variety of parts. You'll need to use the KAS pipe connector or better yet, Pathfinder's resource distribution. - Added OmniStorage to the ground-based Pipeline as well as a resource distributor. - In Classic Stock Play Mode, OSE Workshop now uses Equipment instead of MaterialKits for its default resource. - Added Classic Stock recipes to OSE Workshop. - Added new ElectricCharge + Rock = Konkrete OmniConverter to Classic Stock. This is similar to the real-world LavaHive regolith melter. - Omni converters will automatically shut down if the vessel's Electric Charge falls below 5%. - Streamlined feedback messages related to using resource distribution to pull resoures needed to assemble parts. - Fixed some issues around the boxed parts and their deployment. - Fixed some issues related to the Operations Manager not showing up properly. - Fixed emitters on the Buckboards producing smoke when they shouldn't. - Fixed issue where assembling parts with resource costs didn't actually spend the required resources. - Fixed issue with heavy parts causing physics and collider problems during assembly.
Released on 2018-10-18
Fixed duplicate Hogan. Still last release for KSP 1.4.5...
Released on 2018-10-17
Last release for KSP 1.4.5!
Classic Stock - Added new Greenhouse OmniCoverter template. It's only available if Snacks is installed. It will produce Snacks after 180 hours. There's a chance that the yield will be higher than normal, lower than normal, or fail completely. It also runs in the background. - The Haber Process, Composter, Snack Grinder, and Organic Chips Omni Converters will all now convert their resources even when the vessel is unloaded and out of physics range.
Bug Fixes & Enhancements - Fixed issue where switching Play Modes would cause some files to not be renamed and cause all kinds of fun for players... NOTE: For the changes to take effect, you'll need to switch your Play Mode to some mode other than the current one, then switch it to the desired mode.
Released on 2018-10-11
Hogan - Rebuilt the part so that the center of the dome is no longer offset with respect to the center of its packing box. This will fix center of mass issues that caused the part to flip when assembled. BE SURE TO USE RESOURCE DISTRIBUTION TO ASSEMBLE THE PART! Existing Hogans won't be affected. - Removed KIS attachment port due to adjustments to the 3D model. Existing Hogans won't be affected. - Added additional tool tip text.
Claimjumper - Removed Prospector; its functionality is incoprorated into drills. - Removed drill switcher; its functionality is incorporated into drills. - Added list of resources mined from the current biome.
Classic Stock - Fixed issue with OmniConverters incorrectly displaying "missing" status after changing the recipie. - OmniConverters will now properly prepare their conversion recipie after you change what they convert. - Fixed OPAL Processor not being able to produce Water when the part lacks the Water resource.
Bug Fixes & Enhancements - The Ops Manager will again update its button tabs when you change configurations.
Released on 2018-10-08
Omni Converters & Storage - Added search functions to OmniStorage and OmniConverter GUI. - Play Mode now lists which mods support a particular mode.
Classic Stock - Added new Classic Stock omni converters: Propellium Distiller, Oxium Distiller, Snack Grinder (requres Snacks), Soil Dehydrator (requires Snacks). - Changed the default template to OmniShop and OmniWorks for the Casa/Ponderosa and Hacienda, respectively. - The Mule's default template is now OmniStorage.
Released on 2018-09-09
Released on 2018-09-01
Released on 2018-08-25
Released on 2018-08-18
1.27 Sandcastle: Bulldozing
Tired of building bases on a slanted slope? This release introduces the ability to create static regolith mounds upon which you can build your bases! These mounds are level to the ground and nice and flat. To build them, all it takes is the latest version of Kerbal Konstructs and the new Buffalo Bulldozer part.
Released on 2018-08-12
Released on 2018-08-08
Released on 2018-06-23
Released on 2018-05-28
Released on 2018-05-10
Released on 2018-05-06
No changelog provided
Released on 2018-05-06
Omni Converters For Classic Stock only, Pathfinder's base components (Casa, Ponderosa, and Hacienda) can now use the new omni converters. Instead of templates like Watney, OPAL, and Nukeworks that have fixed converters, omni converters let you configure your base components however you like. Need 3 Haber processors? No problem. Need the complete resource chain to go from Ore to MaterialKits to Equipment and finally RocketParts? You can do that to. While traditional templates are still around, omni converters offer much more versatility.
In addition to the Omni Converters, the new Omni Storage template lets you store any number of resources desired up to the maximum available storage volume. Omni Storage is even smart enough to handle resource ratios like LFO; no need to fiddle with the storage capacity sliders to get just the right ratio of LiquidFuel/Oxidizer in the tank. As with Omni Converters, the traditional storage templates are still around, but Omni Storage offers much more versatility.
Bug Fixes & Enhancements - Recompiled for KSP 1.4.3 - Fixed NRE issues with the WBIProspector. - Classic Stock's Hot Springs has a resource scanner to help locate GeoEnergy. - Improved resource summary in the geology lab. - Fixed missing resources in the Classic Stock's GeologyLab. - Fixed a situation where resource distribution that wouldn't distribute resources. - Added new templates to Classic Stock Play Mode: OmniShop (Casa/Ponderosa), OmniLab (Doc), and OmniWorks (Hacienda). YOUR EXISTING CLASSIC STOCK TEMPLATES ARE SAFE! These are new templates that offer more versatile configurations, but they take more work on your part to set up. - Added new Omni Storage template to the Classic Stock Play Mode. - Moved the Recycler Arm to Buffalo. The existing arm has been deprecated. - Adjusted Classic Stock resource densities to reflect the 5-liter standard used by most stock resources. - Adjusted Classic Stock storage capacities to reflect the 5-liter standard used by most stock resources. These changes will affect new parts and when you reconfigure an existing part. - Classic Stock is now the default Play Mode for new installs of WBI mods. Existing games are unchanged.
Released on 2018-03-20
Released on 2018-02-12
This release focuses on resource harvesting by making quality of life improvements in the Lasso parts and adding the ability to collect exoatmospheric resources via a new part. Thanks for your help, JadeOfMaar and Rock3tman! :)
NOTE: This is the last release of Pathfinder for KSP 1.3.1. NOTE: Next release will remove the old MCM parts- they now have replacements in DSEV. NOTE: Next release will remove the textures without names- they're obsolete anyway.
Lasso - Cleaned up the available converters. Now there is an Atmosphere Processor to extract all available atmospheric resources from intake Atmosphere, and a Liquid Distiller to do the same for oceanic resources. - Added a new 3.75m Lasso-300. It can extract both atmospheric and exospheric resources via its Atmosphere Processor in addition to the standard Liquid Distiller. Be sure to start the Exospheric Scoop to gather up resources just above a planet's tangible atmosphere.
Resources Definitions - Added exospheric definitions for Atmosphere, Water, Minerite, and Nitronite. With enough time and the proper equipment, you can skim the atmosphere of worlds like Kerbin, Laythe, Duna, Eve, and Jool to make LiquidFuel and Oxidizer!
Released on 2018-01-08
Released on 2018-01-06
Hogan - The Ranch House has been renamed to the Hogan. - Adjusted the resource requirements to build the Hogan. - Retextured the sides to reflect the Konkrete portion of its construction. - You can configure the Hogan into one of three configurations, all of which retain their greenhouse functionality: Community Center: This is the default configuration. It has the same functionality as the original design. At least for now... Dormatory: This configuration has life support recyclers, and it attracts Tourists who want to experience life as a colonist for a few days. Study Hall: Like the stock MPL, you can train kerbals and increase their ranks. You can also train promising Tourists to become Pilots, Engineers, and Scientists. With the ever-increasing cost to hire new astronauts, the Study Hall gives you an alternative to acquiring new astronauts through rescue contracts.
New Contracts - Touring: This contract requires you to send 1 or more tourists to a specific vessel and return them home safely after a few days stay.
ARP Icons Added new Alternate Resource Panel icons courtesy of JadeOfMaar. These look great! :)
Bug Fixes & Enhancements - Re-exported the models for the Hogan, Pipeline, and Rangeland. - The Orbital Pipeline will now send payloads from orbit to ground- my girlfriend had a good argument for it.
Released on 2017-12-03
Released on 2017-11-30
Released on 2017-11-28
Released on 2017-11-28
Released on 2017-11-12
New Part - Micro ISRU (Advanced Science Tech): This Buckboard-sized ISRU is capable of producing only one resource at a time but it comes with its own built-in advanced solar panel to power the conversion process.
Bug Fixes & Enhancements - GoldStrike drills now properly catch up after you haven't visited the vessel in awhile. - Fixed ground-based extraction rates for GoldStrike resource lodes. - Fixed missing power requirements for the Gold Digger drill. - Fixed missing power requirements for the Buffalo Drill. - Added ability to (slowly) 3D print Equipment from MaterialKits in the Blacksmith and Clockworks. - Adjusted recycling rate of Equipment into MaterialKits in the Blacksmith and Clockworks. - The Saddle and Switchback 2 now have air park capability to reduce base slippage. USE WITH CAUTION! If you set the parking brake, be sure to immediately quick save and reload to make sure the brake is set.
Released on 2017-10-23
Released on 2017-10-22
Ranches And Pipelines Along with some new parts, this release introduces a new capability: the ability to transfer resources between the active vessel and unloaded vessels, including KIS inventory items! To do this, all you need is to establish a Pipeline at both ends.
New Parts - Ranch House (Composites): This large structure is an intermediate step between the inflatable temporary structures and the permanent Sandcastle dwellings that will be in a future release. Instead of having multiple configurations, the Ranch House provides production bonuses to all the parts with converters that are a part of the base. Additionally, it generates data that can be distributed to Doc Science Labs, Mobile Processing Labs, and the new Pipeline Mass Driver. That data can also be collected to provide a prospecting bonus when searching for Gold Strike lodes. The amount of bonuses and data generated depends upon how well staffed the Ranch House is. Finally, the part starts out as a Buckboard-sized packing box that requires copious amounts of Equipment to assemble. Unlike the smaller inflatable structures, the Ranch House cannot be disassembled.
Pipeline Mass Driver (Nanolathing): The Pipeline lets you transfer resources and KIS inventory items to unloaded vessels in range. The transfers can be ground-to-ground or ground-to-orbit. Each destination must have its own Pipeline. Be sure to check the construction requirements; Pipelines are expensive- they need lots of Equipment and Konkrete. Like the Ranch House, the Pipeline starts out as a Buckboard-sized packing box, and cannot be disassembled.
Orbital Pipeline (Nanolathing): The orbital variant of the Pipeline can perform orbit-to-orbit transfers and receive deliveries from ground-based Pipelines.
Rangeland Construction Pad (Advanced Construction): Like the Ranch House, the Rangeland starts out as a Buckboard-sized packing box. once assembled, it forms a large pad from which you can build new vessels if you have Extraplanetary Launchpads installed. It also cannot be disassembled. KNOWN ISSUE: The Rangeland allows vessel construction even when compacted.
Buffalo Recycler Arm (Advanced Construction): This part can recycle parts that come in contact with its blowtorch. It doesn't require a skilled engineer.
Lasso Aero/Hydro Scoop (Aerodynamic Systems, Advanced Aerodynamics): This specialized atmospheric/oceanic intake contains filters and processing units to retrieve valuable resources from the atmosphere and oceans of a planet. It comes in three sizes.
Bug Fixes And Enhancements - Reduced reactor output from the Nukeworks but made it last longer. - Nukeworks now produces NuclearWaste as part of its output products in Classic Stock play mode. - Added Nuclear Reprocessor to the Nukeworks. - WBT update.
Released on 2017-10-08
Removed prototype parts.
Released on 2017-10-07
Module Reconfigurations - To improve playability, all the inflatable parts now require an Engineer to reconfigure or assemble/disassemble (it was a mix of Engineer and Scientist before).
Play Modes - Play Mode moved to Wild Blue Tools. Look for the "WBT" button on the Space Center screen. - Play Modes now apply to all Wild Blue mods. - Added support for Classic Stock play mode. This is a new mode that uses resources inspired by a system proposed by NovaSilisko and HarvestR back in KSP 0.19. YOUR CURRENT GAMES THAT USE CRP ARE SAFE! For the complete list of resources in Classic Stock and to see how the various converters use them, follow this link: https://github.com/Angel-125/Pathfinder/wiki/Classic-Stock-Play-Mode
Multipurpose Colony Modules - Deprecated the Multipurpose Colony Modules parts found in the extras folder; they're now obsolete and replaced with equivalents in DSEV: Multipurpose Base Unit -> Mk2 Ground Hub Multipurpose Colony Module -> Tranquility Mk2 Habitat Homestead Mk2 -> Homestead Mk3 Stagecoach -> Junction Storage Hub
Bug Fixes & Enhancements - Various bug fixes. - CRP is now a separate download. - Updated to KSP 1.3.1. - Skill required to recycle parts reduced to level 2. - Skill required to recycel whole vessels reduce to level 4.
Released on 2017-08-22
Released on 2017-08-16
Minor fix for the Sunburn lab.
Released on 2017-08-15
This release replaces the drill heat mechanic with BARIS: Building A Rocket Isn't Simple. You can think of BARIS (the name is a nod to an old video game) as a highly customizable Dangit-lite. Don't want your drills or converters to break? Don't want the hassle of parts wearing out? Do you prefer not to send Equipment up to repair your parts, or to requrire specific skills to repair them? No problem! All that and more are options. As always, It's Your Game, Your Choice.
BARIS IS OFF BY DEFAULT! You'll have to opt-in via the Settings->Difficulty->BARIS tab.
With BARIS, your drills and base parts now have wear and tear, which is indicated by the part's Quality rating. They're unlikely to break during their normal design life, but they can start to break down after you exceed their design life. If you perform maintenance on them, you can reduce the chance that they'll break. A broken drill or base part won't function, which can be either annoying or life threatening depending upon the mods you have installed. Once you fix the part, it will continue to function, but its design life will be reduced.
Bug Fixes & Enhancements - Fixed missing textures. - Fixed issue with geology lab not transmitting bonus science. - Resource distribution should run a bit more smoothly now. - Simplified Mode's ISRU now includes a drill. - Fixed issues with template reconfiguring when no life support mod is installed.
Released on 2017-06-24
Gold Strike - You now have an unlimited number of chances to find resources in any given biome on any given planet. You still only get once chance per asteroid though. - You now only need to drive a minimum of 3km away from the previous prospecting location in order to make another attempt. - Lowered the chances of finding a lode. - Lowered the max units of a lode's resource that you can find. - The Pathfinder geology lab has the ability to prospect for resources. - Your drills will automatically dig up the lode resource if there's room for it in your vessel; it functions independently of drilling for Ore. - Prospecting asteroids is now functioning properly.
Bug Fixes & Enhancements. - You can now carry the Sombrero and Telegraph. - Drills no longer generate heat when in operation. - When inflating parts, if you have no active distributors that are sharing the needed Equipment, you'll receive a message to remind you to turn on resource distribution. - Fixed an issue where the resource distributor cache wouldn't be rebuilt after changing a part's distributor status and/or what resources to distribute. - Fixed an integration issue with KPBS.
Released on 2017-06-13
Released on 2017-06-11
Released on 2017-05-29
Released on 2017-05-28
Released on 2017-05-14
Released on 2017-05-07
No changelog provided
Released on 2017-04-30
Released on 2017-04-24
Gold Strike - Some locations now have a higher chance of containing valuable resources than others. - WBT Update
Released on 2017-04-18
Buffalo MSEV - Added new Buffalo Wings parts. See the Buffalo readme for details.
New Part - S.A.F.E.R. : The Safe Affordable Fission Engine with Radiators generates ElectricCharge for your spacecraft needs. It is based upon the real-world SAFE - 400 reactor created by NASA.
Bug Fixes & Enhancements - Fixed airlock issue on the Chuckwagon. - Part scrapping now requires a confirmation click (which can be disabled in the options screen). - With Extraplanetary Launchpads installed, you can turn Equipment into ScrapMetal. - When Far Future Technologies is installed, FusionPellets are made from LqdHe3 and LqdDeuterium. - Fixed an issue where Equipment wasn't being recycled after deflating a module. - If you have insufficient room on your vessel to store Equipment recovered during module deflation, then the remaining amount will be distributed.
Released on 2017-03-12
This release introduces the ability to scrap individual parts- and if you're skill is high enough, entire vessels- and salvage some Equipment in the process. You'll need a kerbal with the RepairSkill (Engineers have it) to perform the operation. The amount of Equipment recycled depends upon the mass of the part/vessel and the skill of the kerbal. A level 3 kerbal can scrap individual parts, while a level 5 kerbal can scrap entire vessels. For safety reasons, you cannot scrap a part or vessel that has crew aboard.
When you scrap parts and vessels, any resources it contains can be distributed to any nearby containers participating in Pathfinder's resource distribution system. The container must be within 50 meters of the part scrapping kerbal, and the participating container must have resources you're interested in set to either Share or Consume. So if you want to recover resources from the part, then be sure to turn on resource distribution for your storage containers. You can always scrap a part regardless of distance to an available container.
Bug Fixes - Restricted the number of contracts that are offered and/or active. - Fixed a situation where experiments weren't registering as completed. - Contracts won't be offered until you've orbited the target world and have unlocked the proper tech tree. - Contracts that must be returned to the homeworld must be landed or splashed.
Released on 2017-03-08
1.7.0 Spring Cleaning
Pathfinder Geology Lab - Geology Lab experiments can now be completed as part of a contract. - Gold Strike prospecting ability removed from the Pathfinder Geology Lab; you can continue to use the Buffalo's Crew Cab and the Gold Digger drill.
Iron Works - Removed RocketParts->Equipment converter; this was in place during the transition from RocketParts to Equipment (necessary because, at the time, I thought RocketParts was a 1-liter resource).
IMPORTANT NOTE: Extralplanetary Launchpads is still fully supported; you can smelt Metal, recycle ScrapMetal, and make new RocketParts in the Iron Works when EL is installed. The Spyglass still serves as a survey station, and all inhabited Pathfinder parts provide some production ability.
Watney - Removed Rainmaker (LFO) converter; it's redundant with the Fuel Cell converter, which also uses LiquidFuel and Oxidizer to generate ElectricCharge and Water. - Increased LiquidFuel and Oxidizizer inputs on the Fuel Cell, and doubled its ElectricCharge and Water output. - The Watney can now burn Ore to produce ElectricCharge, just like Buckboards converted to generators.
Bug Fixes & Enhancements - Repairing broken parts now requires Equipment. - The OPAL correctly outputs Water instead of using it as input. - Increased ElectricCharge output of the Nukeworks' nuclear reactor. - Buckboard generators are now using the correct engineering skills for enahanced efficiency and repairs.
Mod Support - WBT Update - Updated the Snacks converters to the latest standards. - Dropped support for MKS; the mod changes too much to keep Pathfinder's MM patch up to date. - Removed WBIGreenhouse from the TAC-LS Prairie; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. - Removed WBIGreenhouse from the TAC-LS Cropworks; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. (with higher production rates). - Removed WBIGreenhouse from the USI-LS Prairie; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. - Removed WBIGreenhouse from the USI-LS Cropworks; now it uses the same ModuleResourceConverter as the TAC-LS C.R.A.P. (with higher production rates).
NOTE: The C.R.A.P. greenhouse remains in place for now, but be sure to convert your greenhouses over as it will be removed in a future update.
NOTE: USI-LS is out of date. Since it changes too often, I'm not inclined to update Pathfinder's MM_USILS patch. If you want an up to date version, send me a pull request. :)
Released on 2017-02-21
Wild Blue Tools update
Released on 2017-02-14
Quick fix for SEP support
Released on 2017-02-13
New Parts - SCP Adapter: Use this to adapt standard crew ports (like the Mineshaft) to 1.25m parts. Thanks for the suggestion, JustJim! - AKI Power Strip: If you have the Surface Experiment Package (SEP) by CobaltWolf installed, then you can tack one of these power strips onto the sides of your modules or along the base of the Saddle and gain extra AKI plugs.
WheelJack - The top node of the WheelJack now serves as a docking port. Simply bolt the WheelJack to the ground and attach a stock Clamp-O-Tron Jr to the top (in KIS, cycle through the nodes until you select the "top" node). Then, attach a chassis or other part to the docking port, and continue your rover assembly. When finished, do a quicksave and reload, and finally, decouple the Clamp-O-Tron Jr. Thanks for the investigations, Sudragon!
Ponderosa Inflatable Habitat Module - Added a probe core for automated vessel control (both Switchbacks already have them).
Pathfinder Geology Lab - The Pathfinder Geology lab can now serve as a SEP Central Station. Thanks for the config file, Bombaatu!
Saddle, Gaslight, Telegraph, & Sombrero - Added additional attachment nodes to make it easier to attach things like KAS ports and AKI plugs. - Adjusted ground attachment nodes to help reduce the chance of parts exploding when bolted to the ground.
KIS Attachment - To help with base assembly and correctly orienting inflatable modules, simply press "R" to cycle through the attachment nodes, and find the "KISMount" node. Use "KISMount" when attaching inflatable modules to your base.
Bug Fixes - Fixed an issue where CropWorks was using the Snacks version of the CropWorks when USI-LS was installed. Ditto for the Prairie. - Updated Buffalo ASET cockpit to use ASET 1.4: https://spacedock.info/mod/1204/ASET%20Props - Fixed seating in the Doc Science Lab to prevent kerbals from poking through the seats. - Fixed starter craft file so that it loads properly. Thanks bmaltby! - Wired up the Switchback and Switchback2 for KerbNet. - WBT update
Released on 2017-02-03
Actual Pathfinder 1.5.1 this time...
Released on 2017-02-02
Released on 2017-02-01
Minor bug fixes
Released on 2017-02-01
This release updates the Pathfinder Geology Lab to use the WBI Experiment system originally developed for the Mark One Laboratory Extensions. The old efficiency studies have been replaced with new experiments that generate science reports just like the stock science parts do (HELP WANTED: science results text. Contribute to the results to improve your game!), and they will either improve or worsen your production efficiencies just like the original studies did. You can try to improve your production efficiencies in the current biome even when the experiments no longer generate science. Features of the new and improved Pathfinder Geology Lab include: - A new resource called CoreSamples. The Pathfinder Geology Lab produces CoreSamples through basic research along with bonus science. - Four new science experiments including: Soil Analysis, Metallurgy Analysis, Chemical Analysis, and Extraction Analysis. These are found under the Geoscience button. - KerbNet access with Resource, Biome, and Terrain views. This access is provided under the new Biome Analysis button. - Unlocking a biome's abundance summary and the TERRAIN uplink are now found under the new Biome Analysis button. - Continued support of the Impact mod by tomf: The Pathfinder Geology Lab has a built-in bangometer. NOTE: The Geoscience button will be unavailable until you unlock the local biome's abundance summary.
Bug Fixes & Enhancements - The Chuckwagon has a new greenhouse option for USI-LS: the Continually Regenerating Agricultural Product greenhouse. - Fixed an NRE issue with adding the TERRAIN to a vessel while in the editor. - Fixed an NRE issue with the Conestoga lights. - Fixed IVA issue with the Buffalo command cab and ASET props. - Fixed control issue with the AUXen. - You can properly configure a part to be a battery by using the ConverterSkill. - Fixed an issue with IVAs spawning in the editor when inflating parts. - You can now select the default image for the Plasma Screen in addition to screens in the Screenshots folder. - Moved the kPad and plasma screens to the Utility tab. - The Watney Chemistry Lab now produce a small amount of LqdDeuterium in addition to LqdHydrogen and Oxygen. - Minor MM patches (thanks kerbas-ad-astra! :) )
Released on 2017-01-09
Want to get rich? This release of Pathfinder introduces Gold Strike, a mini-game where you travel around the local biome and go prospecting for valuable resources. These resources are found wherever you find Ore, even if the local biome or asteroid doesn't have the resource in any abundance. If you find a lode, drill for Ore, and you can convert that Ore into the valuable resource- as long as you remain in the area, and as long as there are units of the resource remaining. Use the Gold Digger, Buffalo's geology lab, and of course the Pathfinder Geology Lab to go prospecting.
Features include: - Go prospecting for ExoticMinerals, RareMetals, Karborundrum, and Aurum. If you find something, start drilling for Ore and run the drill's gold strike converter. The converter is available on the Gold Digger, the new Buffalo Drill, the Hacienda's Claimjumper, and the stock drills. - Limited chances to find a lode in a given biome that can be reset by paying a Science cost in Career/Science Sandbox mode. - If you don't find a lode, then travel a set distance before trying again. - Experienced kerbals with the Science Skill (like Scientists) can improve your prospecting chances if they go EVA and run the Gold Digger. - Geology labs staffed with those with the Science Skill also contribute to your prospecting chances. - Several configurable options found in Pathfinder's new difficulty settings screen. - Easily customize the various valuable resources that can be found- just add new GOLDSTRIKE config nodes. - New Aurum resource.
New Parts - Buffalo Drill: This inline drill is about half as good as the stock radial drill. - Buffalo SAS Module: This inline SAS module is as good as the Advanced Inline Stabilizer, and it has a probe core.
Bug Fixes - Fixed drilling issues with the Gold Digger. NOTE: You still need someone with the ScienceSkill to improve its efficiency.
Released on 2017-01-03
Released on 2016-12-23
Released on 2016-12-11
Released on 2016-12-10
Ugh. Re-loaded Pathfinder 1.3.2
Released on 2016-12-10
Released on 2016-12-09
KSP 1.2.2 update
Released on 2016-12-02
Released on 2016-12-02
Released on 2016-11-28
Released on 2016-11-09
Released on 2016-11-09
Released on 2016-11-02
Updated to KSP 1.2.1
Released on 2016-11-02
Released on 2016-10-18
Released on 2016-10-16
Released on 2016-10-13
Released on 2016-10-12
Removed Parts - Removed the Stockyards and Homestead. You have two options if you want these parts. First, the Mark One Laboratory Extensions' Drydocks replace the Stockyards, and MOLE's Bigby Orbital Workshop replaces the Homestead. Second, you could download the Multipurpose Colony Modules for Pathfinder mod extension. In addition to the Stockyards and Homestead, you get an old favorite, the Pioneer Multipurpose Colony Module and Settler Multipurpose Base Unit.
Released on 2016-09-11
Last update before KSP 1.2!
New Parts - Added the Telegraph deployable communications dish. - Added the Sombrero Solar Array. This dual-axis solar array can point at the sun in two directions. - Added the Radial Engine Mount. It is particularly helpful for getting rovers onto the ground.
Greenhouses - Growth time is no longer reduced based upon experienced Scientists. Yield is still affected by experience though. - Greenhouses now show where they're at in the growth cycle and show up in the Ops Manager.
USI-LS - Replaced Water usage with Dirt. Apparently Fertilizer is mostly water. - Adjusted the resource consumption amounts to be comparable with stock USI-LS. - While Dirt is an extra added resource, it accounts for the possiblility of improved yields. - The Pigpen now produces Fertilizer from either Ore, Minerals, or Gypsum. NOTE: expect additional changes once KSP 1.2 is available. It sounds like USI-LS is changing.
Other - Updated support for CLS. - The Sunburn lab won't have the ability to produce Coolant unless you have DSEV installed. - Buffed the Doc Science Lab's data capacity to reflect changes in the stock MPL. It is still optimized for ground operations. - Added a small nuclear reactor to the Nukeworks for those times when you don't land in a place that has geothermal activity. - Fixed some KAS and lighting issues with the Gaslight. - Adjusted tech tree positions of various modules; they'll show up roughly in Tier 6.
Released on 2016-09-05
This release introduces a couple of new parts and refactors some old ones. It also delivers the Chuckwagon IVA.
New Parts - Added standard width 1u and 2u Solar Flatbeds. If you have parts attached to them then they won't generate ElectricCharge. Thanks for the suggestion, DStaal and Bombaatu! :)
Gaslight, Saddle, Patio & Switchback2 - Adjusted the colliders to help alleviate explosive parts when attaching them to the ground. - Due to the way that KAS works, the Saddle and Gaslight now only have one pipe connection. The older versions have been deprecated, so your existing bases will be ok.
Chuckwagon - The Chuckwagon finally has its IVA! :)
Inflatable Modules - When inflating or reconfiguring modules, you can now pull Equipment from vessels participating in resource distribution. This happens automatically as long as vessels are sharing their Equipment. - Due to the way that contracts work, inflatable modules will have a crew capacity listed once again. Please don't flat-pack kerbals. I'm looking at ways to auto-kick kerbals out of deflated modules while in the editor. NOTE: You might have to return to the space center and then go back to your new base in order for contracts to recognize the inflated crew capacity.
USI-LS - All inflatable modules will now have the capacity to store Supplies. - Increased the recycling capability of the Ponderosa template to 90%
Doc Science Lab - The Doc Science Lab template now participates in the WBI Experiment System. You can load up to four experiments into the lab and conduct research, either from a suitable experiment container (Mark One Laboratory Extensions has several) or by generating new experiments from their list of required resources. Coming soon in KSP 1.2: you'll also need a connection back to KSC to receive instructions. Experimental results can be transferred into the mobile processing section, and the experiment lab generates bonus science.
Watney - Adjusted the Water production for the Rainmaker converters. - Added a fuel cell converter to produce ElectricCharge from LiquidFuel and Oxidizer.
Released on 2016-08-12
Released on 2016-08-11
Released on 2016-08-03
New Part - Added 2U Slim Chassis.
Flex Fuel Power Pack - The Flex Fuel Power Pack now uses the standard configurable storage window to select flex fuel types. You still need to go EVA to change it, and it requires an Engineer (unless you turn off the skill requirement). - The Flex Fuel Power Pack will have the appropriate fuel resource storage for the selected fuel type.
Spyglass - The Spyglass now counts as a cupola in base building contracts. Thanks for the suggestion, lukeduff! :)
Resources - Added the Uraninite template. Thanks for the suggestion, lukeduff! :) - All Buffalo chassis parts can now participate in Pathfinder's resource distribution. - The Outback now uses the standard resource configuration window. - You can now change the configration on tanks with symmetrical parts. In the SPH/VAB it will happen automatically when you select a new configuration. After launch, you'll have the option to change symmetrical tanks.
Nukeworks - The Nukeworks can serve as a radioactive storage container if you have Near Future Electrical installed. Thanks for the suggestion, lukeduff! :)
Bug Fixes - Fixed an issue where the Buffalo asteroid scanner would not display the results window after scanning an asteroid. - Fixed an issue where duplicate entries for the commercial science lab were visible in KPBS labs.
Released on 2016-07-25
Released on 2016-07-24
Released on 2016-07-24
Flex Fuel Power Pack - Flex Fuel Power Pack can now run on LiquidFuel & IntakeAir. It produces as much ElectricCharge as LiquidFuel/Oxidizer. Thanks for the suggestion, Geschosskopf! :) - Added exhaust effects.
Buffalo Crew Cabin - Added a node on the top to help facilitate mounting the Flex Fuel Power Pack.
M1-A1 - you can now decouple the OmniWheel when it is surface attached as well as when node mounted.
Rendering Performance - Improved performance and reduced memory footprint for resource distribution. - Improved rendering performancs of the Operations Manager.
Released on 2016-07-23
Heat Generation - To help prevent barbequing kerbals and bases, the Claimjumper's and Gold Digger's heat generation has been disabled for the time being until the problem can be sorted out. It appears to be an issue between KSP's FlightIntegrator and ModuleCoreHeat. Not much I can do about that... Currently Pathfinder's other converters don't generate heat. - Added "maxSkinTemp" to all base building parts.
Resource Distribution - You can add resources to the new resourceBlacklist and they won't be distributed. Example: ReplacementParts are used by USI-LS to determine module wear, so they go on the blacklist. The blacklist is defined in the part config's MODULE node. - You can now set the distribution mode to Distributor, Consumer, or Off. Distributor: The part's resources will be distributed if the resource isn't required by a converter and it is unlocked. Consumer: the part's resources will be filled to capacity if the resource is unlocked. - Resource distribution is now restricted to vessels/bases that are landed, splashed, or in prelaunch. Thanks for the suggestion, Geschosskopf! :)
Released on 2016-07-22
Conestoga - Added lights all around the part. - Adjusted consumption rate of the MPU to be in line with stock fuel cells and MOLE's MPUs.
Stockyards - If you have MOLE installed, the Stockyard 250 and 375 won't be available (existing craft won't break, you just won't be able to build new ones with Stockyards); use the ones in MOLE instead.
Bug Fixes - Fixed the Konkrete and Slag templates so that they'll be named properly and store the correct resources. - Fixed storage issues for the Cryo Fuel templates. - Fixed an issue where the Spyglass spotlight animation didn't rotate properly upon reloading the scene.
Released on 2016-07-20
Released on 2016-07-18
Released on 2016-07-08
Released on 2016-07-05
The Doc and Spyglass finally get their IVAs! Just two more to go...
New Parts - Added the Buffalo ISRU, built from the stock mini ISRU. It has several configurations to choose from. - Added the Flex Fuel Power Pack. The Power Pack is a 2U Buffalo chassis unit that has solar panels and also a generator that can burn Ore, MonoPropellant, or LiquidFuel & Oxidizer. Power output varies depending upon the configuration.
IVAs - Added IVA to the Doc Science Lab. - Added IVA to the Spyglass.
Tundra & Wagon Parts - The Tundra 200 and 400, as well as the Wagon, can now become a resource distributor or consumer. As a distributor, the storage part shares its resources. As a consumer, it fills its resources from the distribution system until full.
Hacienda - Added an industrial greenhouse template to the Hacienda, because pandas chew through a lot of bamboo.
Contracts - Added a first stab at contracts for the Ponderosa, Casa, Hacienda, Conestoga, Chuckwagon, and Doc.
Bug Fixes - Fixed an issue where converters weren't benefiting from research projects in the geology lab.
Released on 2016-06-26
This release brings Pathfinder closer to its 1.0 release. It introduces the new Local Operations Manager, a screen that lets you control the functionality of all vessels within physics range. It also makes some tweaks to the life support systems, and offers a new way to process resources in order to fix an issue where you could produce RareMetals and ExoticMinerals in biomes/asteroids that didn't have RareMetals and ExoticMinerals. This new method also gives a way to squeeze more resources out of asteroids, and provides a key component to the future making of Konkrete.
Local Operations Manager - Added the Local Operations Manager (LOM) to the Pathfinder window. You can access it in the Flight app toolbar (the covered wagon icon). With the LOM, you can control the operations of various parts on every vessel within physics range. You can control the functionality of: configurations, converters, lights, cooling towers, drills (including stock drills), and more!
Life Support - Dirt is no longer a requirement for the greenhouse. Instead, it depends upon your life support mod: TAC-LS, Snacks, Kerbalism (100 Fertilizer); USI-LS (100 Mulch) - Removed Cultivator since Dirt is no longer required. - For TAC-LS, moved the Carbon Extractor from the Ponderosa to the Pigpen.
Resources - Added the Slag resource and associated storage template. - Added the Konkrete resource and associated storage template.
Geology Lab - The Prospector can now process Ore into resources found in the current biome. Most of what it produces is Slag.
Homestead - The Rockhound can now process Rock and/or Ore into resources found in the designated asteroid attached to the vessel. Most of what it produces is Slag.
Released on 2016-06-22
TAC-LS - Increased the Prairie's crop yield of Food to 125. Remember, a skilled scientist can reduce growth time by up to half, and increase crop yield up to double. - Added a carbon extractor to the Ponderosa (scrubs CarbonDioxide to produce Oxygen and Waste).
Hacienda - Added the Nukeworks template. It can process Uraninite into EnrichedUranium, and reprocess DepletedUranium into EnrichedUranium.
Other - Updated support for OSE Workshop. - Inflatable modules now list their inflated crew capacity in the part summary panel. - Refactored the Operations Manager windows to make it easier to select a module configuration and to control the module. - Parts now show all the templates that they have; if you haven't researched a tech node that a template requires, then it will be grayed out. - Added official support for Kerbalism. - Added resource patches to find Water on Minmus.
Bug Fixes - Fixed an issue where inflatable modules would show their inflate button in the VAB/SPH when they shouldn't be. - Added the drill switcher window to the Gold Digger.
Released on 2016-05-29
Released on 2016-05-20
Released on 2016-05-10
Released on 2016-05-06
Released on 2016-05-05
Not sure what happened but between 0.9.14 and 0.9.20, Pathfinder's parts and templates got screwed up due to the rapid updates to KSP. This update pulls the 0.9.14 parts and patches and templates with the bug fixes I've done. Pathfinder should be stable now.
Released on 2016-05-04
Fixed some missing files resulting from the transition to KSP 1.1.x
Released on 2016-05-03
Released on 2016-05-01
Updated to KSP 1.1.2
Released on 2016-04-29
Released on 2016-04-28
New Part - Introducing the kPad Air. It's just like the giant plasma TV screens only smaller. The aspect ratio of width to height is 1 : 1.18. Thanks for the suggestion, Parkaboy! :)
Homestead - The Homestead can now be configured for: Brew Works, Ironworks, Ponderosa, Pathfinder, Pigpen, Solar Flare, Sunburn, Watney, and the new Rockhound. - Added the Rockhound template. It converts lots of Rock into ExoticMinerals and RareMetals.
Wheels - Grizzly has moved to the Advanced Motors tech node. - Retuned the durability and default traction of the Buffalo wheels. Thanks for the testing, Geschosskopf! :)
Conestoga & Switchback - Increased the crash tolerance on the solar panels- they'll break when the part does.
Inflatable Modules - IVA overlays won't be shown when the inflatable modules are deflated. - No more crew slots in the VAB/SPH when the inflatable module is deflated. - Fixed an issue where the Blacksmith and Clockworks configurations would forget what projects the OSE Workshop was working on. - Fixed drill switch window; you can drill for different resources again. - Fixed an issue where you could not transfer crew between modules using the Transfer Crew feature. - You can get back into and out of the Ponderosa again. NOTE: Currently the "Transfer Crew" right-click menu button is unavailable for inflatable parts but you can still transfer crew by clicking on an EVA hatch. I'm working on this one... :)
Other - Fixed (again) the versioning file
KNOWN ISSUES - You're unable to surface attach parts to the Buffalo Command Cab until you change its orientation after spawning the part. Just change the orientation, and change it back to the desired orientation as a workaround.
Released on 2016-04-24
0.9.12 The Perfect Storm
This release updates Pathfinder to KSP 1.1!
eberkain had a request to have a conversion chain similar to Simple Construction’s Ore->Metal->Rocketparts. That got me thinking about dusting off some old plans I had for Pathfinder and rethinking them. Among other things, this update implements those plans. Thanks eberkain! :)
New Parts - Added the Tunnel Extender, a part designed to put some space between between modules to make it easier to use the airlocks. It also has a solar panel on the roof and can serve as an attachment location for your stuff. - Added the all new Consestoga Multipurpose Base Module (MBM). This redesign turns the Conestoga into a foundation module for your bases. Simply fly and/or drive it to the desired location, eject the wheels (if you attached the M1A1), and rest the module directly on the ground. The original part is still around! The old Conestoga has been renamed the Mule.
M1A1 Mountain Goat - M1A1 Mountain Goats now have an eject feature. They're particularly useful for moving a starter base into position before discarding the wheels. The staging is disabled be default to avoid /ragequit ;)
Pathfinder Settings Window - Added a Play Mode indicator and a button to change the play mode. This is only available at the Space Center. Pathfinder now offers three different play modes: Default, with all the bells and whistles enabled; Simplified, which reduces the number of resources and configurations you need to keep track of (which has a simplified Ore->RocketParts converter among other things); and Pristine, which just gives you nice looking modules to assemble without the hassle of things like resource extraction and conversion. You can find detailed descriptions of these play modes on the Pathfinder Wiki. To use a play mode, simply open the Pathfinder Settings Window from the Space Center, choose the mode you want, and then restart KSP. Pathfinder’s existing parts and plugin code will adjust accordingly. Warning: changing Pathfinder’s play mode WILL affect your currently deployed bases. Custom play modes are possible, just consult the wiki.
Hacienda - Added the official IVA. As with the Ponderosa/Casa, you can safely delete the Ponderosa/Spaces folder if you need more system memory/performance. If you do that, you'll have the placeholder IVAs (which will look wonky). - Fixed issues with the drill not showing up for the Claimjumper and Hot Springs.
Pigpen - The Pigpen template will only be available if you install a life support mod (Snacks, TAC-LS, or USI-LS).
Doc - Added minimalist IVA. It will be completed at a later date.
Chuckwagon - Added minimalist IVA. It will be completed at a later date. - The ability to convert between storage and a greenhouse will only be available if you install a life support mod (Snacks, TAC-LS, or USI-LS). - Revised the in-field template switching. Instead of the Next and Previous buttons, now you click on the Reconfigure Storage button. NOTE: If you'e upgrading from previous versions, you'll lose your stored resources. Be sure to Hyper-edit back what you need.
Buckboards - Revised the in-field template switching. Instead of the Next and Previous buttons, now you click on the Reconfigure Storage button. NOTE: If you'e upgrading from previous versions, you'll lose your stored resources. Be sure to Hyper-edit back what you need.
Ironworks - Fixed the conversion recipies for MetalOre->Metal, Metal->RocketParts & ScrapMetal, RocketParts->MaterialKits and MaterialKits->RocketParts. Thanks RiverRat2800! - Added the ability to create Equipment from Ore, RareMetals, ExoticMaterials, and ElectricCharge. - Added converter to go between RocketParts and Equipment.
TERRAIN - Fixed an issue where you could not scan for resources in certain situations. Thanks for the detailed assessment, nobodyhasthis2! :)
Switchback - Redesigned the part slightly so that it no longer needs to be attached to a Saddle. Simply drop it onto the ground and you're good to go. It also includes a KAS pipe. The previous design has been deprecated.
Stockyards - Both the Stockyard 250 and Stockyard 375 are now properly updated to the latest Extraplanetary Launchpads. Thanks for your help, Taniwha! :)
Resources - Added Equipment resource and template. - Refactored RocketParts storage template to reflect that it’s actually a 5-liter resource instead of a 1-liter resource. Whoops! - Inflating and reconfiguring modules now uses Equipment instead of RocketParts. Repairs still require RocketParts.
Other - You can now specify the resource and amount required to switch a template instead of the previously hard-coded requirement for RocketParts. - Changed the texture on the crew ports for inflatable modules because Parkaboy is awesome. Fantastic idea! :)
Released on 2016-03-05
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.