Chemistry, thermodynamics, nuclear. We do them all.
This mod all a few new facilities and a large number of resource extraction and conversion recipes from other mods to Kerbal Colonies.
Kerbal Colonies Core
KerbalColonies-ExtraplanetaryLaunchpadsConfig
Both can be found on CKAN or https://forum.kerbalspaceprogram.com/topic/227961-kerbal-colonies-v1011-hotfix-112x/
And at least one of the mods listed in Resource Extraction and Conversion Recipes
section. Otherwise, this mod will not do anything.
For all your nuclear processing needs. Currently using KC ISRU KK group but with double the cost. If Community Resource Pack is installed, Uraninite will be added to KC Mining Facility and EnrichedUranium from Uraninite will be added to this building.
Liquid to gas and gas to liquid. Does not require Kerbals to operate.
Greenhouse for growing food.
Agriculture facility for more advanced organic material manufacture.
Storage facilities with 10x the capacity. Recommended to be built first if you have MKS.
A very large hanger facility. Can only store 1 vehicle, as long as the size is within the vanilla physics range. Perfect for those who wants to build and launch motherships on Mun or Minmus.
Various resources can be mined with KC Mining Facility.[^1]
A large number of ISRU recipes added to KC IRSU. This is acquired by parsing RRCompanion omniconverter configurations with a Python script.
Bonus: If you have Real Fuel installed together with RR + CRP, KC ISRU can also use RF recipes added by RR.
Changes EL recipes in KC to use CRP resources (e.g. MetalOre -> MetallicOre)
Mining LqdHe3 from KC Mining Facility.[^1]
Nuclear Salt Water, Fission Particle and Fission Pellet production in Nuclear Works
Depleted fuel recycling into EnrichedUranium or XenonGas
EnrichedUranium from Ore. Efficiency is designed to be terrible.
Lithium from Ore. Efficiency is designed to be terrible.
With Pathfinder installed, all buildings and upgrades will now take Equipment and Konkrete. This places the construction of permanent KC colonies behind considerable logistics and/or medium/big Pathfinder bases. This patch is applied at LAST[zzzzKCIP]
.
Production of Equipment, Konkrete and Coolant. Coolant is currently useless, as thermodynamics is not a thing in KC.
With MKS installed, all buildings and upgrades will now take SpecializedParts, MaterialKits and Machinery. This places KC Colonies in mid-to-late game, as buildings can cost 100k+ MaterialKits per upgrade or construction. Cost of CAB is reduced, for otherwise it would require almost 1 million MaterialKits.
Almost all recipes in MKS are now available in ISRU, Greenhouse, and Agriculture facilities. Recipes and production speed based on Atlas (aka skipping intermediate products).
Almost all recipes consume Machinery, similar to MKS itself. This also extends to any recipes added by other patches or mods. Recipes in PCF, Greenhouse and Agriculture facilities have reduced Machinery consumption speed.
Kerbals with MKS traits can be assigned to corresponding buildings, similar to MKS (e.g. Farmer and Scientist to Greenhouse).
[^1]: Limited to planetary resources only, as KC Mining Facility is hardcoded to only check for resources in the planetary crust, not ocean, atmosphere or exosphere. [^2]: MKS patches will take precedence over all changes in this section. [^3]: EC generation will be added once publically available KC has been updated with the proper systems.
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.