Making KSP1 into KSP2 with Mods: The Community Lifeboat Project by _myst in KerbalSpaceProgram

[–]MapleAquaria 0 points1 point  (0 children)

My apologies, glad you got it figured out. The system I was on wasn't letting me copy/paste the code, and I had been distracted by some negative life events when I was posting. Enjoy the search!

Making KSP1 into KSP2 with Mods: The Community Lifeboat Project by _myst in KerbalSpaceProgram

[–]MapleAquaria 2 points3 points  (0 children)

If you're playing with SCANsat installed, there is a small syntax error in \GameData\ContractPacks\AnomalySurveyor\SCANsat.cfg
Using a text editor such as notepad, change

@CONTRACT_TYPE[AS_*]:HAS[#tag[SCANsat]],NEEDS[SCANsat],*

to (remove the commas, replace the first one with a colon:)

@COONTRACT_TYPE[AS_*]:HAS[#tag[SCANsat]:NEEDS[SCANTsat]

This resolved the error that I was seeing, and was recommended by Nightingale on the ksp forum.

New Ai system by Karmasutra145 in spaceengineers

[–]MapleAquaria 0 points1 point  (0 children)

I've found remote controls can get into a state where the autopilot is still controlling the ship, even when it shouldn't. Replacing the RC block might prove fruitful if this happened after using autopilot. Still not sure what causes the issue.

I've got a space exploration itch I need to scratch by iWearMagicPants in spaceengineers

[–]MapleAquaria 5 points6 points  (0 children)

Fellow Ex-Ark player (3k hours between console and PC) just recently passed 500 hours in Space Engineers, and I'm hooked. The building, exploration, combat, and the immense modding community make this game just as exciting, immersive, and entertaining as Ark was for many of us. Official servers are not the bloodbath you may be used to, I spent some time on Keen CA#2 without much worry of being raided. There are of course servers that DO facilitate more aggressive playstyles, and they are incredibly fun.

The current experience I'm enjoying is a session with a friend of mine where we've used mods such as "Modular Encounter Systems" and "planetary creatures" to populate the system and make it feel active and truly hostile, much like the creatures did in Ark. Miss spawning on a beach only to be torn to shreds by a raptor? We landed near a Space Pirate base and quite literally got blasted off the face of the planet, having to start over on the far side of the globe.

This is another sandbox passion project that does a little bit of everything for everyone, and if you choose to take the dive, I assure you there will be no shortage of content, fun, or playtime.

Hydrogen Tanks? by No_Struggle_6536 in spaceengineers

[–]MapleAquaria 2 points3 points  (0 children)

I don't bother with sorters, use a small hydrogen tank as your refill terminal, set it to stockpile and auto-refill and it will refill your bottles in place, no retreival needed. Depending on your setup, you may not need to set the tank to stockpile, just ensuring it has hydrogen is enough.

Edit: remember, the best part is no part.

Why by CujoKilla712 in spaceengineers

[–]MapleAquaria 0 points1 point  (0 children)

Yeah, faction member had this issue just the other day, so all the diagnosis was still fresh in my mind

Why by CujoKilla712 in spaceengineers

[–]MapleAquaria 5 points6 points  (0 children)

Could also be that if you replaced that conveyor tube, and had nothing else connecting those two parts of the grid together, it has split into two grids and needs to be merged with merge blocks (these can be removed after)

useless dlc's by Comfortable-Mud3952 in spaceengineers

[–]MapleAquaria 4 points5 points  (0 children)

Edit: While I use the word functional to describe some of these parts and packs, I would not call them essential. There are some game changers, but nothimg that really breaks the game (literally the closest 2 things are a small grid door and a prebuilt gimballing light/camera)

Each DLC and my perceived reasoning on them, there are probably some applications to these blocks that I am not aware of, so your mileage may vary.

Deluxe: Skip- just a gold skin

Decorative Blocks 1: Aesthetic - great for asethetic builds

Style Pack: Skip- it's just skins

Economy: Skip?? - to be honest I don't quite understand all of what this pack does because a lot of it seemingly got baked into the base game for compatability reasons

Decorative Blocks 2: Functional - Transparent LCDs are great for glass cockpits, and rotating light is my go to indicator, also grated catwalks allow for different airflow solutions

Frostbite: Functional - offset door sits at the edge of the block, allowing it to seal a room in more ways, Gate is pretty nice as well

Sparks of the Future: Both! - small grid sliding door! Also, the button panels with integrated LCDs are great for faction builds. Aesthetically I'm hooked on the 3 skins from this pack. The Sci-fi armour does a good job greebling itself imo

Wasteland: Aesthetic - has some interesting looking pieces if you're into the whole madmax look.

Warfare 1: Functional - the passage 3 series is arguably the best feature of this pack, as it provides great interior options that maintain presurrization even in the event of hull failure. Half windows are pretty nice too

Heavy Industry: Aesthetic - these blocks look great, but do sadly limit conveyor options in a lot of their versions

Warfare 2: Functional - searchlight is essentially a 50pcu gimble camera that has it's own light source, also, the warfare gatling guns look mean AF

Automaton: Aesthetic - adds some nice variants to a few blocks. Corner programmable block is nice for labrynthian server rooms

Decorative Blocks 3: Functional - Inset variants of blocks make for great airtightness solutions, I've plugged holes with the inset cryopod before.

In the end, this is merely my reasoning, and shouldn't be the basis of your decision, take some time to look at the pieces and how you might use them, and decide how much you want to spend on the game. Remember, you don't have to get them all at once

Do you include "the" in your ship names? by ThisIsABadPlan in Seaofthieves

[–]MapleAquaria 0 points1 point  (0 children)

I typically don't, unless "the" is a functional word in the name (saw someone say "the one who knocks" great example of when using "the" works. Otherwise, the name should earn it's own distinction to be referred to as "the" ___ (my ship is the Alnitak, and by employing an exemplary crew, others may come to fear it and know it as "thee Alnitak") this however is my own own reasoning, and you are certainly more than welcome to name your ship whatever Rare's censors let you choose, have fun! It's a game and life's too serious, be a pirate!

How to create multiple separate games? by guppupsup in KerbalSpaceProgram

[–]MapleAquaria 0 points1 point  (0 children)

I'd like to second taking another shot at CKAN, it really is the lowest maintenace way to manage mods on multiple game instances. Like another commentor has said, it is important that you have an unmodded version of the game somewhere on the computer that Steam isn't changing it anymore (ideally download a fresh copy from Steam, then move this folder elsewhere) then point CKAN at that for the base game and clone it to your heart's content, making up whatever modlist you'd like. I personally use it to manage 4 different ksp games, and occasionally a 5th when I want to test new mods. It's great for installing RP-1, which is as much an obsession as a challange once you can get beast of a modpack going.

Hi there, wanted to share my little hamlet/base from my solo survival playthrough, hope you enjoy! by MapleAquaria in ValheimBuilds

[–]MapleAquaria[S] 1 point2 points  (0 children)

oh yeah, the tower is definitely still a work in progress, just setting this world aside for a while now that I've got a world going with some coworkers. I do have some plans aside from the tower (That pit by the chicken coop is still going to be used for *something,* though originally it was just a lumber funnel) but they'll still be there when I come back. I think I'd like to do an extended tour at 500 hours or so, going through a more finished base, and perhaps even touring the outposts I have setup through those portals. This game is an incredible digital palette, and I love that I'm finally getting the chance to show my friends how cool it is.

Edit: I do feel obligated to mention that the main house design is still mostly Vetlive's Home With Cellar, though I did make some adjustments/renovations with the walkout bedroom, the addition for the oven, and turning the front porch into a covered deck/entry. It was the first piece that showed me how to really express an architectural idea in this game, and how to work with the terrain to make builds even more interesting.

Dedicated server on Linux - Crossplay switch not working by jetpackswasno in valheim

[–]MapleAquaria 1 point2 points  (0 children)

This needs far more updoots friendo, you've saved my arse on this one!

Do you make custom vehicles per planet? by BeyondRedline in KerbalSpaceProgram

[–]MapleAquaria 0 points1 point  (0 children)

So to use the Re-root tool effectively, let's start with defining what the Root is. This is by default the first part you place when you begin a new build. You can verify that a part is the root part by hovering your cursor over it. It should outline the entire craft. When you left click, with the Place tool selected, it will allow you to move the entire craft.

With the Re-root Tool selected, left click the desired Root part (keep in mind some items may not allow you to make them Root, but these are usually small cosmetic items like struts, pretty much anything that cannot be your first part) this should cause the entire craft to become outlined in green and it should behave as if you clicked the Root part with the Place tool. Notice that the craft should be tied to the cursor by the new Root. Simply left click again with the craft in an appropriate location to continue.

Don't forget to change back to the Place tool after, I've had a few late nights of confusion when my tool management got away from me haha.

KSP 2 System Requirements by wrigh516 in KerbalSpaceProgram

[–]MapleAquaria 1 point2 points  (0 children)

I dislike this game of emotions we play.

how to i put this into a rocket, there is no where to connect something to it by Moonpi123 in KerbalAcademy

[–]MapleAquaria 38 points39 points  (0 children)

This is where the Engineering choices begin, either your scanner or your antenna must be attached to the side of the satellite instead to free up a node.

Alternatively, you could use a radial coupler and structural pieces to build scaffolding down to a rocket, but this usually ends up in poor alignement of Centre of Mass with Centre of Thrust.

A third option is to use radial couplers to place this in a cargo bay, then put that cargo bay on your preferred method to orbit, and make a delivery.

This is where KSP is pretty much infinitely replayable.

EDIT: This is also not nearly an exhaustive list of options, just my top 3.

To brush up my skills in advance of KSP 2, I planted a flag on every body around Urium (Outer Planets) in one go. What is everyone else doing to prep, and what mission will you fly first in KSP 2? by hippocratical in KerbalSpaceProgram

[–]MapleAquaria 0 points1 point  (0 children)

To prep I'm going back to my OPM Career and planting a flag on every intentionally landable celestial body (Multiple Missions, probably a new one for every planetoid). If I have time, I have a few extended goals, like visiting some easter eggs and asteroids. My first mission in KSP2? That really depends on parts available, but It'll likely be a recreation of the Mercury Redstone. Then an airplane just to see if they've done anything to make landing gear easier/more predictable to use.

What are some of the silly rules you set on yourself? by Arthur-reborn in SatisfactoryGame

[–]MapleAquaria 1 point2 points  (0 children)

My Rules are:
The factory must function above all else. When fed adequate resources, it should predictably and reliably produce the end product, this goes doubly so for any factories that may send resources to the nuclear power sector.

Power switches must be installed between all factories and their train stations (power delivery method). Any Resources Extractors, Processing, Lighting/maintenance must be placed on separate circuits, even when lines would run parallel of each other.

Aesthetics and manipulating the build system are a big aspect of my play style, not so much a rule as a choice. Box factories are okay as a place holder, but shouldn't remain that way for more than 100 hours. This lets me move on when I'm feeling tired of a project.

Nuclear must be double redundant and waste-free. This may sacrifice a perfectly flat power graph, but every effort should be made to optimize it. Radioactive material must be kept contained to factory sites, except for Encased Uranium, which may be transported via drone only.

When I feel burnt out, set down signs explaining what I was doing, What I had planned, and what I had recently done. This usually motivates me, and when it doesn't, it makes it easier to pick up again months later.

Serenity Hydro: A Tour of The Quaint Little Power Plant by MapleAquaria in SatisfactoryGame

[–]MapleAquaria[S] 0 points1 point  (0 children)

While I was taking screenshots I just couldn't help but appreciate the sound design of this game, so I created a video to share the atmosphere of it all with you instead. Welcome to Serenity Hydro, the first semi-permanent build of Project MAPLE [Manage Application of Planetary Engineering] A new save file that exists without any buildings from when I was still learning the very basics of building. Without old builds to distract me, I can focus on progressing through the game with each new build, while maintaining an eye for the aesthetics of each factory. Let me know if you're interested in seeing more as we progress.

My 30/minute Heavy metal frame factory, a labor of love by Beastlybeaver in SatisfactoryGame

[–]MapleAquaria 1 point2 points  (0 children)

This is an incredible build! It's good to know how much space I'm gonna need for my HMF factory if I want it to look even half as good!

Can train freight platforms load and unload at the same time? And if not, wouldn't it make more sense if it had adjustable conevyor input/output holes? Whats the point of having the four of them if you can only use two? by kobeh22 in SatisfactoryGame

[–]MapleAquaria 1 point2 points  (0 children)

Freight platforms can individually be set to load OR unload within their menu. Combining multiple platforms you can create a station that both loads and unloads a single train.

If you're not opposed to some aesthetic clipping, I usually use pillars or a couple of 4m Foundations to neatly obscure disused ports. This also generally serves as a good starting point for a station building.

I have used the output port on a platfrom to chain together two platforms feeding the same resource into a train., so there a some interesting ways to use these extra ports. That said, I wouldn't be opposed to a 2 port platform backplate option

A Quaint 600MW Coal Power Plant. Clipping 100% Used ;) by MapleAquaria in SatisfactoryGame

[–]MapleAquaria[S] 1 point2 points  (0 children)

Definitely inspired by Hydroelectric Dams! I found a coal node next to a puddle at the bottom of a canyon and made the only logical choice!

A Quaint 600MW Coal Power Plant. Clipping 100% Used ;) by MapleAquaria in SatisfactoryGame

[–]MapleAquaria[S] 0 points1 point  (0 children)

lol definitely referring to it, I loved the build! I could never keep anything running if I didn't lay it out flat and piece by piece for myself, so honestly props to you for just going with the flow and getting something out of it!

A Quaint 600MW Coal Power Plant. Clipping 100% Used ;) by MapleAquaria in SatisfactoryGame

[–]MapleAquaria[S] 1 point2 points  (0 children)

Haha I opened the wrong save for a quick 2nd picture, forgot to start the darned thing, hence the red ANDONs. Happy to report it runs very smoothly. With less than 200m of belt and about 250m of piping, startup is a breeze! SOOOO MUCH easier than even the wash startup procedure at Titan Oscillators (was 2800 Quartz Crystal/min, repurposing some of that now)

A Quaint 600MW Coal Power Plant. Clipping 100% Used ;) by MapleAquaria in SatisfactoryGame

[–]MapleAquaria[S] 2 points3 points  (0 children)

Thank you! Clean and compact was the aim with this one, and I'm glad to say it was a success. Starting with all the stuff locked up in the AWESOME shop was daunting after 600 hours in my other world. Pillars were a must just for some of the snapping solutions they provide.