- Compiled for KSP 1.12.3 and latest AT_Utils
- Added
IAnimatedSpace.HasAnimator
; only check.Opened
when the animator does exist AssemblySpace
isValid
only when itsSpawnManager
is- Internal project changes for CI/CD
- KSP: 1.11.1
- Added support of attach nodes in Part Variants for construct docking
- The construct from Docked Container is wielded to the base ship excluding the docking port
- When construction is started, the required crew is automatically transferred into the workshop if not present
- UI
- Added Get Crew and Dismiss Crew buttons to the Workshop Window
- Added Warp to Deployed button to the Workshop Window
- Updating Editor UI on ship naming change
- Corrected ETA display
- The deployment of a container does not decrease container size
- Fixed
- task synchronization of tasks between workshops in Workshop Manger
- recycling report on failed resource trasfers
- kit mass calculation
- NRE in Docked Kit Container UI
- AOR exception in Jobs+stage derived methods/properties
- Fixed Part Printer and Replicator converters in Assembly Lines broken by Squad in KSP-1.10
- Fixed ship loading into kits
- Fixed the same vessel collision if deployed check
- Using new uGUI dialogs from AT_Utils
- Adapted to changes in AT_Utils
- Compiled against KSP-1.10
- Added deployment ETA display to container PAW and workshop window
- When deployment is finished, time warp is stopped automatically
- Fixed construction of heat-shields and other parts requiring Ablator
- Moved ConstructionSkill to AT_Utils to also use it in Cargo Accelerators
- Fixed USI-LS integration (this time for sure) thanks (again) to @Marschig
- Fixed several bugs in Recycler UI
- Fixed spot-lights
- Fixed game freeze on opening Recycler node with too many subnodes
- Fixed deployment dimensions for SPH crafts in Ground kit
- Fixed USI-LS integration thanks to @Marschig
- Fixed Recycler UI disappearing after scene switch
- Compiled against AT_Utils 1.9.3
- Compatible with KSP-1.9
- Compiled against AT_Utils 1.9.2
- Added auto activation/deactivation feature to Magnetic Forklift
- Compiled against AT_Utils 1.9.1
- Added Magnetic Forklift
- It is a utility part that makes handling of containers and other cargo more easy, compared to using docking ports or the Klaw.
- It operates like the magnetic damper in Orbital Assembly Space, but it has several controls in PAW that allow to actively manipulate the cargo (see the video).
- It can also dock with the grabbed cargo (if it has a properly oriented docking port) for long hauls.
- But beware the energy consumption while using it: moving heavy cargo with electromagnets costs a lot of EC.
- Recycler: traversing vessel part tree using parent/children instead of Attach Nodes. This handles any vessel structure, including some non-standard attach techniques like that used by Universal Storage.
- Various fixes and adaptations to AT_Utils API changes.
- Recycler UI:
- Part tree may be filtered by part name
- Search term is case insensitive and will match any part whose title contains it.
- Filtering is started in 0.5s after you stopped typing.
- Filtering is not instant: when the search term is yellow (configurable color) the search is in progress; when it becomes green (configurable color) the search is complete and the filtered part tree is displayed.
- Parts that do not match the term are not shown in the part tree unless they are ancestors to those that match.
- Matched parts that has children remain togglable, so that you can access their subtree. Other parts of the filtered tree are not togglable.
- Recycling in the filtered tree works exactly the same.
- A part is highlighted when mouse hovers over corresponding part tree node
- Part tree may be filtered by part name
- Added spotlights to the Space Crane
- Added AutoSave option to the Main GC Window
- Fixed detection of the Orbital Container by workshops (thanks @ChrisF0001 for the report)
- Fixed Recycler part tree: subtrees no longer overlap
- Included gc_ui.ksp asset bundle into GC-Core.netkan
- Changed part filter tooltip to "Global Construction"
- Supports KSP-1.8.1
- Recycle nearby vessels back into Mat.Kits and Sp.Parts:
- Recycling is done by the construction workshops.
- Nearby means no further than 300m from the workshop, like the construction limit for ground workshops.
- Recycling is done part-by-part in the order in which the vessel was assembled in VAB/SPH, i.e. along the Part Tree.
- A vessel may be recycled partially, i.e. you may choose to recycle just one branch of the Part Tree, or even a single leaf part.
- The obtained resources (MK, SP and anything that was inside of
a recycled part) are moved into the recycling vessel and
distributed within available storage.
- If there's no room left for a resource, the part is not recycled, but skipped, and the Recycler moves on and tries to recycle other available parts.
- If there's crew inside of a part, it is skipped.
- Orbital Workshop also recycles remotely.
- The vessel to which the workshop belongs can also be recycled, with the exception of the workshop itself.
- Creation of an empty kit container consumes resources that would be required to actually assemble and construct it.
- Added the Final Assembly - last phase of the construction: It represents some work that needs to be done after construction is complete. Does not require any resources but the time.
- Numerous bugfixes and improvements:
- Do not allow assembly/construction in the docked container if it is not docked through the construction node.
- If the effective workforse is zero, the construction is stopped.
- Deploy hint is disabled when the payload is launched.
- Added ModuleConstructionKit and DockedKitContainer to ignored PartModules.
- Improved Docked Kit Container texture.
- Fixed resizing with KJRn and robotic parts.
- Fixed NRE in part prefabs of ConstructionWorkshops.
- Multiple fixes in the assembly/construction framework.
- Multiple fixes in docked spawning.
- Several fixes in spawning of empty containers.
- Fixed infinite loop in
WorkshopBase.start_next_item
. - Corrected some typos.
- Parts with selected resources are assembled and constructed with these resources
- By default only two such resources are supported:
- Ablator is made from MaterialKits during the construction phase
- Machinery is made from SpecializedParts during the assembly phase
- Other resources may be added by other mods:
- Add a resource name into a GC_CONSTRUCT_RESOURCES node in any of .cfg files in your mod to make that resource from MaterialKits in GC
- Add a resource name into a GC_ASSEMBLE_RESOURCES node in any of .cfg files in your mod to make that resource from SpecializedParts in GC
- By default only two such resources are supported:
- Added patches for Mk3 ISRU from Stockalike Mining Extension made by @ZEROX7
- For modders: renamed GC_KIT_RESOURCES to GC_KEEP_RESOURCES
- Vessels constructed inside Orbital Kit Container can be docked to the main vessel instead of the container when launched.
- Orientation of deployment/spawning can be changed (in 90 degrees steps around Up axis) from the container's part menu and from the workshop UI.
- Added in-editor information window that shows assembly/construction requirements for the current ship, and shows bottom-most attach nodes available for docked construction.
- Deployment hint shows silhouette of the vessel that will be constructed in addition to the size of the deployed container.
- Deployment hint may be shown/hidden per container.
- Added part menu button to add a single part to the container in editor.
- Added warnings that prevent accidental deployment.
- Corrected Vessel/PartKit requirements calculations. Now resources that are not stripped away when a kit is created do not contribute to complexity and construction resource requirements.
- A PartKit costs at least dry-part-cost*0.1.
- Fixed kit resizing on kit creation/deployment in flight.
- 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
- 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.
- Compatible with KSP-1.7
- Added "Add Part" option to create kit from a single part.
- 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
- 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.
- Added Machinery to kit resources whitelist
- New ISRU patches by Critter79606
- Several bugfixes
- !!! 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.
- 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.
- Using TextureCache to load icons.
- Remove ISRU patch if USI is detected.
- Fixed PartCost calculation.
- Removed OneTimeResourceConverter. No need for it anymore.
- Added planet tabs that group workshops located on the same celectial 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.
- 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.
- Fixed double cost bug.
- Fixed complexity and kit mass calculation.
- 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.
- 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.
- !!! 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.
- 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.