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voicey99 edited this page Jul 9, 2017 · 25 revisions

Status as of MKS v0.50.9

MKS contains many systems within in, some of which depend on other mods, or change based on which mods are installed. This site lists all dependencies and connections.

While MKS should be compatible with most other addons, there are a few exceptions.
Quoting RoverDude: "I make it a point not to be actively incompatible with anything"

Bundled - Must-Haves!

MKS uses resources as defined in the CRP, and so is required and bundled with MKS.

The contents of MKS containers can be switched via FS, and will not work without.

This is the thing that makes most mods possible, and allows you to dynamically modify parts upon loading.

Compatible & Recommended

Umbra Space Industries Catalog

All other USI mods are explicitly supported and encouraged as they extend the MKS design space considerably and are built from the ground up to work with each other. Specifically:

  • USI-LS is heavily used by MKS players for their life support, and MKS parts are designed with USI-LS in mind
  • Karibou and Malemute rovers provide Resource Distribution Logistics
  • Karbonite and Karbonite+ have supported Kontainer options
  • Asteroid Recycling Technologies provide tools for asteroidal bases
  • All USI parts have a unified design philosophy and aesthetic

MKS provides CLS-configs for its parts, so Kerbals can move about according to those rules.

MKS has parts contained within it, in its own style, which provide EPL functionality. These parts require EPL be installed to function in this way. However, all EPL parts other than the survey stake and mallet are nonessential to MKS, and can be deleted if the player does not wish to use them.
Quoting RoverDude: "you can kill all parts other than the survey stake and mallet"

All the parts in the USI catalog have .cfg's for placement in advanced nodes on the CTT. Community Tech Tree expands the stock tech tree to provide more of a challenge in career games, making it take thousands more science points to "max out". This mod is recommended for more dedicated players as it'll put a lot of the parts a little further out of reach in the early stages of a new career.

Kerbal Attachment System (KAS), Kerbal Inventory System (KIS), & OSE Workshop

These are three mods that build off of each other in order. All MKS parts are encouraged to be used with KAS to assemble a base on-site, and you can't use Kerbitrail FlexOTube without it. KIS allows you to pack those parts into shipping Kontainers provided with MKS, and even move MKS modules around! Finally, OSE Workshop allows you to build parts on-site with MKS workshops and resource chains. All three are highly recommended for a full base-building experience!

"This mod introduces robotics parts to the game, letting you create moving or spinning contraptions that just aren't possible under stock KSP." This can make off-world Kolony building easier, not to mention opening up design space previously not possible, like walking Kolonies.

Compatible

Revamping the resource scanning mechanic, SCANsat allows you to get detailed maps of MKS resources and using MKS parts in a way more realistic than stock KSP.

Near Future Electrical (NFE)

Adding large batteries in underused form factors, nuclear reactors to fuel your Kolonies, and capacitors for those high-density storage needs, NFE has its own config bundled with MKS to allow compatibility.

SXT comes with a patch that converts several of its parts into additional habitation-capable modules to provide large, heavy-duty alternatives to kerbitats and stock parts for keeping kerbals on extended missions.

A way to use IVA for more data, RPM is compatible, but may cause lag with the Karibou Rover. Additionally, not all parts have properly working IVA's, so won't work with RPM.

Not supported anymore with EZ-Snack Oven, but it is compatible with MKS.
If installed, you can produce Snacks by converting Ore into Snacks.

MKS comes with a MM-config file that adjusts all converters to the TAC-LS cycle. However you will need to bring your own storage containers.
In order to store TAC-LS resources in MKS modules, you have to change them with MM-configs.

TAC-USI support (alpha) for 0.50.0

Created by forum user Paul23 The patch is still quite barebones: many USI parts become quite useless together with TAC (kerbitat etc). I have chosen to not do a 1-on-1 conversion of supplies -> (food/water/oxygen) with the agroponics. Rather the agroponics provides food and a small amount of oxygen. Actually the food/(co2 -> o2) distribution depends on the way you create the food (cultivate etc). I've done this to keep a bit in the spirit of both USI and TAC: different resources and a tree to produce those.

I've also updated all containers, the non liquid containers contain food & waste. The liquid containers contain water/wastewater/oxygen/carbondioxide. To keep the same number of days/container for resources I had to "nerf" the amount of water by a huge amount. (Otherwise MKS would outshine any of the TAC water containers by a magnitude of 100) - however i might change this back if it interferes too much with USI itself.

Download

Please contact forum user Paul23 with any feedback or issues.

Not Compatible

Kerbalism

See here: http://forum.kerbalspaceprogram.com/index.php?/topic/72032-113-usi-kolonization-systems-mksoks-0404/&do=findComment&comment=2777658

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