This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
MoarKerbals
.Populate your colony in space! A simple add on that adds the ability to use resources to create and train new kerbal(s) for Kerbal Space Program.
@zer0Kerbal
, originally created by @strideknight
strideknight
This mod installs a KloneKabin, KuddleShack, and Academy that you can use to replicate and train new Civilian (kerbals) wherever you feel like.
Kloning, Kuddling, and Teaching require a fair amount of electricity, and other resources. You can also change the requirements via Module Manager patches.
There is a small chance for a freakish accident to occur, both positive and negative results can occur. This is experimental technology after all. 😉 Note: a failed kloning process has a very LOW chance to kill every kerbal inside the KloningKabin. The deceases may or may not respawn back at the KSC depending upon your game and difficulty settings. You can adjust or even disable accidents with Module Manager Patches.
In either case, you can just quicksave before operating.
MoarKerbals adds functionality to the following parts: - KloningBay (Kloning) - Science Lab - mk1 Crew Cabin - mk3 Crew Cabin - mk2 Lander Can - KuddleShack (Kuddling) - Hitchhiker's - mk2 Crew Cabin - KerbalRecruitment (Academy) - Cupola - mk1 Lander Can - Science Lab
- There are dedicated parts for this addon, and they are available under 'MoarKerbalsParts'
- Future Plans: lol. Except compatibility patches, keep it working with future KSP updates.
- Community Tech Tree integration and Tech Tree Balancing (need feedback and assistance)
- I have not personally tested the patches
- Have a request? Glad to have them, kindly submit through GitHub.
- Want to add support for life support and colony mods. Drop a patch through GitHub to have it included. :D
~~It requires a large amount of electricity to operate, and @strideknight
always played with Roverdude's MKS and TAC's Life Support, so it automatically integrates with them to require Biomass or other materials. Also, [strideknight] included configs for the Community Tech Tree. Both require ModuleManager to integrate.~~
MoarKerbals was inspired by @strideknight
's desire to have a small colony of kerbals living in zeppelins around Jool who populate the planet, evolve their own society, and then to go to war with the "grounders" back on Kerbin.
This was @strideknight
's first mod and it runs fine, so let me know if you find any bugs. All constructive feedback/suggestions are also welcome. Enjoy!
If you use a third party mod to transfer kerbals, like ShipManifest, the PAW/RMB might have ghost listings until a the vessel is reloaded.
- [ ] English - in progress
- [ ] your translation here
HELP WANTED - See the README in the Localization folder for instructions for adding or improving translations. GitHub push is the best way to contribute. Additions and corrections solicited and welcome!
zer0Kerbal
zed'K
linuxgurugamer
- code assistancestrideknight
- this add on zer0Kerbal
Forum: Thread - Source: GitHub
License:*** All bundled mods are distributed under their own licenses
All art assets (textures, models, animations, sounds) are distributed under their own licenses ***
strideknight
[^1]: may work on other versions (YMMV) [^2]: Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date! [^3]: this isn't a mod. ;P
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