Umbra Space Industries
Mobile Kolonizations System (MKS)
A Resource Overview
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Stock Resources
Using the stock resources and adding new ones to model habitation and life supply needs
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Mined Resources
Many resources can be directly extracted from a planet, moon, or asteroid using
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Industrial Strip Miner
MEU-100 Pulse Drill
MEU-500 Pulse Drill
Dirt
ExoticMinerals
Gypsum
Hydrates
RareMetals
Silicates
Water
Uraninite
Minerals
MetallicOre
Substrate
Regolith sifter
Produced Resources
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Resources that aren’t mined are made from other resources using
Some resources are created by virtue of using another resource
Polymers
Metals
Chemicals
Organics
Fertilizer
Specialized Parts
Material Kits
Enriched Uranium
Supplies
Colony Supplies
Mulch
Depleted Fuel
Recyclables
Silicates
Refined Exotics
Xenon Gas
“Waste” resources
Machinery
Supplies
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Dirt
Substrate
Mulch
Cultivate (S)
Cultivate (D)
Agroponics
Water
Fertilizer
Supplies
Supplies are a special resource in that they keep Kerbals happy and alive. They are produced by Agriculture modules through three resource paths: Substrate, Dirt, or Mulch
Agroponics does not require Fertilizer and Water, but is generally half as efficient as Agriculture
Organics
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Dirt
Substrate
Agriculture (S)
Agriculture (D)
Water
Fertilizer
Organics
Organics are similar to Supplies, but are used for Colony Supplies, not USI-LS Supplies. They are produced by Agriculture modules through two resource paths: Substrate or Dirt.
Colony Supplies
Colony supplies are used in the Colonization modules and the MedBays.
Colony supplies are accumulated in all MKS modules and can be 'collected' using the Pioneer modules. They can also be produced in the ‘Tundra’ Assembly Plant using three resources.
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Organics
Special Parts
Material Kits
Tundra Assembly Plant
Colony Supplies
Material Kits
Material Kits are all the ‘things’ that make a module useful, such as cabinets, beds, test tubes, workbenches, disco music, etc.
These are heavily used when deploying the Ranger Series items.
Initially, they should be shipped in, but late stage bases may produce their own with the Tundra Assembly Plant
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Polymers
Metals
Chemicals
Tundra Assembly Plant
Material Kits
Power
Electric Charge (EC) is the stock resource that powers all systems. It is not unique to MKS, but MKS provides some ways to produce and store it.
MKS’s Power Distribution Units (PDU) convert EnrichedUranium into EC and produce DepletedFuel and Xenon. A Breeder can recycle the DepletedFuel back into EnrichedUranium.
The Tundra Nuclear Fuel Plant can produce EnrichedUranium from locally mined Uraninite.
Engineers can replenish EnrichedUranium on EVA
MKS also has a Scout Power Pack that uses the decay of Plutonium-238 to produce EC. It cannot be refreshed after the Plutonium is consumed
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Enriched Uranium
Depleted Fuel
Xenon Gas
Power Distribution Unit
Breeder
Uraninite
Centrifuge
Machinery
Machinery is the resource that makes things ‘work’.
Typically, the more machinery a device has, the more efficient it is.
Almost every module consumes Machinery on a daily basis, producing Recyclables. These can be made into Machinery again with the Tundra Assembly Plant which requires additional SpecializedParts and MaterialKits.
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Specialized Parts
Material Kits
Machinery
Recyclables
(every module)
Tundra Assembly Plant
Putting It Together
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Tundra Industrial Refinery (33)
Tundra Industrial Refinery (33)
Tundra Assembly Plant (34)
Bay
1
Bay
2
Bay
3
Machinery
Special Parts
Material Kits
Bay
1
Bay
2
Bay
3
Bay
3
Bay
2
Bay
1
Silicon
Refined Exotics
Polymers
Metals
Substrate
Metallic Ore
Minerals
Silicates
Exotic Minerals
Rare Metals
One of the final production resources is Machinery since
it requires the full production chain
to be produced.
Use the bays in the Tundra Assembly Plant and Industrial Refinery to produce the intermediary and final products.
Chemicals
WOLF
A new way of handling large resource handling
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WOLF
Roverdude introduced WOLF by to solve the issue of the extensive bases and part counts that become necessary to harvest, refine, and produce the materials necessary to sustain a base.
See his <Wiki article> for a better understanding.
Key to WOLF are some simple concepts
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WOLF Resources
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Resource
WOLF Skills
There are specific skills needed for some of the modules to work. These are as associated with existing Kerbal skills.
Adding a Kerbal to the depot adds <30> associated crew points.
<Do higher stars create higher points?>
When a Kerbal is placed in a depot, they are no longer accessible in the game, so be careful who you use!
WOLF Crew Skills are
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WOLF Depot Modules
Depot modules perform specific processes on the depot. When attached to the depot, they are no longer visible.
The WOLF Parts page of the Wiki explains these in more detail.
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Agriculture
Bioreactor
Extractor
Fabricator
Refinery
Depot
Habitation
Life Support
Waste Recycler
Maintenance
Power
Science
Transport
MHU-100 Harvester
MHU-500 Harvester
WOLF Station Components
WOLF station components are meant to be used with other non-WOLF parts in order to interact with the WOLF background processes
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Fuel Hopper (2.5/3.75)
Harvesting Hopper (2.5/3.75)
Life Support Hopper (2.5/3.75)
Manufacturing Hopper (2.5/3.75)
Terminal (3.75)
Terminal (10m)
Cargo Kontainer (1.25,2.5,3.75,5m)
Crew Kontainer (1.25,2.5,3.75,5m)
Acknowledgements
Thanks Squad for creating KSP.
Thanks RoverDude for making this great mod!
This presentation is made possible with the help from everyone on the MKS forum, especially
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