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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

  • sifter for all resources, but at a very low rate
  • a drill for a specific resource or set of resources
  • strip miner for very large amounts

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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

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Produced Resources

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Resources that aren’t mined are made from other resources using

  • Crushers
  • Smelters
  • Workshops
  • Recyclers
  • Support Modules
  • Refineries
  • Assembly Plants

Some resources are created by virtue of using another resource

  • Supplies become Mulch
  • Machinery becomes Recyclables
  • Enriched Uranium becomes Depleted Fuel and Xenon

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

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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

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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.

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Colony Supplies

Colony supplies are used in the Colonization modules and the MedBays.

  • In the Colonization modules they suspend both Hab and Home habitation timers.
  • In the Med Bay they increase the Hab and Home habitation timers.

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

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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

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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

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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

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Putting It Together

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Tundra Industrial Refinery (33)

Tundra Industrial Refinery (33)

Tundra Assembly Plant (34)

Bay

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Bay

2

Bay

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Machinery

Special Parts

Material Kits

Bay

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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

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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

  • Depots are setup within a biome and are accessible from all instances of that biome
  • WOLF assets attached to a depot aer removed from the game; they are not visible. Depots and their resources are viewed through the WOLF Dashboard
  • Each biome has a defined set of WOLF resources that can be harvested and then refined or fabricated refined into other WOLF resources
  • WOLF resources can be converted into KSP resources, but KSP resources cannot be converted into WOLF resources

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WOLF Resources

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Resource

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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

  • Biologist
  • Engineer
  • Farmer
  • Kolonist
  • Mechanic
  • Medic
  • Quartermaster
  • Scientist
  • Technician

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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

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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

  • Hoppers convert a specific WOLF resource into an equivalent KSP resource.
  • Terminals allow kerbals to be transported between depots
  • Crew and cargo kontainers are used to build routes between depots

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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)

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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

  • Dboi88 for the ColonySupplies description

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