Parts Configuration - GarwelGarwel/KerbalHealth GitHub Wiki

KerbalHealth uses ModuleManager's config files to add health-related effects to parts using ModuleKerbalHealth part module.

You can also change global settings (such as quirks, conditions or planet settings) set in KerbalHealth.cfg.

The module has these fields. All are optional:

  • isActive: Is the module enabled from the start? Default is true.
  • partCrewOnly: If true, this part affects only crew inside it. Otherwise, the entire vessel will be affected. Default is false.
  • multiplyFactor: Effect of which factor this module changes. Allowed values: Assigned, Overpopulation, Loneliness, Microgravity, Connected, EVA, Home, KSC, All (see here for details of the factors). Default is "All".
  • multiplier: How the factor's effect is changed. For instance, multiplier = 0.75 means that this factor is reduced by one quarter. In Editor, it will be displayed as "-25%". Default is 1, i.e. no multiplier.
  • crewCap: How many kerbals this multiplier affects before its effect start diminishing. The more extra crew you have, the less effective the multiplier will be, the more of these you need to have on the ship. If no crew cap specified, the effect will not diminish.
  • decay: Health Decay value (not used in default configuration) means that this percentage of current HP will be lost every day. Note that this value is in percent, so decay = 2 means that 2% of health will be lost per day.
  • hpChangePerDay: Flat HP change per day for affected crew members. hpChangePerDay = 1 means that every affected crew member will gain 1 additional Health Point per day while this module is active.
  • recuperation: Health Recuperation value for affected crew members: means that this percentage of lacking HP (i.e. MaxHP - CurrentHP) will be recovered every day. Note that this value is in percent, so recuperation = 2 means that 2% will be regained per day.
  • resource: sets what resource is consumed by the module (if any). Default is "ElectricCharge".
  • resourceConsumption: Electric Charge (or another resource) consumption per second while the module is active. If the vessel runs out of the resource, the module automatically shuts down. Click "Health Module" in part right-click menu to reactivate.
  • resourceConsumptionPerKerbal: Electric Charge (or another resource) consumption per second for every affected kerbal while the module is active. Note that, by default, all vessel crew is affected, so you might end up with quite a big figure here for large ships. You may use crewCap to limit the number of kerbals that EC will be taken for.

Example

This is the default configuration for the Cupola part:

@PART[cupola]
{
	MODULE
	{
		name = ModuleKerbalHealth
		recuperation = 1
		resourceConsumptionPerKerbal = 1
	}
	MODULE
	{
		name = ModuleKerbalHealth
		resourceConsumptionPerKerbal = 1
		multiplyFactor = Crowded
		multiplier = 0.5
		crewCap = 2
	}
}