Crew Skills Impact on Parts - UmbraSpaceIndustries/MKS GitHub Wiki
Current for MKS 0.50.17.0
MKS uses the three stock skills to enhance the KS parts. In addition, it introduces ten new skills. Altogether, there are thirteen available skills for astronauts:
- Pilot
- Engineer
- Scientist
- Kolonist
- Miner
- Technician
- Mechanic
- Biologist
- Geologist
- Farmer
- Medic
- Quartermaster
- Scout
This table relates the skills to the different functions as spelled out by RoverDude
Function | Pilot | Eng | Sci | Miner | Tech | Mech | Bio | Geo | Farm | Medic | QM | Scout |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Warehousing | X | X | ||||||||||
Planetary Logistics | X | X | ||||||||||
Drilling | X | X | ||||||||||
Sifters | X | X | ||||||||||
Non-life support converters2 | X | X | ||||||||||
Greenhouses3 | X | X | ||||||||||
Agriculture modules 4 | X | X | ||||||||||
Repair stuff and attach stuff with KAS | X | X | ||||||||||
Disassembly and EVA refueling | X | |||||||||||
Med Bays | X | X | ||||||||||
Hab/Home Timer Immunity | X | X |
Anyone can do EVA assembly (it's like IKEA).
Kolonists are cheerleaders... they have no specific skills, but they do give you all three kolonization boosts at once (Funds, Rep, Science). Use them when you want to fill seats with helpers to boost efficiency and rewards over time.
This table shows which effect each Skill has:
Function | Bio | Farm | Geo | Kolonist | Mech | Medic | Miner | QM | Scout | Tech | Eng | Pilot | Sci |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AgronomySkill | X | X | |||||||||||
BotanySkill | X | X | |||||||||||
ConverterSkill | X | X | |||||||||||
DrillSkill | X | X | |||||||||||
ExplorerSkill | X | X | |||||||||||
FundsBoost | X | X | X | X | X | X | |||||||
GeeForceTolerance | X | X | X | X | X | X | X | X | X | X | X | X | X |
GeologySkill | X | X | |||||||||||
LogisticsSkill | X | X | |||||||||||
MedicalSkill | X | X | |||||||||||
RepairSkill | X | X | |||||||||||
RepBoost | X | X | X | X | X | ||||||||
ScienceBoost | X | X | X | X | X |
The following descriptions are provided for each skill
- Required for planetary logistics (within 500 m of Logistics Centre)
- Required for Resource Distribution (extends logistics range to 2 km)
- Gives Kolonization Research bonus
- Gives Reputation bonus
- Required for Power Distribution Unit (PDU) operation
- Required on EVA to switch modes on swappable converters (incl. USI-LS Nom-O-Matics)
- Required in Workshop to perform automated daily maintenance
- Can disassemble parts on EVA
- Can perform parts maintenance on EVA
- Gives Geology Research bonus
- Gives Funds bonus
- Gives efficiency bonus to Drills (and Convert-O-Trons and same as Stock and Karbonite)1
-
Require at least one for Research Labs operation in Ranger CommPak
- Additional Scientists / experience stars add bonus to this lab research
- Require a Scientist in the crew to enable the Medical Bay
- Require a Scientist in Pioneer modules to enable KerbNet access
- Gives Botany Research bonus
- Gives Science bonus
- Gives an efficiency bonus to all Ag modules and Greenhouses1
- Gives efficiency bonus to Ranger Smelter and Crusher1
- Gives bonus to Workshop efficiency module1
Kolonists lack the specific technical skills of specialists, but make up for this by being able to boost all Kolonization stats simultaneously.
Miners specialize in drill operation and also perform geology research.
Technicians can operate industrial colony equipment as well as perform geology research.
Mechanics can repair broken equipment as well as perform geology research.
Biologists are essential for operating basic agriculture and cultivation modules. They can also perform scientific research.
Geologists are able to operate bulk harvesters such as regolith sifters to extract valuable resources. They can also perform Geology research.
More than just a botanist, farmers specialize in the more advances, diversified food production required by advanced agriculture modules. They contribute to science research, as well as colonization.
Medical specialists can help keep your Kerbals healty and happy, as well as perform scientific and colony research.
Quartermasters specialize in planet-wide logistics, and also contribute to Kolonization research.
Scouts do not get homesick and are immune to habitation effects, provided the vessel they are in has at least one year of base habitation time. Good for long-range missions in cramped environments.
2Including fabricators, refineries, nuclear fuel processors, etc.