Functions (Med Bay and Colony Supplies) - UmbraSpaceIndustries/MKS GitHub Wiki
MedBay & ColonySupplies
ColonySupplies
represents medical supplies, recreational materials, and luxury goods. They are produced from MaterialKits, SpecializedParts, and Organics and are used to lengthen or reset the habitation timers of kerbals.
MedBays
When a kerbal's Habitation and/or Home time run out, they become homesick and stop working. To fix this simply transfer them into the medical bay, and any scientist on your crew can help them become happy and healthy again. This only works on Kerbals that are inside the module and only works on kerbals who have already turned into 'Tourists'. Curing the kerbals consumes ColonySupplies.
RoverDude response to concern about 3.75m Medbay not having 12 seats when the description says it can treat 12:
Technically it's correct, in that it can treat 6 times as many kerbals in a given time as the Duna part, or 3 times as many as the 2.5m part. However this could be explained better in the part info. Basically, the Duna part has a TimeMultiplier of 2, the 2.5m of 4 and the 3.75m of 12, and this is divided by the number of kerbals in the part. So since it only has room for 4, that means it's treating them 3 times as fast (or 12 times with only a single occupant).
Colonization
Colonization Modules are designed for longer term settlements. The advanced Colonization Module provides ample room and amenities for long term habitation. The Colonist Module consumes ColonySupplies, and in return, increases both the Hab and Home timers for your Kerbals. Once your Hab timers reach the same level as the highest Habitat they've been in, the Colonization Module will freeze the Hab Timers at their maximum amount.
Parts
Several MKS modules are used to produce and consume ColonySupplies
Tundra Assembly Plant
The Tundra Assembly Plant's ColonySupplies converter produces 29.7 ColonySupplies per hour by using
- 5.94
MaterialKits
- 5.94
SpecializedParts
- 17.82
Organics
- 16.50
ElectricCharge
- 0.86
Machinery
It requires a minimum of 2000 Machinery to operate.
Medical Bays
There are three Medical bays, a Duna module, and 2.5m and 3.75m Tundra modules. They all have Life Support Extender modules that use ColonySupplies
and ElectricCharge
to increase your Hab timers. These are the only way to extend hab timers that have expired, and it only works on Tourists.
Module Size | ColonySupplies per hour |
ElectricCharge per hour |
Supported Kerbals |
---|---|---|---|
Duna | 2 | 43,200 | 1+1 'two' |
2.50m | 4 | 86,400 | 3+1 'four' |
3.75m | 12 | 259,200 | 3+1 'twelve' |
Colonization Modules
There are three Colonization modules, a Duna module, and 2.5m and 3.75m Tundra modules. They all have Life Support Extender modules that use ColonySupplies
and ElectricCharge
to increase your Hab timers.
Module Size | ColonySupplies per hour |
ElectricCharge per hour |
Supported Kerbals |
---|---|---|---|
Duna | 0.5 | 10,800 | 1 |
2.50m | 1 | 21,600 | 2 |
3.75m | 3 | 64,800 | 12 |