#Fancy Fuel Tanks DEVBLOG
1 messages · Page 2 of 1
value is 0?
Nono
Like paint a paint b comor
Color
The name of the field on the material editor
Nono its fine like that
true
but based off what i saw in game and what i see in unity, its what makes me think thats whats happening
well, not happening, just an explantion of why its looking like that
i wasnt too worried just saw it and was like maybe it something idk
in OAB it looks similar to this just very very dark. then on launchpad, its pitch black
Oab and flight are a bit difftent on how they are rendered
Try changing the shader
what in the heck is this
Any change made is automatically saved
You should always work like that when working with prefabs
good to know
But that has some limitations which sometimes are annoying
Sir
Why
Does your addressaBles
Not have
Your prefabs?
Oh ok lmao
yup
They were there before right
so i made two new materials called TEST and TEST2 using the SAME mesh and the SAME textures
i just added a test object that has nothing added to it, its just bare. it looks very weird even though its using the same textures

Try with those materials
Also
Lets do something
Unity uses chache to build the addressables
And it doesnt know when u change things on the material
So it will build from the cache
its like clay
Drag and drop tbe materials into. The addressables
This way theyll always be up to date on the addressables
whats tbat
after it built the materials changed to black
They dont look as black
Try only with the diffusion texture
diffusion is.... height/normal?
Diffusion/albedo means color
Nono dw
just asking
Thats only visual
Thats a shinny ball lmao
That says… something
no idea what it means
It deffinetly has to do with the shader
Now
Wait
Question
Are u declaring your parts
In code?
Colors. DeclareParts?
son of a
No wait
i have no idea
i dont have colorpatch and i know its in spacewarp
but yeah thats what the plugin has
and then ive got sizesUI.cs
thats all its got
Do u have any other parts mod installed?
i have an idea
make sure KERN is still working
ill just spawn all the objects ive made
Yeah xD
Is kern using the same shader?
yup
Try to put kern’s textures onto the baguettes
All
all but the ao
and no colormap cause i still have to make a colormap for inner detector
weird
that was the only one that was low
and it was the sphere
everything else was at .8
its a giant disco ball
Heh thats not the fiz im sure but it shouldnt be low
Lmao it does look like one
Try it in game!
If it works hten its deffinetly your textures

Now swap all but the metallic texture
So FTT texture on all except, Kern metallic texture
Yup!
ive got two projects from unity open (KERN & FFT), KSP 2 is running, substance painter is running and ive got gimp runing as well
LUL
Lmao
Well
Test in game first
well most likely the diffusion and metallic maps
Yup
Look i have to sleep at least a bit xD
Check if your metallic channel on substance painter is L8
lol
It might be e porting the texture w the wrong format
ill need to readd the mask for paintmap
should i rebake my mesh?
thats what just baked
full circle back to the white texture
I just baked these in blender and they look 100% better than substance painter
think i figured out why it's all wild...
even though i made a json the prefab doesn't have it
headed in the right direction
when it just sits in OAB
when i click on it to move it
Thats normal
Kinda
Well ill build it myself with the things u send me the other day
@surreal loom what materials have you used to create that effect?
i wanna recreate what you've done with my export settings
sir
@surreal loom
i think i might know what it is
i think you have a typo
on the shader
open the shader
the first line
Shader "Parts_Replace"
should be
Shader "Parts Replace"
Found the issue
reflection probes
The game uses Baked reflection probes, and these probes target a certain set of shaders, which mine isnt in
the reflection should work even if it was my shader being loaded, but since it isnt on this reflection probre white list it doesnt
watch what happens in unity
They probably do this in the game for performance reasons, which is totally valid, not every shader in the game has reflection, you dont need to calculate refletion for those shaders
sorry for the headache, yesterday i didnt have much time to test this
LUL a typo ofc
@dreamy escarp new shader you posted fixed it. obvs ive gotta redo the baguette tank but thats okay. the shader works!
amazing, im sorry for the headache
all good. I don't mind being the guinea pig!
glad you were able to improve the shader and figure out what was wrong cause i was absolutely clueless as to why it wasn't working
it was such a dumb thing too ðŸ˜
_
numbers ohhhhh fancy
yeah tweaking somethings
gotta bring the metal down a bit
metallicness
but first its getting the color correct on the baguette
BREAD COLOR!

but im gonna have to make an actual baguette for this mod
i'll finish a mod that lets you change textures
and have multiple paint maps on parts
thats pretty dope
that would be super convenient
all you'd need is to have the files inside your mod to be able to pull from im guessing?
well yeah you could merge all your parts into 1
I'd prefer if you put the textures inside the addressables
with a naming like that yeah
thats what i was saying
it goes in the addressable
and then if you name it properly it gets picked up by the mod
something like texture_methalox
texture_hydrogen etc
so it can use what youve added as a material
well
would it be material or actual texture?
just for example
actual texture is better
but i mean i can also make a material switcher
i'll allow for both 
i think texture is priority and material would be dope
cause then if you make 4 versions of something using materials
it makes it easy to swap
versus having to grab each texture
question:
does my color need to be the base level or top layer?
somehow im still messing it up
so if you have anything above your color
because it shows up white with no metallic affect
it will writve above it
ah
that explains a lot then
no way
the stripes are rewriting it
nevermind
it doesnt have a mask
so that would be why it isnt being mapped correctly?
the only difference in the textures is that I have the stripes texture in cv 411
so something is preventing the color and metallic in my maps
so im making sure i have the maps setup correctly
transparent pixels are baked as white in substance painter
white pixel for roughness means it is as rough as it can get
so roughness is taking over
hence why it shows as white
the new roughness map
look better?
i see.. all my maps are scuffed
gotta check all my maps before i bake
these look way better now
next tank im going to make sure the UV map is excellent
that one looks pretty good already
im a perfectionist
lol
weird
not weird.
lol
another lesson learned... all of the little things you add need to be setup properly
lol
i was like "hang on... lets look at all the maps. oh weird, why is the height map like this? ohhhhh... i see"
is there a way to clear a mask without clearing the entire mask?
okay so its the black texture thats screwin git all up
@dreamy escarp does this look correct?
i mean
i dont like the transparent pixels
but if you want those pixels to be white yes
OH!
no they've got the color and metallic
last thing to do
how does it look?
hm something is still adding white to both of them
cause there's a hint of white in both
now im going to see if i make the metal foil have the color and metallic values and cover the entire mesh
if that helps
now that the shader works properly, its definitely the fact that im not texturing correctly in substance painter
progress.
is that metal too dark?
A bit I'd say
thanks! ill lighten it up a bit. it looked dark just wasnt sure
KSP2 metal color is hard to copy
the idea was to start super shiny and then rough it down
ksp2 metal is weird agreed
its shiny but its not shiny
well that takes some pacience that i dont have xD
once iget it looking decent im gonna make the next model
thats why theres 0.2.0 and more versions
just in time
i can change textures once i have the models and mod working
to test my new project preset
true
hm
it has everything pretty and ready to go
thats pretty sweet
?
it didnt save the layers??
so those folders are empty?
well groups as theyre called in substance
theres actually not even the folders xD
i wanna see if i can save this tho
cuz they are very helpful
i make them in every part
KEKW it looks so funny
thats what it reminds me of a freaking minion LUL
hm
that really sucks
i want to be able to have a template
i keep forgetting to do that
taht way the mask and everything is setup
and all i have to do is load the mesh in
i think thats the color
its like a nickel color
You can group all the layers, later convert them to smart material, You can access the material you are created later on any other projects, extract the layers from the smart material. I think I am not wrong.
this might work
so yeah i think the baguette is g2g for v0.1.0
that would be amazing
ill have to test this out today
now to fix the textures for this one then make the next model
E2DCCE
i figured as much
the best way to save them is as HSV tho
its why i wont be doing that til later tonight
ive been using hex codes
now to learn how the HSV code works
just 3 numbers
not bad
its easy
HUE
what color it is
its a 0-360 value
think of it like the color wheel
Saturation, How colorized it is
Value, How bright it is
the whole thing with HSV is that you have more control over the saturation and value
because, if you want things pretty, you dont make them BRIGHT RED
nor BRIGHT GREEN
its always a bit saturated
i feel like i didnt do srfAttach correctly
they are hard to master
i see why HSV is beneficial
does the .json get updated when im editing in the prefab?
good to know. wasnt sure how prefab mode worked
well the json is not native to unity
tho im sure that we could change it to update with the prefab save
but i think it would be costly performance wise
and not every change on the prefab changes the json
do these look correct?
just double checking. not sure what multi joint radius does or multi joint on single
everytime you use multijoint
you have to set the radius offset
else they wont work correctly
the way they work is something like this a sec
explains why i was having issues with it
purple is the node
blue is the offset
what it does is
it creates extra joints
X offset from center
N number of times
so in your case, youre creating 3 extra nodes, with 0 offset from the center
put something like .5 and you should be good
you also dont want the offset to be outside your part cuz it will behave way too strong
i see
so for srfAttach i want to have the offset
but for the top and bottom, no offset
right?
nono!
you want to ahve offset lamost always
for your srfAttach, depends
should your part be strongly connected to another?
i mean the baguette doesnt have that much area of contact
true
so imo it shount have a strong connection on any side
but if you want to put it feel free
what i want to achieve:
four attachment points on the sides of the circular tanks
so a total of 6 attachment points
Wait but, what for?
oh you can only have 1 srfAttach
well i mean
which alows it to be surface attached to other parts
not the other way around
so when u set the srfAttach
ur setting the contact point between ur part and other part
when u wanna attach it to the side of other part
ie
a sec unity opening
ksp2*
the round dot is the srf attach
and you can still put 6 of them togheter
all 6 attached via srf attack nodes to the middle one
thats up to you if you want to put them tho xD
you dont need to make them 100% equal to the stock ones
multi joint and multin joint max correct?
oh i was planning on the top and bottom
i like it. i get annoyed when trying to line them up myself
if i want to mount radially awesome. other wise if i want it to connect to something, its super useful imo
also i think for the tutorial screenshots of settings would help tremendously
put a small radius on the multi joint radius offset
so when you explain the attach nodes, having a screenshot for someone to look at would be nice. just an observation is all
0.3 ok?
is my mesh collider too big?
naah
its fine
might be a bit wonky in game tho
you should make a cylinder in blender
and use that
oh
clever
actually
cv 411 is a cylinder
well
its got the round tops
dang
the inner part is a cylinder
its what im jusing
using
so the mesh is the cylinder
for my reference cause im messing up 401's texture right now lol
24 alrighty thats easy to do
KEKW
need to fix the collider and the attach nodes
alright time to design @quartz dagger tank
how about a shape like this for a xenon tank? it resembles one of the xenon tanks we have in the game already, but it think i would look dope with some nice silver foil on it :)
🔥
we going for xs or small?
you know what, lets do small :p
dope!
@quartz dagger ?
before texturing
thats just the model with a very basic color and metallic added
let me know if i need to alter/change anything in the model
nope, looks great! clean and simple
altho maybe it needs some kind of attachment plate at the bottom for the Dawn?
ah
so basically a bottom that lines up and is flat
or realy the top
since it attaches to the engine
or
something else hm
ill come up with something
the top of the dawn is exactly XS-size, if that helps
I really wanna add a red and blue wire on the outside of the tank lol
actually
ill make the red and blue wire attach at the base i make
ah
but if you use multiple itll look weird
dang
hm
oh that'd look great!
well
technically the engine attachs the wires
if oyu look at the top part of the engine, it attaches to a box
yeah, the wires go inside the engine like this
it really is a nice little engine, but i'm not really a fan of the look of the stock xenon tanks haha
haha
i get that
well soon.tm ill have a model working and friday youll be able to use it!
do you want the metal to be similar to the engine or more like the image you showed me?
looking forward to it ;)) and feel free to choose yourself, but i personally think the darker metal would provide some nice contrast. and the engine can be painted in any color anyway, the one in the pics is just the standard unpainted look
if i let them be painted in any colour...
just kidding ill let them be painted
theyll just be the first painted metallic objects in the game
all tanks in FFT or just this one?
not sure if all
CV-401 is not paintable. CV-411 has four stripes that are paintable
it depends on how i texture and model it.
i'm not sure this one should be paintable actually
with what i textured cv models in i didnt see the point in having them be painted
especially if it saves you some work :p
its not hard esp with the shader that lux made
this is in blender
so it won't look like this in game but just an idea
ill make a colormap and see how it looks and you can decide if you want the paintmap or not
looks a bit like a balloon now haha
no no i'll let you decide, i have no idea what actually looks good or not xD
in substance painter ill do more but for now this is an example of just metal but a very light metal
@dreamy escarp what is xenon fuel called?
i probably need to add module_generator to this since xenon uses EC
Oh gods the slight rotation between layers is killing me
ah damn i didnt line them up correctly
looks pretty good stacked together. thats a medium engine
Yeah, other than the misalignment they do
lol
agreed
there you go cheese
looks cool on a lander
there we go.
now to get the SP-701 working
i wanted to mess around with some stuff lol
[LOG 03:37:09.225] [Debug] This 9f4eadb2-766d-46e0-98d5-7a263590ecb8 is connected to 478d0e3c-b541-4a12-ab5e-281263f71910
[LOG 03:37:09.232] [Debug] This eef8e2a7-b9f8-49d8-a3a5-2a4ec085f113 is connected to 793d75bb-ca14-48c1-8cfe-4c1929bbcae0```
[EXC 03:36:35.457] NullReferenceException: Object reference not set to an instance of an object
KSP.OAB.ObjectAssemblyPlacementTool.<ShowSpriteForPartByName>b__133_0 (UnityEngine.Sprite obj) (at <57799b60a4cd4df8b3c9aec811d65aed>:0)
KSP.Assets.AssetProvider+<>c__DisplayClass11_0`1[TAsset].<Load>b__1 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle) (at <57799b60a4cd4df8b3c9aec811d65aed>:0)
DelegateList`1[T].Invoke (T res) (at <11e2f4eda1124a9f83368725a730d057>:0)
UnityEngine.Debug:LogException(Exception)
DelegateList`1:Invoke(AsyncOperationHandle`1)
UnityEngine.ResourceManagement.ResourceManager:Update(Single)
MonoBehaviourCallbackHooks:Update()```
do I need to add something in my plugin for assetprovider to find the asset or do i just need to add using UnityEngine.Sprite; to my plugin? @upper summit
It should be in the addressable bundle?
not sure if I named it correctly or if the CV-401_icon.png is incorrect
maybe i need to remove the "-" ?
or is there a label i need to use like parts_data?
no worries. def will @dreamy escarp when you get a chance. i wanna make sure I've named my partsname_icon.png correctly and setup the addressable right.
keep messing up a texture or the mesh is bad. not sure
[ERR 03:50:33.818] [System] Exception passed from Unity.Addressables! [Unable to load asset of type UnityEngine.TextAsset from location Assets/FancyFuelTanks/Icons/CV401_icon.png.]
[ERR 03:50:34.990] [System] Exception passed from Unity.Addressables! [GroupOperation failed because one of its dependencies failed]
[ERR 03:50:35.010] [System] Exception passed from Unity.Addressables! [ProvideResources failed]
[ERR 03:50:35.018] [System] Exception passed from Unity.Addressables! [ChainOperation failed because dependent operation failed]
[ERR 03:50:35.030] AssetProvider unable to find assets with label 'parts_data'.```
Wait @surreal loom where are you setting the path variable
thats the thing
i realized i made a typo with my repo so i renamed everything and updated github
and now when i build my addressables it's all messed up
so im going through my unity project to see how to fix it
ah! i remembered! thats where i change it
Yup that!
Well
the pain of renaming things
oh thats not what i went on a renaming spree for
i just spent the last 2 hours renaming my mod on github and remembeirng how to make the change in unity so my addressables would be corret
i named the repo "FTT"
so i was like "ah how did i screw that up!"
everything is now FFT
but i think ive got the icon named correct
partname = CV401
ah so its like prefabs and jsons
does it still use parts_data?
This value should be unique in the whole game, a good practice is to make your part name something like `modName_partName`this way you avoid it conflicting with any other part in game. Example `sorry_m2_rcsBlock`.
Note that Mk2 and Mk3 are written as `m2` and `m3` respectively on the partName```
i keep looking at the tutorial
for the life of me i cant remember where i saw it said to do partname_icon
ah yes
its in there
i havent gotten to localization yet but thats up next
after i get the sp701 tank working
xenon fuel is a pain.
AYEEE
gotta figure out how to make it look better but for testing today, that works
Get a render at the 45 degrees away from and to the right with the sun to the north kinda view that other fuel tanks have
also @quartz dagger SP701 in the OAB and on the launchpad.
Love it!
oh i took a screenshot below didnt think about doing it in the scene
obviously i have a lot of texturing to do
and to figure out how to make it use xenon fuel correctly
This + isometric
Thats tricky
I wont recomend u dive into that
Just do that and printscreen
It will be the same thing
thats what i was thinking
i just cant remember how to move a camera in unity. lol
nevermind
Looks great
Parts/Title/CV411,Text,,CV-411,
Parts/Subtitle/CV411,Text,,ATOMIC'S BAGUETTE,
Parts/Manufacturer/CV411,Text,,FANCY FUEL TANKS by CVUSMO,
Parts/Description/CV411,Text,,"Tired of vanilla fuel tanks already? Model CV-401 is Cvusmos personal fuel tanks. Welded together like starhopper and requested by Atomic.",```
i don't know what that means
does it literally just end with xx, xx, xx, LF
zzz,yyy,xxx CRLF```
im just googling LF and .csv
its what i found but its more on using .csv for excel
thats what i have so far just dont know how to convert it to LF and i dont even know what LF is
depends on what ur using to edit it
notepad++ works
any file editor actually
and im pretty sure u can just click on that CRLF
and change to LF
try it
and save
saved it with LF
Parts/Subtitle/CV401,Text,,METHALOX FUEL...,
Parts/Manufacturer/CV401,Text,,FANCY FUEL TANKS by CVUSMO,
Parts/Description/CV401,Text,,"Tired of vanilla fuel tanks already? Model CV-401 is Cvusmos personal fuel tanks. Welded together like starhopper.",
Parts/Title/CV411,Text,,CV-411,
Parts/Subtitle/CV411,Text,,ATOMIC'S BAGUETTE,
Parts/Manufacturer/CV411,Text,,FANCY FUEL TANKS by CVUSMO,
Parts/Description/CV411,Text,,"Atomic wasn't happy with the baguettes. Atomic wanted a silver baguette. Cvusmo made a silver baguette. It may or may not be edible.",
Parts/Title/CV401,Text,,SP-701,
Parts/Subtitle/CV401,Text,,SPACE PEACOCK TANKS,
Parts/Manufacturer/CV401,Text,,FANCY FUEL TANKS by CVUSMO,
Parts/Description/CV401,Text,,"Ever heard the legend of The Space Peacock? Model SP-701 is named after TheSpacePeacock.",```
forgot to change the picture for one lol
damn. didn't do the .csv correctly
@quartz dagger
hmm, it may be closer to 30 degrees?
ill get the thumbnails down later on
for now they're placeholders but they may be 30
also forgot to put Key,Type,Desc,English at the top of my .csv
its 45 for engines, 30 for tanks
basically the game "shows the PoI"
in the engines is the nozzle
in the tanks its their size
a have a semi functional setup for that but not near completion
no worries
ill get them nicer looking but thatll be in a later update
for now i just want them functioning so ive got a picture, and description of the tanks
@manic trail @quartz dagger still gotta get the text for sp701 in
-fix mass, temp, impact tolerance on all tanks
-texture sp701
-.csv info for sp701
-model 2x hydrogen tanks
-model 3x methalox tanks```
OM LAWD
literally just drop it on the part, on the start of the project, i'll show u
no worries
im about to eat dinner and unwind
eyyyy @quartz dagger anything you want to change for the description?
alright got my to do list and references. time to eat dinner and chill
-fix mass, temp, impact tolerance on all tanks
-texture sp701
-sp701 doesnt use xenonec. see if it uses xenon or xenongas
-model 2x hydrogen tanks
-model 3x methalox tanks```
it automatically sets almost everything
all you have to do is work on the right layer
and this is the result
og what i just did
nailed it
ill look at that tonight! this should speed things up
-texture sp701 (watch lux's video and do what he did)
-model 2x hydrogen tanks
-model 3x methalox tanks```
What the heck. Those maps are awesome
yup! and all you have to do is paint on the right channel
and they'll pretty much all come together
its still missing a couple stuff tho
a sec
Hahah its perfect! I’m flattered :))
Perfect fit too😂
I’d maybe add ‘Because Xenon tanks need a little love too.’ to the discription to add some flavour to it
dude thats amazing
a sec let me send you the smart material
(obvs not sleeping yet or chillin because modding is lyfe)
xD
no need for sleep
Base Material folder is where u set up the base, so like, drag and drop watever material you feel fit
Paint map, well its paint map
Heightmap has 4 layers
Nails, Edges
and then, if you want to add more detail you have the + and the - (high or low)
so quick question
the Grunge mask, if you want you can adjust the opacities of the elements on the mask
since its a smart material, itll adjust to the settings i have on substance painter?
nop
smart material basically means that is a collection of layers
now
i recommend you use it on a new project, since it has everything already setup
its easy to just hide a folder
how??
but i dont recommend since its shitty asf for gaming
oh
well idk on nvidia
and with modding thats annoying
also its easy to switch back and forth
but you have to restar tthe computer
yeah, but it is significantly faster for 3d software
literally everything is maxed out
takes 2 mins or so curious how long this bake takes
probably 30 seconds
what?
hm
above that its just killing the player's performance
i mean you can
well, rip PC master race
oh that doenst matter much
in unity i make stuf 4k
but you also wont see that much diffrence
4k-8k you only see a diffrence if you REALLLy zoom in
so its like the 120fps vs 244 fps
since my pc is a powerhouse it makes me feel like im making the 4090 pay itself off
lol
do i need to bake these mesh maps after everytime i make changes to the textures?
i was baking the mesh maps first, and then i would do my maps
usually you bake them before you make your textures
okay cool i was doing it in the right order
I'd prefer if you refer to me as AtomicTech, not Atomic lol
Btw, it's looking awesome 🙂
ok Atomikku-kun 
ez fix!
you should make that the name
Is it possible to do AtomicTech's Baguette?
the subtitle is meant to give a brief description
yes
Y'know, the ' thingy
lol
Asides from my brief suggestion, it's more than acceptable my fellow gentlemen
i dont see why id need to name it the type of fuel in the description since it's already categorized in the methalox category
i mean
i could be like AtomicTech's Baguette (Meth fueled)
KEKW
You can add the name of the fuel
Upnate day is my favorite day
Here's some examples of stuff that I've written for KSP
ONe mo
"Grab any old RTG, preferably a damaged one, and pump fuel through its small hot radioactive core into a nozzle. The result is a very small nuclear rocket engine. Thrust is low, cost is relatively low, but ion drive fanatics won't mind. Warning: Warranty void if exposed to radioactive materials."
"The direct predecessor of the AT-TREL "NERVO" Solid Core Thermonuclear Rocket Engine, the AT-TREL "NERVO KR" Experimental Solid Core Thermonuclear Rocket Engine, originally the JTR-XPL "Eeloid" Solid Core Thermonuclear Reactor Core Engine, is an experimental prototype that ran a lengthy series of tests in the post Kerbin Konflict II, Kold War Era, proving that Thermonuclear Rocket engines were a viable propulsion solution. PorkWorks would later adapt this technology into the KANDL engine while Jebediah Kerman's Junkyard and Spacecraft Parts Co. would recase the engine and create the wildly popular LV-N "Nerv" Atomic Rocket Motor and AtomicTech Inc. would adapt the Nerv to create the NERVO. Later, as soon as AtomicTech Inc. purchased the rights to the J-Tech Catalouge, the JTR-XPL "Eeloid" Solid Core Thermonuclear Reactor Core Engine would once again see the light of day again as the AT-TREL "NERVO KR" Experimental Solid Core Thermonuclear Rocket Engine, ready for flight."
I really miss writing part descriptions 😢
Lemme look 🙂
dope
"After the invention of the Multipurpose Propellant, the engineers at AtomicTech Inc. rushed to make all different kinds of ice cream from all different kinds of snacks. Eventually, someone suggested their use in the place of the particularly dangerous and expensive Hydrazine. Warranty void if attacked by giant spiders or if spilled."
Here's an okay one
"Originally from the SpaceTux Industries catalog of acquired assets, the engineers at AtomicTech Inc. converted it into a state of the art resource conversion module for surface bases. This module was named after the fictional town from Neil KeGrasse Kyson's Planet Earth in which the character Homer H. Hickam Jr. first began his career in rocketry. This module was adapted from the Advanced Research Laboratory and uses its ample space to refine raw ores into valuable resources. WARRANTY VOID IF USED TO PROCESS COAL OR OTHER FOSSIL FUELS."
Here's one for a habitat lol
"Through exploitation of the natural decay of Klutonium-238 with the help of some specialized chemicals, this somewhat elegantly simple power generator can provide consistent, stable power for a really long time. This highly recommended that you build this using either SimpleConstruction and Extraplanetary Launchpads on your base/station instead of trucking it to your desired location."
well thats how the game does it