This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
An interpretation of "The Spice" from the DUNE story. It only provides some resources, a few science experiments, tank options and a variety of engines, a pair of very large greenhouses, and makes a planet, and interstellar travel, just a little more interesting. Does not provide parts to build replicas of ships from the story.
Effectively an omnipotent powder. It converts very efficiently into life support resources (DeepFreeze, USI, Snacks!, TAC, IFI supported).
The primary propellant, along with lots of EC. It enables both tiny spaceplanes and giant un-aerodynamic motherships to ascend from Eve or Tylo, make their way to Eeloo, and land back at Eve or Tylo without the warp drives and without skipping a beat. It's more powerful, more rare, and much less awkward to equip onto a ship than Karborundum.
A new variant based on actual white pepper, it equates to Thorium and is used in the power cells as a very efficient, very powerful, (mostly not heat producing), and easy to spam alternative source for EC. The White Spice 3.75m reactor is compatible with Near Future and needed to power the Fusion Drive. Despite these great features, in the long run Near Future nuclear reactors still have far greater runtime than a White Spice power source.
Leftover material from the sand worms, invented because it's beyond my talent to make working 3D sand worms. It can only be harvested with the included drill or any WBI drill, and is the main ingredient used in the Spice Gardens (greenhouses) to produce the spices at a body other than the Spice Planet. The other resources may be cheap, but this one is very expensive and its one tank is very small.
Before you cry that The Spice is ungodly unbalanced... The Spice Planet is the only place in your KSP universe where you can mine for it. It defaults to Duna but if you have certain planet or star mods installed, a different planet is selected and you must find it. The spice planet also gains Oxygen so the Rapier and Whiplash can work there, and if it has enough atmosphere pressure, kerbals can take off their helmets. If you somehow run out of Spice Gas and you're far from the spice planet or a Spice Garden, it's time to deploy the rescue as usual.
These are pilots with much higher gee tolerance and some amount of Engineer skill(s). They primarily exist such that the warp drives only function while at least one is aboard the ship (this part doesn't work right now so don't mind this), but are also helpful to have around in cases such as absolutely needing someone to remain conscious during the later phase of a manned descent into a super-Kerbin's atmosphere, or if an ISRU is present but engineers are in high demand.
Wild Blue Industries: Buffalo, Pathfinder, MOLE
Thor Tech
Life support mods: USI, TAC, IFI, Snacks!, DeepFreeze
Near Future Electric
USI Alcubierre Drive
Select Kopernicus planet packs
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