This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
ISRU TWEAKS
Heavily inspired by @Markelius https://forum.kerbalspaceprogram.com/index.php?/topic/138756-112-no-overheating/ , distributed under the same license https://creativecommons.org/licenses/by-nc-sa/4.0/ Is made to stop that weird behaviour of stock mechanics by Module Manager magic. Even with mods. This is fairly simple. Patches can be used separately.
Module manager is a dependency and you can get it here https://github.com/sarbian/ModuleManager, but looks like you have it already.
No_overheat patch will look for any parts with modules, producing malicious CoreHeat. You will need no radiators for converters, processors and harvesters affected, they will not need to warm up and to blow up. RTGs are covered. Radiators will still be needed to operate NERVA-alike engines and in hot environments.
No_engineers will remove stock 5% cap on effeciency of converters and harvesters, they will run on their nominal effeciency, harvesters will run depending on resource abundance. Your things will work like it`s 4-star engineer onboard, everytime, even on probes. The "X% load" thing in PAW now means nothing because it is calculated of thermal effeciency and engineer bonus.
Drill_collider makes drill collider 25 kerbal meters long, this is a dirty "fix" to fight bugged surface detection. But you still have to point it to the ground and to be landed.
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.