Angel-125

[1.7.x] Snacks! - Friendly, Simplified Life Support

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On 2/8/2019 at 11:04 AM, RealKerbal3x said:

No, it's just the tanks are locked. You know the little icon to the right of the green resource bar? It had a red 'no entry' style sign on it, but I was able to switch the resource flow back on by clicking that. It's a pretty minor thing.

Should get fixed in the next update, thanks for letting me know. :)

On 1/4/2019 at 6:36 PM, Vegetal said:

Hey, just noticed something: I think the radial container should have 0.015 dry mass, not 0.15, in order to stay on par with the standard containers. I changed it myself on the .cfg files, just a heads up.

Should also get fixed in the next update. Thanks for the heads up. :)

On 12/1/2018 at 4:14 AM, ensou04 said:

@Angel-125 I think there's a bug with Snack Processor, Science lab should only be using 30ec/s but when in flight it uses 1950ec/s. I feel like its basing its consumption of ECs per tick instead of per second. For now i just made a personal MM patch to compensate for this by dividing the input EC by 65

I think I found the root cause: PEBKAC, due to the way I wrote the stupid thing...

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Posted (edited)

@Angel-125 I was just thinking, in SSPXR with this mod, the greenhouses still need Ore to make Snacks, which is kinda weird. Maybe a separate ‘greenhouse’ part module could be made, which makes Snacks without the need for Ore or any other resources, but much slower than the normal snack processor.

Of course, just a suggestion. I’m not asking you to add this to the mod or anything :)

Edited by RealKerbal3x

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Yes, I agree, or duplicate the stock lab and give that recycler capability, and if possible make it use the ReStock texture if its installed?

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Posted (edited)

Is there a way to fix the radial snack tin missing or locked issue?  In the VAB/SPH any ship with them has the "Contains locked or invalid parts" message.   I'm really not sure what I updated to have this start all of a sudden.  I did recently install the new Nertea Restock and Restock+ mods, could this be causing a conflict?

 I used CKAN to uninstall and reinstall 1.11.1 then tried to manually install 1.11.2 and the problem still persists.

Edited by KSPNoob

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9 minutes ago, KSPNoob said:

Is there a way to fix the radial snack tin missing or locked issue?  In the VAB/SPH any ship with them has the "Contains locked or invalid parts" message.   I'm really not sure what I updated to have this start all of a sudden.  I did recently install the new Nertea Restock and Restock+ mods, could this be causing a conflict?

 I used CKAN to uninstall and reinstall 1.11.1 then tried to manually install 1.11.2 and the problem still persists.

Need logs to say for sure but this sounds like Snacks may be using some stock assets that are blacklisted by default by Restock. Snacks could get updated to whitelist the necessary assets, or adjusted to use the Restock assets instead, but if I'm right then they're incompatible for now (unless you want to fix it yourself.)

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Posted (edited)
6 minutes ago, PocketBrotector said:

Need logs to say for sure but this sounds like Snacks may be using some stock assets that are blacklisted by default by Restock. Snacks could get updated to whitelist the necessary assets, or adjusted to use the Restock assets instead, but if I'm right then they're incompatible for now (unless you want to fix it yourself.)

Yup its the Restock mod causing it,  I uninstalled it and the Radial Tin is now working fine. 

Edited by KSPNoob

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4 hours ago, RealKerbal3x said:

@Angel-125 I was just thinking, in SSPXR with this mod, the greenhouses still need Ore to make Snacks, which is kinda weird. Maybe a separate ‘greenhouse’ part module could be made, which makes Snacks without the need for Ore or any other resources, but much slower than the normal snack processor.

Of course, just a suggestion. I’m not asking you to add this to the mod or anything :)

In Snacks! (without Pathfinder) the SSPXr greenhouses use the one module: the Snack Grinder, which simply grinds Ore to make Snacks. If you're asking for the greenhouses to generate Snacks out of literally nothing, then you have something else coming. :D The reason they use only that module is because Snacks! tries to remain as simple as possible and has no advanced resource chains. SSPXr has no config for Snacks + Pathfinder (where there is an advanced converter that sips on Water, Compost and EC per second but only delivers X days' worth of Snacks after X days).

Actually I made such a config but it is unreleased and untested, and fully converts SSPXr to use all of Angel-125's Pathfinder modules where possible. It, however, requires that you use Angel-125's Classic Stock system, and peaceful coexistence/cooperation with the other compat patches in SSPXr is not guaranteed.

4 hours ago, Barzon Kerman said:

Yes, I agree, or duplicate the stock lab and give that recycler capability, and if possible make it use the ReStock texture if its installed?

Only the MPL gets a Snack Grinder but any cabin parts get Soil Recycler. The Hitchhiker can has what you're asking, and there shouldn't be anything stopping ReStock from doing its business.

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Posted (edited)

I'd like to add that I guess it cannot harm to mention the stuff I wrote (check out my signature links) because having more recyclers is not a shame!

Edited by LatiMacciato

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Posted (edited)
6 minutes ago, JadeOfMaar said:

@LatiMacciato That's cool, actually. I'd like to point out though, that some of your configs require the use of multiple LS mods. (It's a bad idea to mix LS mods. Doing so only gives you needless mass and headache to manage.)

If you're interested in my config you can go here: https://github.com/JadeOfMaar/sandbox/releases/tag/sspx-1.0

yeah, most people see Snacks as a "drive-by" LS mod and I wanted an option to have Snacks and it's recycler-features going along with other mods (even USI-LS). It's true having multiple LS mods installed is a headache summoner, thatfor I use only Snacks myself (it's the easiest to handle for me pesonally)

If there is any interference with parts, please let me know.

Edited by LatiMacciato

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There shouldn't be any interference with parts between the LS mods. There is usually only unneeded redundancy. Lately I only use Snacks and might use TAC.

If there's any trouble with my config and SSPXr it is I who needs to be informed. It's not publicly released so I'm not actively supporting it.

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Posted (edited)

@Angel-125

Don't mean to double post on the issue but not sure if you saw my earlier post about the conflict with Nertea's recent Restock parts visual overhaul mod, it locks the Radial Snack Tin from being used and gives the "Contains locked or invalid parts" message on saved ships with the radial tin,  the other snack tins work fine.  This mod is one of the my fav and just wanted to give a heads up so if possible this can be fixed, or show how to fix it.  

Edited by KSPNoob

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22 minutes ago, KSPNoob said:

conflict with Nertea's recent Restock

To fix the ReStock problem, save a file anywhere in GameData with the file extension .restockwhitelist and paste this one line inside it. I named and saved mine as GameData/WildBlueIndustries/Snacks/Snacks.restockwhitelist

Squad/Parts/FuelTank/RCStankRadialLong/

 

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Posted (edited)
13 minutes ago, JadeOfMaar said:

To fix the ReStock problem, save a file anywhere in GameData with the file extension .restockwhitelist and paste this one line inside it. I named and saved mine as GameData/WildBlueIndustries/Snacks/Snacks.restockwhitelist


Squad/Parts/FuelTank/RCStankRadialLong/

 

Thank you so much, this fixed it.  I do hate when my two favorite mods dont get along lol

Edited by KSPNoob

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2 hours ago, JadeOfMaar said:

To fix the ReStock problem, save a file anywhere in GameData with the file extension .restockwhitelist and paste this one line inside it. I named and saved mine as GameData/WildBlueIndustries/Snacks/Snacks.restockwhitelist


Squad/Parts/FuelTank/RCStankRadialLong/

 

Added that to my next batch of updates. :)

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I've been doing some under-the-hood changes to Snacks to fix some issues related to the converters, and had time today to do this:

flkP9wc.png

It ain't much, but now you can see what resource options are available with the switcher.

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Snacks 1.11.5 is now available:

- Fixed empty mass for the radial snack tin to be in line with similar parts.
- Fixed snack resources being locked by default when Snacks are added to in-flight vessels.
- Fixed efficiency processing; processors and recyclers output efficiency should now be 10% to 100% efficient based on their efficiency setting.
- Fixed issue where converters and processors wouldn't run in the background without at least one Kerbal aboard.
- Fixed issue where the Snacks Processor and Soil Recycler wouldn't produce the proper amount of resources while the vessel is in physics range.
- Reduced the amount of Snacks per day produced by the stock Mobile Processing Lab. It was a bit OP...
- Snack tins now tell you what their resource options are in the part info view.
- Added new SnacksConverter part module. It serves as the basis for the existing Snacks Processor and Soil Recycler. It can also produce "YIELD_RESOURCE" units over time just like the greenhouse from Wild Blue Tools. You can even assign effects to the converter!
NOTE: Snacks won't be getting a greenhouse of its own; it's intended to be a lightweight life support system, but I recognize that some players want more sophisticated capabilities. So the tools are there for others to expand upon...

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Posted (edited)
On 3/30/2019 at 4:41 PM, Angel-125 said:

- Added new SnacksConverter part module. It serves as the basis for the existing Snacks Processor and Soil Recycler. It can also produce "YIELD_RESOURCE" units over time just like the greenhouse from Wild Blue Tools. You can even assign effects to the converter!

Some things that came through my mind:

Is there any documentation about the new SnackConverter part modules or are they basicialy SnacksProcessor (for snack production) and SnacksRecycler (for soil recycling)?

Is it a bug, that Soil beeing converted even if Snacks is full and AutoShutdown is set to true?

I'm going to update my recyclers repo when I tested the new numbers.

other than that, awesome update!

Edited by LatiMacciato

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1 hour ago, LatiMacciato said:

Some things that came through my mind:

Is there any documentation about the new SnackConverter part modules or are they basicialy SnacksProcessor (for snack production) and SnacksRecycler (for soil recycling)?

Is it a bug, that Soil beeing converted even if Snacks is full and AutoShutdown is set to true?

I'm going to update my recyclers repo when I tested the new numbers.

other than that, awesome update!

Sounds like a bug in the converter. I basically had to rewrite the converter because the stock converter would not convert at the expected rates and that threw off life support estimates. I just need to check if the produced resource is full and shut off the converter if auto shutdown is set to true. I will get to that next week but no promises as I also have to do my taxes..

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Posted (edited)
On 3/31/2019 at 10:56 PM, Angel-125 said:

Sounds like a bug in the converter. I basically had to rewrite the converter because the stock converter would not convert at the expected rates and that threw off life support estimates. I just need to check if the produced resource is full and shut off the converter if auto shutdown is set to true. I will get to that next week but no promises as I also have to do my taxes..

no worries, sounds good and ty for response :)

EDIT: SoilRecycler rates update!!

  • new finetuned standard rates for parts that use SoilRecycler modules
  • 2 Snacks/Soil per seat per day (at 100% efficiency set)
  • Readme.md corrections

grab the latest versions HERE | gitlab-repo | Feedback is always welcome!

EDIT2 (another bug-report):
I guess the math is basically incorrectly. Test conditions:

  • 1 Snacks per meal, 1 meal per day
  • 100% recycler & production efficiency
  • ~4 Soil and 0 Snacks in the vessel


Results using ARP (alternate resource panel):

  • 0 Kerbals --> ~4 days
  • 1 Sci Kerbals --> ~6 days
  • 2 Sci Kerbals --> ~8 days

This might just be another bug, in any case it breaks the recycler functionality!

Also I notice a couple of these:
 

Spoiler

[ERR 01:03:05.800] Exception handling event onVesselChange in class SoilRecycler:System.NullReferenceException: Object reference not set to an instance of an object
  at BaseConverter.HasSpecialist (System.String effect) [0x00000] in <filename unknown>:0 
  at Snacks.SnackProcessor.PreProcessing () [0x00000] in <filename unknown>:0 
  at Snacks.SnacksConverter.updateBackgroundConverter () [0x00000] in <filename unknown>:0 
  at Snacks.SnacksConverter.onVesselChange (.Vessel vessel) [0x00000] in <filename unknown>:0 
  at EventData`1[Vessel].Fire (.Vessel data) [0x00000] in <filename unknown>:0 

[EXC 01:03:05.800] NullReferenceException: Object reference not set to an instance of an object
	BaseConverter.HasSpecialist (System.String effect)
	Snacks.SnackProcessor.PreProcessing ()
	Snacks.SnacksConverter.updateBackgroundConverter ()
	Snacks.SnacksConverter.onVesselChange (.Vessel vessel)
	EventData`1[Vessel].Fire (.Vessel data)
	UnityEngine.Debug:LogException(Exception)
	EventData`1:Fire(Vessel)
	FlightGlobals:setActiveVessel(Vessel, Boolean)
	FlightGlobals:SetActiveVessel(Vessel)
	ShipConstruction:AssembleForLaunch(ShipConstruct, String, String, String, Game, VesselCrewManifest, Boolean, Boolean, Boolean, Boolean, Orbit, Boolean, Boolean)
	ShipConstruction:AssembleForLaunch(ShipConstruct, String, String, String, Game, VesselCrewManifest)
	FlightDriver:setStartupNewVessel()
	FlightDriver:Start()

 

I just assume the recycler-efficiency is not applying correctly at some place, regardless of setting the recycler efficiency at 10, 50 and 100% it always applies the same rate of conversation of Soil to Snacks.

The above errors appear when I start a vessel at the launchpad.

I guess I might just patch the conversation rate for now with snacks-recyclers instead modifying the RecyclerCapacity until there is a patch out.

I hope this post is somehow helpful since I know it's abit cluttered.

Edited by LatiMacciato

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@Angel-125 hey, do kerbals with the BadS perk not use food?... Daguyaboveyou is having an issue where the readout is saying indefinite on all his craft, and someone in twitch chat said it was because of the perk. just trying to confirm. if not. he will likely send log file and what not, cause we couldnt figure out any other reason for it to read like that.

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@Angel-125   Do the snack processors or recyclers "process" in the background. Neither seem to be working unless the craft is in flight mode. No matter what I try it seems to say "Indefinite" in the duration window at the space center.

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11 hours ago, DaGuyAboveYou said:

@Angel-125   Do the snack processors or recyclers "process" in the background. Neither seem to be working unless the craft is in flight mode. No matter what I try it seems to say "Indefinite" in the duration window at the space center.

They do indeed still process in the background. If the editor is claiming indefinite it might be an issue. Do you add crew to the ship in the editor?

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