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[Minimum KSP: 1.12.2] Snacks! - Friendly, Simplified Life Support


Angelo Kerman

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It seems like no Parts except the Snack Tins have a Snack Storage. Am I just being stupid or is there something wrong?

Edit: The EAS-1 Seat has and the Converters in the Mobile Lab and Hitchhiker Container work properly

Edited by derbleifuss
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  • 3 weeks later...

Hey thanks for the great mod (except taht my kerbals are now all addicted to Hydrazine, but that's a different issue).

I'd like to play around with some other resources (Sleeping come in mind), and I have three questions.

1) Is it possible to have a mutually exclusive resource converter ? My use case is for a Kerbal to sleep, that there's no Entertainment Center running in the part he tries to sleep. I haven't seen this in the existing Config, but maybe I missed it. Would be great. Or at least a way to pick a role for a part at building (either Entertainment OR sleep, not both).

2) Is it possible to move kerbals around ? For instance, one that is Stressed Out, would it be possible to move them in whatever parts where an EntertainmentCenter / Stargazing / any other stress reducing activity is possible ?

3) Is it possible to force work a Stressed Out Kerbal, inducing more stress, rep hit, fine, temporary skill level reduction, etc … Sometime space travel and life balance just does not match, and you need that pilot to move their spaceship on a different trajectory for reason.

Anyway, thanks again. This made Life Support fun and interesting to experiment with :)

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  • 1 month later...
On 1/8/2020 at 7:04 AM, GraczNet said:

Hello, I have noticed a bug with this mod. When I try to place something with snacks in symmetry mode then this happens. I tested it with multiple parts. Removing this mod resolves the issue.

I haven't been able to reproduce that issue. But one thing you can do as a workaround is remove the part from symmetry.

Meanwhile, Snacks 1.24.4 is now available:

- Snacks (and other life support resources) will now be added to vessels that are loaded into the VAB/SPH.

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What should I check for it Snacks does now show how many days are left based on how many kerbs and snacks I have?  Was working on 1.7.1 and now, it would seem to not be working in 18.1

 

Okay.. So.. I figured it out, they were in command chairs .. my bad.. sorry.

Edited by gamerscircle
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@Angel-125

Do you think you could make some configs for Civilian Population?  Right now it has TACLS, Kerbalism (classic & default) and USI-LS.  Would love to see Snacks, since that is what I seem to be settling on for the future.

and the current beta is here:  https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.5

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3 hours ago, linuxgurugamer said:

@Angel-125

Do you think you could make some configs for Civilian Population?  Right now it has TACLS, Kerbalism (classic & default) and USI-LS.  Would love to see Snacks, since that is what I seem to be settling on for the future.

and the current beta is here:  https://github.com/linuxgurugamer/CivilianPopulation/releases/tag/3.0.0.5

I could try.. Nice thing about Snacks is that it will auto-add Snacks and other resources (FreshAir, etc) to parts if they have crew capacity.

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Hi, nice to see this mod is evolving so nice [last time i played ksp was 1.3], i have a question regarding Fresh Air config, (i enabled it by renaming it, and edited the name to Oxygen) the thing i am wondering now is, in your config the density of "Oxygen is (0.00435) but in the "CRP" it's 0.00000141 same goes for "Volume" in Snacks it;s 5 and CRP 1, what value is used in game if both mod's are present?

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On 2/24/2020 at 11:34 PM, dtoxic said:

Hi, nice to see this mod is evolving so nice [last time i played ksp was 1.3], i have a question regarding Fresh Air config, (i enabled it by renaming it, and edited the name to Oxygen) the thing i am wondering now is, in your config the density of "Oxygen is (0.00435) but in the "CRP" it's 0.00000141 same goes for "Volume" in Snacks it;s 5 and CRP 1, what value is used in game if both mod's are present?

I noticed that there's typically half the duration of Air available vs Snacks in crewed module by default.  I had assumed that was by design to encourage use of air scrubbers but your observation makes me wonder if it's an oversight?

Also I've been farting around without much success trying to make a Module Manager patch for Universal Storage parts, mostly driven by the need to carry extra Air and Bad Air scrubbers (there aren't many options for the latter, even in Pathfinder).  It occurred to me after seeing your post that it's probably easier to simply rename Fresh Air to Oxygen and Bad Air to CO2 and then the US2 parts that are already configured that way would just work (though presumably some of the NEEDS rules would need to tweaked to include Snacks).

Question is, would this break Pathfinder & Buffalo rover parts that have Snacks-related Air Scrubbers installed or is that all driven by the Fresh Air config?

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48 minutes ago, Friznit said:

I noticed that there's typically half the duration of Air available vs Snacks in crewed module by default.  I had assumed that was by design to encourage use of air scrubbers but your observation makes me wonder if it's an oversight?

Also I've been farting around without much success trying to make a Module Manager patch for Universal Storage parts, mostly driven by the need to carry extra Air and Bad Air scrubbers (there aren't many options for the latter, even in Pathfinder).  It occurred to me after seeing your post that it's probably easier to simply rename Fresh Air to Oxygen and Bad Air to CO2 and then the US2 parts that are already configured that way would just work (though presumably some of the NEEDS rules would need to tweaked to include Snacks).

Question is, would this break Pathfinder & Buffalo rover parts that have Snacks-related Air Scrubbers installed or is that all driven by the Fresh Air config?

i am bad at writing MM patches, but i am trying  to do basically the same thing, with the exception of replacing US2 resource converter with the one Snacks provides, also to make some some of the US2 storage have CO2 and Oxygen storage etc... since i don't use Pathfinder

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@Angel-125 - is there currently any compatibility between Snacks and Rational Resources provided by either mod? I didn't see any but wanted to make sure. 

RationalResources nerfs the availability of Ore, so users of both mods would want another way to produce Snacks in-situ. I am thinking of substituting Hydrates for Ore and could look into submitting a pull request if that would be helpful.

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4 hours ago, PocketBrotector said:

@Angel-125 - is there currently any compatibility between Snacks and Rational Resources provided by either mod? I didn't see any but wanted to make sure. 

RationalResources nerfs the availability of Ore, so users of both mods would want another way to produce Snacks in-situ. I am thinking of substituting Hydrates for Ore and could look into submitting a pull request if that would be helpful.

Snacks out of the box doesn’t have support for Rational Resources. It only knows how to make Snacks from Ore.

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@PocketBrotector No, this compatibility doesn't exist in either mod. I question the use of Hydrates but it does prove most fitting:

  1. Hydrates is the primary substitute for Ore where RR encourages fuel production (mmmm. Hydrolox)
  2. The idea of using a water-focused resource takes me to Subnautica where hydroponics is serious business.
  3. I believe Ore is presumed to be mostly water anyway.

On the other hand, Rock comes in close 2nd:

  • Rock can or should be sift-able in Classic Stock for other resources. Some omniconverter processes should already support this.
    • Unlike Ore, Rock is pretty dry and shouldn't allow for extracting water or other abundant liquids. My vision for it lends it towards industrial processes--namely production of Konkrete required by Pathfinder's huge inflatables.
  • Rock is available in both CRP and Classic Stock where Hydrates does not have a Classic equivalent.
  • Rock has a very even spread across all planets, even the frostiest of ice types (of course, its abundance is lowest at those but is non-zero).
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@iteranthypatic Snacks is supported in SSPXr, but only enabling the basic converter that requires Ore and providing Snacks and Soil options in al the tanks. The other features (Air! and Stress! and the various Snacks options in Pathfinder) are not supported. I don't casually play anymore so I haven't updated the configs for this.

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58 minutes ago, iteranthypatic said:

Is there some way that I can add those features to these parts? Are there some lines I'm supposed to add to them?

Pretty much only WBI will support all of Snacks to the fullest, though it's straight forward to add functionality to other parts with a simple Module Manager patch.  You can see examples in the MM_stock.cfg in Snacks Module Manager patches folder.  For example, to add Air Scrubbers to parts :

Spoiler

@PART[name_of_part_to_add]
{
    MODULE:NEEDS[SnacksFreshAir]
    {
        name = SnacksConverter
        ConverterName = Air Scrubber
        StartActionName = Start Air Scrubber
        StopActionName = Stop Air Scrubber
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = false
        
        INPUT_RESOURCE
        {
            ResourceName = StaleAir
            Ratio = 0.00074
            FlowMode = ALL_VESSEL
        }

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 0.4
            FlowMode = ALL_VESSEL
        }

        OUTPUT_RESOURCE
        {
            ResourceName = FreshAir
            Ratio = 0.000296
            FlowMode = ALL_VESSEL
        }
    }

    //Add space for a small amount of StaleAir resource to get converted back to Air

    RESOURCE:NEEDS[SnacksFreshAir]
    {
        name = StaleAir
        amount = 0
        maxAmount = 100
    }
}

 

You can do something similar with Snack Recycler or just adding the various life support resources.

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@Angel-125 this Nullref pops up when on EVA and you press the Snacks button

Spoiler

NullReferenceException: Object reference not set to an instance of an object
    Snacks.SimSnacks.getGenerators (ConfigNode node, Snacks.SimSnacks simSnacks) (at <723fabdb2a7643c9be7f4537b900a875>:0)
    Snacks.SimSnacks.CreateSimulator (Vessel vessel) (at <723fabdb2a7643c9be7f4537b900a875>:0)
    Snacks.SnacksScenario+<updateSnapshots>d__37.MoveNext () (at <723fabdb2a7643c9be7f4537b900a875>:0)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
    Snacks.SnacksScenario:UpdateSnapshots()
    Snacks.SnackAppView:SetVisible(Boolean)
    Snacks.SnackApp:ToggleGUI()
    KSP.UI.Screens.ApplicationLauncherButton:OnTrue(PointerEventData, CallType)
    UnityEngine.Events.UnityEvent`2:Invoke(PointerEventData, CallType)
    KSP.UI.UIRadioButton:SetState(State, CallType, PointerEventData, Boolean)
    KSP.UI.UIRadioButton:ToggleState(CallType, PointerEventData)
    KSP.UI.UIRadioButton:UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick(PointerEventData)
    UnityEngine.EventSystems.EventSystem:Update()

nothing is breaking and everything seems to be working fine, thought id let you know so you can look into it

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Angel, I'm facing a strange situation in the SNACKS simulator. I am not sure if it's PEBCAK or a misconfig somewhere. Here's the situation.

Let's say I have 17,000 snacks to begin with, and I add another 15k. I would expect the capacity to increase by another 70% to 80%, but it doesn't. Here's before;

ceWhIWK.png

Here's after adding 15k more snacks;

QjVM0B7.png

Thoughts?

Edited by iteranthypatic
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13 minutes ago, Friznit said:

Snacks consumption can be set in difficulty settings.  It's only the optional extras (Air, Stress etc) that you have to edit the configs directly.

I understand that and thx for the replay, what i am asking is can Snacks be edited in the Snacks.cfg so that the consumption can be below (1 snack) like i said previously to say half a snack 0.5?

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  • 4 weeks later...

I love this mod, but I have a problem in the lab’s snack processor. It doesn’t seem to to generating any snacks. Even when there is only one Kerbal aboard, 1500 ore available, settings set to 1 snack/day and both soil recycling (which appears to be working) and processing is on, the snack generation shows zero. 
My only other special mod is DangIt, which works fine. KAC, SciFiVE, and a few others are also been working without complaints. Any suggestions as to why there’s no creation?

Edited by OrbitsR4Sissies
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