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


Angelo Kerman

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32 minutes ago, Angel-125 said:

Is that with the latest 1.27.2?

NOPE! Oh, boy! Late AGAIN?!

I'm returning to tell you 1.27.2 works fine regarding to "ghost" snacks. 

I have a question, though: when on EVA, does the kerbal "personal" (EVA suits) snack resources should show up?

Spoiler

mI4S9Rg.png

 

 

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57 minutes ago, jlcarneiro said:

NOPE! Oh, boy! Late AGAIN?!

I'm returning to tell you 1.27.2 works fine regarding to "ghost" snacks. 

I have a question, though: when on EVA, does the kerbal "personal" (EVA suits) snack resources should show up?

  Hide contents

 

 

 

They show up in the Snacks window now. When KSP broke the resource display I changed how EVA resources are stored since I didn't know when/if Squad was going to fix the issue. I can change it back at some point but I want to ensure that Snacks is stable first. Glad to know the latest has fixed your issue. :)

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9 hours ago, Angel-125 said:

They show up in the Snacks window now. When KSP broke the resource display I changed how EVA resources are stored since I didn't know when/if Squad was going to fix the issue. I can change it back at some point but I want to ensure that Snacks is stable first. Glad to know the latest has fixed your issue. :)

Yes, it did, thank you for your awesome job! (not only you, but extensive to all mod developers) 

And sorry for taking so long to answer that I posted the screenshots of the prior version AFTER the fix. (there is no facepalm emoji, so... ;))

tenor.gif?itemid=5075456

 

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  • 1 month later...
On 6/3/2021 at 11:51 AM, Krzeszny said:

Is there a chance for this mod to get simple retextures or remodels for the fuel snack tanks?

Currently no plans as I'm focused on other projects right now. But you're more than welcome to create some additional art to hold Snacks with. :)

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Reporting this here since the GitHub repo doesn't support issues.

It seems that the KSPedia AssetBundle is out-of-date with regards to the current game

KSP v1.11.2 (running on Linux)

Snacks v1.27.2 (installed via CKAN)

 

Spoiler


[LOG 09:33:44.181] ******* Log Initiated for Kerbal Space Program - 1.11.2.3077 (LinuxPlayer) en-us *******
Kerbal Space Program - 1.11.2.3077 (LinuxPlayer) en-us


OS: Linux 4.19 Debian 10 64bit
CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (8)
RAM: 32036
GPU: GeForce GTX 1080/PCIe/SSE2 (8192MB)
SM: 50 (OpenGL 4.5.0 NVIDIA 460.73.01)
RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, BGRA32, RGB111110Float, RG32, RGBAUShort, RG16, BGRA10101010_XR, BGR101010_XR, R16


Log started: Tue, Jun 15, 2021 09:33:44

--- snip ---

[LOG 09:34:06.379] AssetLoader: Loaded mod bundle 'serenity'
[ERR 09:34:06.475] The file can not be loaded because it was created for another build target that is not compatible with this platform.
Please make sure to build AssetBundles using the build target platform that it is used by.
File's Build target is: 6


[ERR 09:34:06.475] Unknown error occurred while loading 'archive:/CAB-2253ccceea4b2a095e1ec37b781fdb96/CAB-2253ccceea4b2a095e1ec37b781fdb96'.

[ERR 09:34:06.475] The AssetBundle 'file:///opt/SteamLibrary/steamapps/common/Kerbal Space Program/GameData/WildBlueIndustries/Snacks/KSPedia/snacks.ksp' can't be loaded because it was not built with the right version or build target.

[ERR 09:34:06.475] Error while getting Asset Bundle: The AssetBundle 'file:///opt/SteamLibrary/steamapps/common/Kerbal Space Program/GameData/WildBlueIndustries/Snacks/KSPedia/snacks.ksp' can't be loaded because it was not built with the right version or build target.

[ERR 09:34:06.475] AssetLoader: Bundle is null

[LOG 09:34:06.476] AssetLoader: Finished loading. 224 bundle definitions loaded.

--- snip ---

 

 

Edited by micha
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@Angel-125 I'm working on a couple of custom resource configs - is there a list of the game-based preconditions somewhere? For example:

PRECONDITION
    {
        name = CheckBreathableAir
        mustExist = false //consume FreshAir if the is below sea level or below the minimum safe atmospheric pressure.
    }

Is there a water equivalent to "CheckBreathableAir"? What other preconditions exist in the game for habitable worlds or other specifics? Thanks!

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  • 4 weeks later...

edit: fixed it, i think. was probably just a rogue patch somewhere, that assumed snacks air was going too be enabled, or maybe partdatabse.cfg in the ksp root folder. regardless, i dont think its a snack related issue so itd be offtopic here.

Edited by 123nick
issue solved
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  • 3 weeks later...
On 7/18/2021 at 7:24 PM, Xemrael said:

Is this working for 1.12? @Angel-125

Since KSP 1.12.2 released today, I just finished upgrading my development install and have recompiled the plugins. All is well as far as I can tell; no issues with the GUI and such. To be on the safe side, wait until the weekend at the latest for the next release of Snacks to be certified for KSP 1.12. :)

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  • 1 month later...

Call me "dumb" (because.... I definitely am it, sometime-if-not-always), but, even if I enabled the "basic" SNACKS behaviour (related to Snacks usage and Soil production), I somehow fail to find how to enable "FreshAir" and "Stress" advanced one.

It's done in the "Setting" Menu???

Is it functional only when starting a new save??? (because I cannot find it in the "setting" menu, in already started saves)

Is it working only for career??? (because I'm not finding it, but for the moment I'm just settling my mods in a sandbox one)

KSP 1.12.2 and latest SNACKS 1.27.3 here

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1 hour ago, Araym said:

Call me "dumb" (because.... I definitely am it, sometime-if-not-always), but, even if I enabled the "basic" SNACKS behaviour (related to Snacks usage and Soil production), I somehow fail to find how to enable "FreshAir" and "Stress" advanced one.

It's done in the "Setting" Menu???

Is it functional only when starting a new save??? (because I cannot find it in the "setting" menu, in already started saves)

Is it working only for career??? (because I'm not finding it, but for the moment I'm just settling my mods in a sandbox one)

KSP 1.12.2 and latest SNACKS 1.27.3 here

FreshAir and Stress are not enabled by default in order to keep Snacks as a basic life support system. To enable Stress and FreshAir, go to the Life Support Resources folder and rename the .txt files to .cfg

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2 hours ago, Angel-125 said:

FreshAir and Stress are not enabled by default in order to keep Snacks as a basic life support system. To enable Stress and FreshAir, go to the Life Support Resources folder and rename the .txt files to .cfg

Yeah... done it and working.

... I perfectly immagined was a non standard option somewhere to turn on...
... multiple time I even checked the Life Support Folder...
... but dumb as I am, I never noticed that little difference between cfg and txt (on my end, both opens in Notepad++) so I was wondering "... damn: the file are there! WHY are they not working???"
<ME: dumb as always>

Thanks for the answer

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Hello again, @Angel-125, and sorry to bother you so much...

... as an hard fan of the old Kerbfleet by Kuzzter (and to recreate, eventually) a situation where my kerbals could eventually make Hydrazine on orbit, I was wondering  if there are any template (somewhere) for that kind of "converter", and which part could eventually be (someway) balanced to became a "distillery" (crew cabins??? labs??? I would like a converter that could be used only by engineers, like a legacy about Bill being the one actually making it in Kuzzter's comic, obviously in a kind of conversion only from monopropellant :D)

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Has anyone cooked up a patch to integrate Snacks! functionality into the Soylent mod's parts they'd be willing to share?  Soylent's solar-panel-based algae bioreactors strike me as exactly the sort of simplification/abstraction of closed-loop life support that Snacks! was meant to handle - input Stale Air and Dirt, output Fresh Air and Snacks.  I'll take a stab at patching it myself, though I only just recently learned that Module Manager is a thing, let alone how to write a patch for it, so my MM-fu is presently non-existent.
 

 

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On 9/14/2021 at 2:31 PM, Araym said:

Hello again, @Angel-125, and sorry to bother you so much...

... as an hard fan of the old Kerbfleet by Kuzzter (and to recreate, eventually) a situation where my kerbals could eventually make Hydrazine on orbit, I was wondering  if there are any template (somewhere) for that kind of "converter", and which part could eventually be (someway) balanced to became a "distillery" (crew cabins??? labs??? I would like a converter that could be used only by engineers, like a legacy about Bill being the one actually making it in Kuzzter's comic, obviously in a kind of conversion only from monopropellant :D)

I haven't really thought about that, actually. I did make a Hydrazine template- it's in the life support resources folder- but I could imagine a "Distillery" converter like:

@PART[Large_Crewed_Lab]
{
	MODULE
	{
		name = SnacksConverter
		ConverterName = Distillery
		StartActionName = Start Distillery
		StopActionName = Stop Distillery
		AutoShutdown = false
		GeneratesHeat = false
		UseSpecialistBonus = false
		
		//At least one crew needs to be in the part to run the converter.
		minimumCrew = 1

		//This condition is set whenever the kerbal enters the part and the converter is active, and
		//when the converter is started. Since it's registered as a SKILL_LOSS_CONDITION, the kerbals will lose their
		//skills while the converter is running.
		conditionSummary = Brewing

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

		INPUT_RESOURCE
		{
			ResourceName = Monopropellant
			Ratio = 0.0000121
			FlowMode = STAGE_PRIORITY_FLOW
		}

		OUTPUT_RESOURCE
		{
			ResourceName = HydrazineVodka
			Ratio = 0.0000121
			FlowMode = ALL_VESSEL
		}

		//Works like an INPUT_RESOURCE except:
		// It applies to individual kerbals.
		// You can specify an AmountPerDay or AmountPerSecond.
		ROSTER_INPUT_RESOURCE
		{
			ResourceName = Stress

			//AmountPerDay will be translated into: AmountPerDay / seconds per homeworld day
			//This will override AmountPerSecond if it is defined in the node.
			AmountPerDay = 1
		}
	}
}

 

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11 hours ago, Angel-125 said:

I haven't really thought about that, actually. I did make a Hydrazine template- it's in the life support resources folder- but I could imagine a "Distillery" converter like:

[... snip...]

Thanks for the answer.

I'll put your cfg in my game, to have a nice "extra"....

... having a LOT of modded parts (so A LOT of different Labs, other than the stock one), I just created a little variation, to make  it works, as a "catch-them-all":

@PART[*]:HAS[@MODULE[ModuleScienceLab]]
{
	... all the above code...
}

 

Edited by Araym
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  • 2 weeks later...
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