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


Angelo Kerman

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Aha! It's a conflict between Better Science Labs, Snacks, and the MPL.  I, uh... I think.

[LOG 15:51:29.989] Deleting root node in file BetterScienceLabsContinued/Resources/snackexperiment node: @PART[Large_Crewed_Lab]:NEEDS[Snacks] as it can't satisfy its NEEDS

 

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CKAN, which reports version 1.27.3 as installed. Should I try manual? What difference would that make?

Thing is, Snacks works perfectly! It reports accurate information for ships, snack amounts can be set on all other parts, they're used by Kerbals correctly... it just deletes the MPL from the game.  And maybe some other parts, but I can't tell. I only noticed in the first place when I had to say "huh, where's the regular lab?" when I went to fulfill a contract that required that part specifically.

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Snacks is nested in another folder in GameData - WildBlueIndustries. Taking a wild guess, but maybe MM can't see that folder since it's not directly in GameData and needs to depend on Snacks running a patch with :FOR[Snacks] to establish it is present. If that's the case, the problem may be that BetterScienceLabsContinued runs before Snacks does that. Maybe try changing this:
@PART[Large_Crewed_Lab]:NEEDS[Snacks]

@PART[Large_Crewed_Lab]:NEEDS[Snacks]

to this:

@PART[Large_Crewed_Lab]:AFTER[Snacks]:NEEDS[Snacks]

And see if that solves the problem? Again, this is a total shot in the dark, but it's easy to try.

Edited by Zelda
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CKAN normally installs stuff correctly. I was going to suggest using it if you'd installed by hand.

If you use "AFTER", then "NEEDS" is redundant. I checked some other patches for Snacks, and they all use "NEEDS:[Snacks]" as well, so I don't think the syntax is the issue.

What about the other parts that Better Science Labs adds - are they present? E.g. the MPL-CC-2, MPL-MK2-2, etc. And have you tried searching for them in the VAB or in the tech tree? I've sometimes been able to find parts I can't track down by searching for them in the VAB.

Can you host your ModuleManager.cache file somewhere (Dropbox, Google Drive) and post a link? I'll take a look.

Actually, might as well post your ModuleManager.log  and your Player.log as well (on Windows it's in C:\Windows\Users\[username]\AppData\LocalLow\Squad\Kerbal Space Program). Zip them all up together and I'll have a peek at them.

Edit: actually, just make sure that Snacks is installed in the right folder as well. It should be in GameData\WildBlueIndustries\Snacks. 

Edited by UnanimousCoward
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6 minutes ago, UnanimousCoward said:

If you use "AFTER", then "NEEDS" is redundant. I checked some other patches for Snacks, and they all use "NEEDS:[Snacks]" as well, so I don't think the syntax is the issue.

Ah, good callout on redundancy. I have been dabbling in MM patches for a while, but I wasn't aware of that. TIL! Also a good point that other patches work correctly, I should have thought about that. Thanks for the correction!

Edited by Zelda
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2 hours ago, Zelda said:

Snacks is nested in another folder in GameData - WildBlueIndustries. Taking a wild guess, but maybe MM can't see that folder since it's not directly in GameData and needs to depend on Snacks running a patch with :FOR[Snacks] to establish it is present.

I'm pretty sure that's working correctly, since I also have Blueshift and Buffalo installed (both WBI mods) and their parts show up correctly in the R&D lab and the VAB.

1 hour ago, UnanimousCoward said:

What about the other parts that Better Science Labs adds - are they present? E.g. the MPL-CC-2, MPL-MK2-2, etc.

Yep. I initially thought that was the mod that was doing it--either deleting or modifying the stock lab--so I removed it and the problem persisted. Then I went through, removed all of my mods EXCEPT others that I thought might have anything to do with the lab parts (like Better Science Labs, 6 seat lab, Science -- Full Reward/Transmit, Connected Living Space, etc). Eventually I narrowed it down to Snacks. Remove Snacks but keep Better Science Labs and all the labs show up correctly. Add Snacks and the stock lab disappears.

I have some other lines in the MM log which reference the MPL ("large_crewed_lab") that aren't just "deleting node," though, if that helps. If not, I can probably find somewhere to host the log file itself:

[LOG 15:51:31.465] Applying update BetterCrewAssignment/BetterCrewAssignment/@PART[*]:HAS[@MODULE[ModuleScienceLab]] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab]
[LOG 15:51:32.351] Applying update ConnectedLivingSpace/Configs/CLSStock/@PART[Large_Crewed_Lab]:HAS[!MODULE[ModuleConnectedLivingSpace]] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab]
[LOG 15:51:33.370] Applying update KSC/Parts/LargeCrewedLab/largeCrewedLab/@PART[Large_Crewed_Lab] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab]
[LOG 15:51:34.025] Applying update WildBlueIndustries/000WildBlueTools/ModuleManagerPatches/MM_Stock/@PART[Large_Crewed_Lab] to Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg/PART[Large_Crewed_Lab]

Better Crew Assignment, Connected Living Space, the stock Squad configuration, and WBI seem to be the four mods that directly affect it (this is the same log as the previous post, with the "deleting root node" because of Snacks error.
Thank you all for your help--and so quick, too!

Edited by BrobDingnag
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I'm not sure what mod that "KSC" is, but it's not stock.

One last question: Are you in career mode, or is it not showing up in a sandbox save as well? (The tech that unlocks it in career is a level 6 tech by default.)

I'm afraid I can't really tell anything else without looking at the ModuleManager.cache file or your logs. If you can host them somewhere and post a link, I can look.

If you can't do that, you could post the config for that part from the ModuleManager.cache file here, and we can see if there's anything immediately obvious.

The part of the file we're looking for is below. Post everything from  "UrlConfig" down to the matching closing braces. But if you do that, put that part of your post inside spoiler tags, or else your post will be huge and everyone will rightfully hate both of us.

UrlConfig
{
	parentUrl = Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg
	PART
	{
		name = Large_Crewed_Lab
		module = Part

[-snip-]

	}
}

 

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16 hours ago, UnanimousCoward said:

I'm not sure what mod that "KSC" is, but it's not stock.

Oh right, that's the "turn on all lab seats" mod. It increases MPL capacity to 6 instead of... whatever it is normally.

Quote

 One last question: Are you in career mode, or is it not showing up in a sandbox save as well? (The tech that unlocks it in career is a level 6 tech by default.)

I started a new sandbox to do my troubleshooting so that my ships wouldn't break by loading my career save with mods missing. It disappears when adding Snacks (plus whatever is conflicting) in both career and sandbox.

Quote

If you can't do that, you could post the config for that part from the ModuleManager.cache file here, and we can see if there's anything immediately obvious.

Easy peasy.

Spoiler

UrlConfig
{
    parentUrl = Squad/Parts/Science/LargeCrewedLab/largeCrewedLab.cfg
    PART
    {
        name = Large_Crewed_Lab
        module = Part
        author = Squad
        mesh = large_crewed_lab.mu
        rescaleFactor = 1
        node_stack_top = 0.0, 1.825, 0.0, 0.0, 1.0, 0.0, 2
        node_stack_bottom = 0.0, -1.831, 0.0, 0.0, -1.0, 0.0, 2
        CrewCapacity = 6
        TechRequired = advExploration
        entryCost = 10400
        cost = 4000
        category = Science
        subcategory = 0
        title = Mobile Processing Lab MPL-LG-2
        manufacturer = Integrated Integrals
        description = No longer are you limited to research facilities only on Kerbin!  With the Mobile Processing Lab, you can conduct long-term experiments and ongoing research with the data you collect in the field.  Be sure to check back on your scientists from time to time, and transmit the results of their research home! This model is guaranteed to spontaneously combust less than previous models, and also has the equipment necessary to clean out and restore functionality to inoperable experiments. Note: It was recently discovered that the assembly instructions are double sided. That explains all the extra parts we had previously, this Lab can now seat six.
        attachRules = 1,0,1,1,0
        mass = 3.5
        dragModelType = default
        maximum_drag = 0.2
        minimum_drag = 0.3
        angularDrag = 2
        crashTolerance = 6
        breakingForce = 200
        breakingTorque = 200
        maxTemp = 1000
        skinMaxTemp = 2200
        vesselType = Ship
        bulkheadProfiles = size2
        tags = experiment laboratory research science
        INTERNAL
        {
            name = Mobile_Processing_Lab_Int
        }
        MODULE
        {
            name = ModuleScienceContainer
            reviewActionName = Review Data
            storeActionName = Store Experiments
            collectActionName = Take Data
            evaOnlyStorage = True
            storageRange = 2
            allowRepeatedSubjects = True
        }
        MODULE
        {
            name = ModuleScienceLab
            containerModuleIndex = 0
            dataStorage = 750
            crewsRequired = 1
            canResetConnectedModules = True
            canResetNearbyModules = True
            interactionRange = 5
            SurfaceBonus = 0.1
            ContextBonus = 0.25
            homeworldMultiplier = 0.1
            RESOURCE_PROCESS
            {
                name = ElectricCharge
                amount = 10
            }
        }
        MODULE
        {
            name = ModuleScienceConverter
            dataProcessingMultiplier = 0.5
            scientistBonus = 0.25
            researchTime = 7
            scienceMultiplier = 5
            scienceCap = 5000
            powerRequirement = 5
            ConverterName = Research
            StartActionName = Start Research
            StopActionName = Stop Research
        }
        MODULE
        {
            name = ModuleKerbNetAccess
            MinimumFoV = 17
            MaximumFoV = 63
            AnomalyDetection = 0
            DISPLAY_MODES
            {
                Mode = Terrain,#autoLOC_438839
                Mode = Biome,#autoLOC_438890
            }
            REQUIRED_EFFECTS
            {
                Effect = ScienceSkill
            }
        }
        MODULE
        {
            name = ModuleExperienceManagement
            costPerKerbal = 0
        }
        MODULE
        {
            name = FlagDecal
            textureQuadName = flagTransform
        }
        MODULE
        {
            name = ModuleColorChanger
            shaderProperty = _EmissiveColor
            animRate = 0.8
            animState = false
            useRate = true
            toggleInEditor = true
            toggleInFlight = true
            toggleInFlight = true
            unfocusedRange = 5
            toggleName = Toggle Lights
            eventOnName = Lights On
            eventOffName = Lights Off
            toggleAction = True
            defaultActionGroup = Light
            redCurve
            {
                key = 0 0 0 3
                key = 1 1 0 0
            }
            greenCurve
            {
                key = 0 0 0 1
                key = 1 1 1 0
            }
            blueCurve
            {
                key = 0 0 0 0
                key = 1 0.7 1.5 0
            }
            alphaCurve
            {
                key = 0 1
            }
        }
        MODULE
        {
            name = ModuleInventoryPart
            InventorySlots = 6
            packedVolumeLimit = 200
        }
        MODULE
        {
            name = ModuleCrewAssignment
            defaultAssignment = Scientist | Empty
        }
        MODULE
        {
            name = ModuleConnectedLivingSpace
            passable = true
        }
        MODULE
        {
            name = WBIModuleScienceExperiment
            experimentID = WBIEmptyExperiment
            defaultExperiment = WBIEmptyExperiment
            experimentActionName = Do Nothing
            resetActionName = Reset Nothing
            useStaging = False
            useActionGroups = True
            hideUIwhenUnavailable = True
            xmitDataScalar = 0.0001
            dataIsCollectable = False
            interactionRange = 1.2
            rerunnable = False
            resettable = False
            usageReqMaskInternal = 1
            usageReqMaskExternal = 8
        }
        MODULE
        {
            name = WBIExperimentLab
            debugMode = false
            isGUIVisible = true
            experimentID = WBISpaceResearch
            ConverterName = Lab Time
            StartActionName = Start Lab Time
            StopActionName = Stop Lab Time
            AutoShutdown = false
            UseSpecialistBonus = true
            SpecialistEfficiencyFactor = 0.5
            SpecialistBonusBase = 0.5
            ExperienceEffect = ScienceSkill
            GeneratesHeat = false
            hoursPerCycle = 6
            crewsRequired = 1
            minimumSuccess = 40
            criticalSuccess = 95
            criticalFail = 20
            sciencePerCycle = 1.0
            repairSkill = ScienceSkill
            repairResource = ResearchKits
            repairAmount = 50
            defaultExperiment = WBIEmptyExperiment
            INPUT_RESOURCE
            {
                ResourceName = ElectricCharge
                Ratio = 5
                FlowMode = ALL_VESSEL
            }
            INPUT_RESOURCE
            {
                ResourceName = ResearchKits
                Ratio = 0.00027777
                FlowMode = ALL_VESSEL
            }
            OUTPUT_RESOURCE
            {
                ResourceName = LabTime
                Ratio = 0.00028
                DumpExcess = true
                FlowMode = ALL_VESSEL
            }
        }
        RESOURCE
        {
            name = ResearchKits
            amount = 120
            maxAmount = 120
        }
    }
}

 

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Well, looking at the part config, the only thing I can suggest is that it looks like Snacks isn't installed properly.

The Snacks mod itself adds 400 units of the "Snacks" resource to that lab, as well as a "Snack Processor" module.

Spoiler
@PART[Large_Crewed_Lab]:FOR[Snacks]
{

[-snip-]

	@RESOURCE[Snacks]
	{
		@amount = 400
		@maxAmount = 400
	}

	MODULE
	{
		name = SnackProcessor
		ConverterName = Snack Processor
		StartActionName = Start Snack Processor
		StopActionName = Stop Snack Processor
		
		[-snip-]
	}
}

 

Those don't seem to have been added to the config you posted.

Better Science Labs adds a "S.N.A.C.K. experiment":

Spoiler
@PART[Large_Crewed_Lab]:NEEDS[Snacks]
{
	MODULE
	{
		name = ModuleScienceExperiment

		experimentID = bslSnack

		experimentActionName = Deploy S.N.A.C.K.
		resetActionName = Reset S.N.A.C.K. experiment

		[-snip-]
	}
}

 

This also hasn't been added to the part by Module Manager.

 

According to the snippet you posted on Monday, Module Manager thinks that Snacks isn't installed - as evidenced by the "can't satisfy its needs" remark.

Spoiler
On 3/28/2022 at 6:15 PM, BrobDingnag said:

Aha! It's a conflict between Better Science Labs, Snacks, and the MPL.  I, uh... I think.

[LOG 15:51:29.989] Deleting root node in file BetterScienceLabsContinued/Resources/snackexperiment node: @PART[Large_Crewed_Lab]:NEEDS[Snacks] as it can't satisfy its NEEDS

 

 

All the evidence suggests that Snacks isn't installed correctly, at least as far as Module Manager is concerned.

You're sure that the GameData\WildBlueIndustries\Snacks folder is present?
It should have a "ModuleManagerPatches" subfolder, which contains a file called "MM_Stock.cfg". This is the patch that adds the resources and processor to the lab. If that's present, then I'm stumped, tbh.

I can't really say anything else without being able to see your logs. 

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Yep, the folder's there. At this point, after all my (manual) testing, it's probably possible that CKAN thinks certain things aren't installed that are, or are that aren't. I'll export my CKAN mod list, wipe all of its setting files, and do a "clean" reinstallation of my mods through CKAN. I also saw a Snacks update just now, so I'll edit this post with my findings.

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  • 3 weeks later...

Hello, I'm a fan of this mod. However, I've found a reproducible bug in which the currently active vessel does not consume snacks. While I first noticed the bug in a modded career save, the testing was done on a clean install with only the stock expansions, this mod, and its included dependency.

System Information

I am on 64-bit Windows 10, KSP version 1.12.3.3173, Making History 1.12.1, and Breaking Ground 1.7.1. Snacks version is 1.27.5 (bug encountered on .4, and seemed reproducible on .3 as well)

Describing the Bug

When the glitch is encountered, the current active vessel does not consume snacks. Vessels being simulated in the background appear to consume snacks properly. The glitch seems related to the number of vessels: While I tested it using the stock Acapello for the convenience of launching two command parts for the price of a single rocket, the glitch also occurred with single-command pod rockets in my career save, which has a space station.

Steps to Reproduce

  1.  Add Snacks to a clean, unmodified version of the game.
  2. Create a new sandbox save with the default settings. Launch the stock Acapello, moving Bob or Bill to the MEM for later.
  3. Get the Acapello into a stable orbit. Optionally, with a maximum of x1000 speed timewarp, orbit for a bit. The kerbals will eat one snack each at the appropriate time, about 2 hours in.
  4. Stage the Acapello until it is separated into the orbiter stage and lander stage. Burn slightly so the vessels separate over time.
  5. Set timewarp to x1000. Note that the active vessel (the orbiter) is not consuming snacks, while the inactive vessel (the lander) is consuming snacks.
  6.  Switch over to the lander stage, and do the same thing. Note the lander is now no longer consuming snacks, while the orbiter is consuming snacks.

Additional Information

While I didn't bother testing this too much, it seemed that setting an extremely high timewarp could allow the active vessel to consume snacks during that timewarp. In my modded career save, it even continued to consume snacks afterwards, but this came with the simulation of my space station behaving strangely. Timewarp instability being what it is, I didn't feel it was worth trying to reproduce anything at those speeds, since it's already assumed to be somewhat unsafe.

Screenshots and Log

An imgur album of relevant images with captions can be found here.

The transcript of my log, which consists of a single session since a clean install, is provided here. A large amount of it seems to be routine processes performed on first launch, so I apologize for that. The actual gameplay begins fairly far into the transcript.

Edit: Apologies for the problems, Vanamonde! And thank you for the welcome.

Edited by Vaskritaya
external link to log file
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  • 3 weeks later...
  • 2 weeks later...

Hello, I've run into something on a new install that I haven't seen before. In the first screenshot, there are 10 snacks which show as 3 days. In the 2nd screenshot, there are 15 snacks, and now it's a year. The snacks/days progresses like this: 5=1d, 10=3d, 15=1y1d,  20=1y2d,25=2y36h ... 50=4y72h

I've included a log file below, but this is running on GEP Primary, scaled 2.5x.

F2lEimw.png

8qEqelv.png

Here's my log file:

https://drive.google.com/drive/folders/1tcbYyhCIizhvwCWfi2jzt-r4q14vZM22?usp=sharing

Thanks for any help!

 

Edited by OrbitalManeuvers
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  • 2 weeks later...

What mods are compatible with this? Manly wanting to check if Deep Freeze, Interstellar, Space Station Parts Redux, or any other popular space station/ground base mods are compatible, as I don't want my space stations without any Hitchhiker modules or 2.5 meter science labs to fail, while they have like 54 cargo and food production/storage parts on them, also don't want kerbals to die in Deep Freeze, so would you please check and reply with what mods are compatible with this mod? Also can the kerbals that run out of Life Support die, and if they can, can they respawn as in the normal stock ksp settings. For example, a mission goes wrong and kerbals are stranded, they die, do they respawn in the set amount of time in the settings, or are they gone forever?

(For the mods, sorry if I have posted this more than once, it just disappeared when I tried to edit it, and want to be sure its in here.)

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Experimenting in Kerbin's SOI before I commit a mission to Eve (well, probably actually Gilly), and trying to figure out what I'll need in terms of snack recycling. I think I've got it figured out now, but took me a little while because I think the numbers in the PAW are mislabeled. I've got the random snack usage turned off, so Kerbals consistently eat 3 snacks per day. Default recycling efficiency (40%). I put up a craft with 2 Kerbals and the small sunrise habitation module. The PAW says the max recycling is "2.4 Soil/day". However, it seems to be using all 6 of the soil/day that my 2 Kerbals are producing. Looks to me like that 2.4 figure is the snack production (at 40% efficiency times the 6 soil) - not the soil consumption. Let me know if I have it wrong, but it sure looks to me like the label in the PAW is wrong.

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On 6/1/2022 at 7:39 PM, Light_Gladiator said:

What mods are compatible with this? Manly wanting to check if Deep Freeze, Interstellar, Space Station Parts Redux, or any other popular space station/ground base mods are compatible, as I don't want my space stations without any Hitchhiker modules or 2.5 meter science labs to fail, while they have like 54 cargo and food production/storage parts on them, also don't want kerbals to die in Deep Freeze, so would you please check and reply with what mods are compatible with this mod? Also can the kerbals that run out of Life Support die, and if they can, can they respawn as in the normal stock ksp settings. For example, a mission goes wrong and kerbals are stranded, they die, do they respawn in the set amount of time in the settings, or are they gone forever?

(For the mods, sorry if I have posted this more than once, it just disappeared when I tried to edit it, and want to be sure its in here.)

What I do when I have the same doubts as you is just to install the mods and start a sandbox game so I can test myself if everything is working correctly, and then start a career. If something doesn't work, then post back what didn't work.

But, seeing what you're asking, everything should work well and some things are configurable. For example, kerbals don't die when freezed with deepfreeze mod unless you activated beforehand the option to have freezers consume EC and/or temp control.

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I am using Snacks version 1.27.5, the latest version as of posting this.

I would have posted this to the Github, but there is no Issues section as far as I can tell, and I'm not experienced enough with Github to figure out how to post an issue in that situation, if it's even possible.

I'm getting the bug where the simulator caps out at 1 Year, 407 Days, 1 Hour, 27 Minutes, and 35.38 Seconds, no matter how many additional Snacks I add to the vessel- in the VAB and in space. Even below this threshold, adding a part with a Soil recycler(not an Ore processor, I know that's not considered) doesn't seem to affect the duration either, and nor does the level of my Engineers or even if one is present at all.

It's been reported multiple times in this thread over the past three or so years, and as of yet I haven't been able to find an answer as to why this is happening, a solution for the problem, or even any acknowledgement(to my knowledge) that the issue exists.

I thought it might be because the solution is obvious, or it's somehow intended functionality, but the image on the OP clearly shows the simulator predicting further than this, so that can't be it.

So therefore, I was scientific about this and made sure to make the most comprehensive, by-the-book bug report possible!

I've just confirmed that this occurs on a 100% fresh stock 1.12.3 install, after installing ONLY Snacks and Module Manager.

 

Steps to reproduce:

Open KSP 1.12.3.3173 with Snacks 1.27.5 and Module Manager 4.2.1 installed.

Create a new Sandbox save file named "Test".

Enter the save and select the Mk1 Pod, ensuring that there is 1 Kerbal inside, then attach the S-4500 Snack Tin to the top and play with the values. Past exactly 2449 Snacks(in the 2-4500 Snack Tin), the Snacks simulator will stop calculating durations higher than 1 Year, 407 Days, 1 Hour, 27 Minutes, and 35.38 Seconds exactly.

Adding a Hitchhiker part to the craft does not change the simulated duration according to its Soil recycler, even if the Snacks in both the Hitchhiker and the S-4500 Snack Tin are drained.

 

Player.log:

https://www.mediafire.com/file/7rc9wznamrr1fvl/Player.log/file

Normally I'd have used Pastebin, but this Player.log is 1.108 Mb, and you need a paid account on Pastebin to post anything larger than half that size.

Edited by Lithium-7
Specified which part used exactly and precisely how many Snacks can be added before the bug occurs, just to be extra meticulous.
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  • 2 weeks later...
1 minute ago, Basesixty said:

I am loving using this mod!

my one question is how do I use things like the stress and/or air function of the mod?

Go to GameData\WildBlueIndustries\Snacks\LifeSupportResources\ and edit the extension of the modules you want to use from .txt to .cfg

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