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


Angelo Kerman

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On 6/3/2022 at 5:17 AM, Lithium-7 said:

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.

Posting because I discovered the cause of this 'bug'. I haven't seen this described ANYWHERE, but in GameData/WildBlueIndustries/Snacks, there's a SimulatorSettings.cfg file. Again, there appears to be no documentation as to what these settings do as far as I can tell, but changing the maxSimulatorCycles value changes the maximum time duration that can be simulated. The default value of 5000 is why the simulator stops simming past 1 Year, 407 Days, 1 Hour, 27 Minutes, and 35.38 Seconds.

So if you want it to simulate further(why the Kraken wouldn't you), you need to increase this value. I have no idea why 5000 is the default; as this value ensures that the simulator will only be useful for calculating the duration of missions within Kerbin's SOI, and you're never gonna need more than, like, a couple months of snacks for that unless you plan on staying. The real big use of the simulator would come in for missions past Kerbin, but by default it cannot be used for this...

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Regarding my previous bug report, it seems that the bug also occurs the other way around: a background vessel not consuming snacks, while the loaded vessel operates as normal. I don't have the energy to move around all my mods, reinstall the game and try reproducing this particular variant, since I already isolated the bug to snacks in my previous report, but if it helps, I encountered this variation when launching a new mission to rescue a stranded kerbal orbiting the moon.  After launching the new vessel, the stranded vessel stopped consuming snacks, while the new vessel (and currently loaded one) performed nominally.

 

I have yet to see what happens with three or more vessels, but I will provide more information if anything new comes to light. I truly hope these problems are fixed, I spent a long time searching for alternative life support mods and decided I'd prefer Snacks to the rest even if it wasn't working properly.

Edit: Big news! I ended up performing some more tests with just Snacks, and they were legitimately fascinating. I made several simple vessels of landing cans, radial snack tins, and rtgs, and zipped them up into kerbin orbits using the cheat menu. Each time I added a vessel, I observed the effects in the snacks menu. What did I see? The bug seems dependent on whether the number of simulated vessels is even or odd. When I had one, three, five, or seven simulated vessels, every vessel performed nominally. When I had two, four, or six, exactly half of the vessels failed to consume snacks during mealtime. There seemed to be a pattern, too: I had numbered the vessels in their names, and I noticed by the time of testing 6 that every other vessel in the list was failing to eat, the ones I named One, Three, and Five.

@Angel-125 Assuming this isn't some esoteric quirk of my particular setup and is, in fact, a bug in the mod in general, I'd be incredibly interested in hearing the technical explanation behind it if you end up working it out. This strikes me as the kind of bug thats fun to talk about with nerds, since the causes are so bizarre.

As an unrelated side note, I observed that every time I opened the Snacks menu in a new scene, it exerted a permanent toll on the CPU usage of the game until closing and restarting it. Not an enormous issue since it only becomes a problem after opening it many times, but it certainly isn't great.

Edited by Vaskritaya
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  • 3 weeks later...
  • 3 weeks later...
On 3/28/2022 at 6:16 PM, 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. 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.

Sorry, where do I go to find this? 

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23 hours ago, BrobDingnag said:

Sorry, where do I go to find this? 

Oh, I wouldn't worry about this change I suggested - it was a guess, and it was later pointed out that it wouldn't fix anything  anyway. However, the specific line I was referring to was here in the snacksexperiment.cfg file of BetterScienceLabsContinued:

https://github.com/linuxgurugamer/BetterScienceLabsContinued/blob/309bf23232dd7b7802da2f5d893ddcdc4939d1cb/GameData/BetterScienceLabsContinued/Resources/snackexperiment.cfg#L172

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  • 2 weeks later...

Hi! I have noticed in KSP 1.12.3 no Kerbal is taking any snacks on the road (EVA), for me they are only getting EVA Propellant. 1 snack is getting substracted properly from the part where the Kerbal sat in right after going EVA tho. Is this a known bug?

Edited by LatiMacciato
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  • 2 months later...
On 8/4/2022 at 3:34 PM, LatiMacciato said:

Hi! I have noticed in KSP 1.12.3 no Kerbal is taking any snacks on the road (EVA), for me they are only getting EVA Propellant. 1 snack is getting substracted properly from the part where the Kerbal sat in right after going EVA tho. Is this a known bug?

Not sure what that's all about, I'll have to investigate. I'm not seeing that on my end.

Meanwhile, here is a small compatibility update for Buffalo 2.

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So I have modified the Air config so that the cycle takes every 10 minutes instead of an hour. I have also set in simulator settings: secondsPerCycle = 600. When I test this I notice that the resources update only every hour not 10 minutes, though the right amount of resources for the hour are used. Is this intentional to update only every hour?

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I also think that the precondition CheckResource's checkAsPercentage flag isn't working. I have this:
 

SNACKS_EVENT
{
	name = CO2Poisoning
	eventCategory = categoryPostProcessCycle
	kerbalsAffected = affectsAllAssigned
	secondsBetweenChecks = 600
	
	PRECONDITION 
	{
		name = CheckResource 
		resourceName = StaleAir
		checkType = checkGreaterOrEqual 
		valueToCheck = 20
		checkAsPercentage = true
	}
	OUTCOME
	{
		name = FaintPenalty
		playerMessage = is suffering from CO2 poisoning! Quickly scrub the Stale Air!
	}
}

and test with a command module in orbit and as soon as the first StaleAir is generated it triggers. The vessel is only the command module and has a capacity of 1125 StaleAir. The first cycle produces 37 StaleAir which is more 20 but not more than 20% of the 1125.

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  • 2 months later...
On 11/1/2022 at 12:29 AM, Lach_01298 said:

I also think that the precondition CheckResource's checkAsPercentage flag isn't working. I have this:
 

SNACKS_EVENT
{
	name = CO2Poisoning
	eventCategory = categoryPostProcessCycle
	kerbalsAffected = affectsAllAssigned
	secondsBetweenChecks = 600
	
	PRECONDITION 
	{
		name = CheckResource 
		resourceName = StaleAir
		checkType = checkGreaterOrEqual 
		valueToCheck = 20
		checkAsPercentage = true
	}
	OUTCOME
	{
		name = FaintPenalty
		playerMessage = is suffering from CO2 poisoning! Quickly scrub the Stale Air!
	}
}

and test with a command module in orbit and as soon as the first StaleAir is generated it triggers. The vessel is only the command module and has a capacity of 1125 StaleAir. The first cycle produces 37 StaleAir which is more 20 but not more than 20% of the 1125.

Unfortunately, this mod is not suitable for such things. I tried to implement additional resources based on it. If simple things like "Water" are relatively simple, then more complex things are simply impossible.
There are several reasons for this.
1. This mod does not work in real time. It is triggered once every game hour. This means that you will have an abrupt change in the number of resources.
2. In the background, converters stop working as soon as the resource is full or empty. This will stop background processing, for example, Co2 Scrubber.

Edited by Kvaksa
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  • 3 weeks later...

Hi wondering if someone can steer me in the right direction.

I'm trying to add the Snacks Processor to a few other parts. Mainly parts from SSPX & Planetside Exploration etc.

Is it just a case of copying this and replacing the part name with the ones I want?

Spoiler

@PART[Large_Crewed_Lab]:FOR[Snacks]
{
    // Adds suffix
    @tags ^= :$: cck-lifesupport:
    
    @RESOURCE[Snacks]
    {
        @amount = 400
        @maxAmount = 400
    }

    MODULE
    {
        name = SnackProcessor
        ConverterName = Snack Processor
        StartActionName = Start Snack Processor
        StopActionName = Stop Snack Processor
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = true
        UseSpecializationBonus = true
        SpecialistEfficiencyFactor = 0.1
        ExperienceEffect = ScienceSkill
        EfficiencyBonus = 1.0
         
        //Ore masses 0.01 metric tons per unit
        INPUT_RESOURCE
        {
            ResourceName = Ore
            Ratio = 0.002
            FlowMode = STAGE_PRIORITY_FLOW
          }

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 30
            FlowMode = STAGE_PRIORITY_FLOW
        }

        //Snacks masses 0.001 metric tons per unit
        //1 Ore = 5 Snacks, not all of the ore is usable...
        OUTPUT_RESOURCE
        {
            ResourceName = Snacks
            Ratio = 0.001
            DumpExcess = false
            FlowMode = STAGE_PRIORITY_FLOW
        }
    }
}

Appreciate any help, and apologies if this has already been asked. I went back a fair few pages to check. :)

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4 minutes ago, Squeaky said:

Hi wondering if someone can steer me in the right direction.

I'm trying to add the Snacks Processor to a few other parts. Mainly parts from SSPX & Planetside Exploration etc.

Is it just a case of copying this and replacing the part name with the ones I want?

  Hide contents

@PART[Large_Crewed_Lab]:FOR[Snacks]
{
    // Adds suffix
    @tags ^= :$: cck-lifesupport:
    
    @RESOURCE[Snacks]
    {
        @amount = 400
        @maxAmount = 400
    }

    MODULE
    {
        name = SnackProcessor
        ConverterName = Snack Processor
        StartActionName = Start Snack Processor
        StopActionName = Stop Snack Processor
        AutoShutdown = false
        GeneratesHeat = false
        UseSpecialistBonus = true
        UseSpecializationBonus = true
        SpecialistEfficiencyFactor = 0.1
        ExperienceEffect = ScienceSkill
        EfficiencyBonus = 1.0
         
        //Ore masses 0.01 metric tons per unit
        INPUT_RESOURCE
        {
            ResourceName = Ore
            Ratio = 0.002
            FlowMode = STAGE_PRIORITY_FLOW
          }

        INPUT_RESOURCE
        {
            ResourceName = ElectricCharge
            Ratio = 30
            FlowMode = STAGE_PRIORITY_FLOW
        }

        //Snacks masses 0.001 metric tons per unit
        //1 Ore = 5 Snacks, not all of the ore is usable...
        OUTPUT_RESOURCE
        {
            ResourceName = Snacks
            Ratio = 0.001
            DumpExcess = false
            FlowMode = STAGE_PRIORITY_FLOW
        }
    }
}

Appreciate any help, and apologies if this has already been asked. I went back a fair few pages to check. :)

Looks good to me! Have you tested it?

Just in case, here's my Blue Cirrus Snacker:

Spoiler

PART
{
  name = Snacker
  module = Part
  author = ColdJ, AtomicTech
  //Special thanks to ColdJ, HebaruSan, Zer0Kerbal, and Caerfinon for all the help!
  //mesh = model.mu
  MODEL
  {
    model = AtomicTech/Snacker/Snacker9
  }
  rescaleFactor = 1.0
  node_stack_top = 0.0, 0.799408, -0.545984,  0.0, 1.0, 0.0,  0
  node_attach = 0.0, 0.0, -0.3125, 0.0, 0.0, -1.0
  TechRequired = start
  entryCost = 5400
  cost = 5000
  category = Utility
  subcategory = 0
  title = AT-CRS Blue Cirrus "Kitchenette" Snack Regenerator
  description = After watching an episode of Good Snacks by Alton Kerbrown, our engineers, with a partnership with CJ Aerospace, quickly emptied a Stratus-V, gutted a Convert-O-Tron and filled it with a small army of proprietary snack generating equipment.
  manufacturer = AtomicTech Inc.
  attachRules = 0,1,0,1,1
  mass = 1.125
  dragModelType = default
  maximum_drag = 0.2
  minimum_drag = 0.2
  angularDrag = 2
  crashTolerance = 30
  maxTemp = 2000 // = 2900
  bulkheadProfiles = srf
  tags = Snacks Atomic CJ Tech Cirrus Blue Noms Regenerator Alton Kerbrown Good Stratus V Inc
  MODULE
  {
    name = KASLinkTargetBase
    // AbstractLinkPeer
    linkType = MdHose
    linkTypeDisplayName = #kasLOC_99005 // #kasLOC_99005 = Hose-70
    attachNodeName = top
    allowCoupling = true
  }
  RESOURCE
  {
    name = ElectricCharge
    amount = 10
    maxAmount = 10
  }
  MODULE
  {
    name = ModuleCargoPart
    stackableQuantity = 1
    packedVolume = 600
  }    
}

@PART[Snacker]:NEEDS[Snacks]
{
  RESOURCE
  {
    name = Snacks
    amount = 20
    maxAmount = 20
  }
  RESOURCE
  {
    name = Soil
    amount = 10
    maxAmount = 10
  }
  MODULE
  {
    name = SoilRecycler
    ConverterName = Snack Regenerator [Soil]
    StartActionName = Start Regenerator [Soil]
    StopActionName = Stop Regenerator [Soil]
    AutoShutdown = false
    GeneratesHeat = false
    UseSpecialistBonus = true
    ExperienceEffect = ConverterSkill
    EfficiencyBonus = 1.0
    RecyclerCapacity = 4
    INPUT_RESOURCE
    {
      ResourceName = Soil
      Ratio = 0.00004630
      FlowMode = ALL_VESSEL
    }
    INPUT_RESOURCE
    {
      ResourceName = ElectricCharge
      Ratio = 3
      FlowMode = STAGE_PRIORITY_FLOW
    }
    OUTPUT_RESOURCE
    {
      ResourceName = Snacks
      Ratio = 0.00075
      DumpExcess = false
      FlowMode = ALL_VESSEL
    }
  }
}
 

Also, here's a patch I wrote that adds Xenon ISRU to KSP that might also be of interest:

Spoiler

//AtomicTech Inc.

@PART[MiniISRU]
{
  @mass = 1.35
  RESOURCE
  {
    name = LiqN
    amount = 0
    maxAmount = 5
  }
  RESOURCE
  {
    name = XenonGas
    amount = 0
    maxAmount = 15
  }
  MODULE
  {
    name = ModuleResourceConverter
    ConverterName = Xenon-O-Tron
    StartActionName = Xenon-O-Tron Start [Xe + Ox]
    StopActionName = Xenon-O-Tron Stop [Xe + Ox]     
    AutoShutdown = false                
    GeneratesHeat = false
    UseSpecialistBonus = true
    SpecialistEfficiencyFactor = 0.2
    SpecialistBonusBase = 0.05
    ExperienceEffect = ConverterSkill
    EfficiencyBonus = 1     
    INPUT_RESOURCE
    {
      ResourceName = IntakeAir
      Ratio = 2.5
      FlowMode = STAGE_PRIORITY_FLOW
    }
    INPUT_RESOURCE
    {
      ResourceName = ElectricCharge
      Ratio = 20
    }
    OUTPUT_RESOURCE
    {
      ResourceName = XenonGas
      Ratio = 0.112
      DumpExcess = false
      FlowMode = STAGE_PRIORITY_FLOW
    }
    OUTPUT_RESOURCE
    {
      ResourceName = Oxidizer
      Ratio = 0.22
      DumpExcess = false
      FlowMode = STAGE_PRIORITY_FLOW
    }
    OUTPUT_RESOURCE
    {
      ResourceName = LiqN
      Ratio = 0.22
      DumpExcess = false
      FlowMode = STAGE_PRIORITY_FLOW
    }
  }
}

@PART[ISRU]
{
  RESOURCE
  {
    name = LiqN
    amount = 0
    maxAmount = 10
  }
  RESOURCE
  {
    name = XenonGas
    amount = 0
    maxAmount = 30
  }
  MODULE
  {
    name = ModuleResourceConverter
    ConverterName = Xenon-O-Tron Plus!
    StartActionName = Xenon-O-Tron Start [Xe + Ox]
    StopActionName = Xenon-O-Tron Stop [Xe + Ox]     
    AutoShutdown = false                
    GeneratesHeat = false
    UseSpecialistBonus = true
    SpecialistEfficiencyFactor = 0.2
    SpecialistBonusBase = 0.05
    ExperienceEffect = ConverterSkill
    EfficiencyBonus = 1     
    INPUT_RESOURCE
    {
      ResourceName = IntakeAir
      Ratio = 3
      FlowMode = STAGE_PRIORITY_FLOW
    }
    INPUT_RESOURCE
    {
      ResourceName = ElectricCharge
      Ratio = 17.5
    }
    OUTPUT_RESOURCE
    {
      ResourceName = XenonGas
      Ratio = 0.2
      DumpExcess = false
      FlowMode = STAGE_PRIORITY_FLOW
    }
    OUTPUT_RESOURCE
    {
      ResourceName = Oxidizer
      Ratio = 0.28
      DumpExcess = false
      FlowMode = STAGE_PRIORITY_FLOW
    }
  }
}

 

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Just now, Squeaky said:

Ah brilliant thank you!

Actually I prefer adding it to the ISRU's for Ore >> Soil  and then the greenhouses for Soil >> Snacks

I'll have a play around and see how much I break, thanks again :D

You're welcome!

Have fun with it!

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  • 1 month later...

@Angelo Kerman

First, thanks for all that you do for the KSP community, and for picking up this mod and continuing it.
I am using Snacks v1.28.0 (dated 10/27/22), with Module Manager 4.2.2, via CKAN, on a fresh install of 1.12.5 with both DLC, and no other mods.

I am having difficulty with background resource production of snacks from the SoilRecycling module and the SnackProcessor Module.  Even after activating one or both on a Kerbol-SOI ship with a single Kerbal, a plentiful supply/production of EC, and watching it as the active vessel for 6 hours (in game time) before going to the Space Center, they will run out of Snacks while there is plenty of Ore/Soil to Process/Recycle. 

I saw in previous comments you were apparently able to trigger updates of SR/SP modules at mealtime, but I can't seem to replicate that functionality.  Is this a known bug, or am I doing something wrong? 
 

Logfile in pastebin here: https://pastebin.com/GS3j1ee6
Launched craft @ 20:36:34.833, set orbit to sun, turned on processor to make snacks from Ore.
@ 20:39:09.796, returned to space center to fast forward time to see if snacks would be made or if kerbal would starve
@ 20:40:06.410, received alarm from Snacks that kerbal was starving, reverted to the flight, confirmed it would now continue making snacks from Ore, but no snacks were being made or caught-up on load

 

Any help you can provide would be much appreciated.

 

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On 3/7/2023 at 5:23 PM, sirreality said:

@Angelo Kerman

First, thanks for all that you do for the KSP community, and for picking up this mod and continuing it.
I am using Snacks v1.28.0 (dated 10/27/22), with Module Manager 4.2.2, via CKAN, on a fresh install of 1.12.5 with both DLC, and no other mods.

I am having difficulty with background resource production of snacks from the SoilRecycling module and the SnackProcessor Module.  Even after activating one or both on a Kerbol-SOI ship with a single Kerbal, a plentiful supply/production of EC, and watching it as the active vessel for 6 hours (in game time) before going to the Space Center, they will run out of Snacks while there is plenty of Ore/Soil to Process/Recycle. 

I saw in previous comments you were apparently able to trigger updates of SR/SP modules at mealtime, but I can't seem to replicate that functionality.  Is this a known bug, or am I doing something wrong? 
 

Logfile in pastebin here: https://pastebin.com/GS3j1ee6
Launched craft @ 20:36:34.833, set orbit to sun, turned on processor to make snacks from Ore.
@ 20:39:09.796, returned to space center to fast forward time to see if snacks would be made or if kerbal would starve
@ 20:40:06.410, received alarm from Snacks that kerbal was starving, reverted to the flight, confirmed it would now continue making snacks from Ore, but no snacks were being made or caught-up on load

 

Any help you can provide would be much appreciated.

 

I'll need to take a look when I have more time. Right now I'm not sure why the converters aren't running in the background. Only thing that I can think of is make sure that they're turned on.

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12 hours ago, Angelo Kerman said:

I'll need to take a look when I have more time. Right now I'm not sure why the converters aren't running in the background. Only thing that I can think of is make sure that they're turned on.

No worries, just wanted to make sure I wasn't missing anything obvious or already known.  I will probably just make a module manager patch that changes them to use the stock ModuleResourceConverter, and stock enough snacks for a long time before re-focusing for catch-up. 

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  • 3 weeks later...

I can also confirm that SnacksConverter does not work on unloaded vessels. The recycler/air scrubber on my station only work when that station is the active vessel.

I also believe this mod's simulator may be causing high CPU usage. There is a pull request on the GitHub page which could help.

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Hey just a question, do you guys know if any mods support the optional Air resource from Snacks! by default? (like for example the mods that add greenhouses and stuff?) 

just trying to decide if I should install this one or TAC for life support, and don't wanna have to write configs to make parts from other mods behave as I would expect them to

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I've run into an issue that's either a bug or a serious balance problem that may need addressing.

I noticed that my Mun bases were struggling to make any Snacks using the Mobile Processing Lab's snack processor that converts Ore/Electric Charge to Snacks. So I set up a test and it took ~18000 Electric Charge to convert 2 Ore to 1 Snack over 10 minutes. That's not a typo. Eighteen thousand EC per snack. That seems like an absurdly high cost of 30EC/sec for such a slow production rate. In my test I compared it to the ISRU converter making LFO, and that was only sipping ~1.5 EC/sec and produced 1 LFO every 1min 45sec.

Maybe 18000 EC per snack every 10 minutes works when you don't need to babysit each individual craft while it's making snacks, but right now it seems like a lot. 1000 EC per snack every 2 minutes seems much more reasonable so you don't need to overload on power generation and batteries when building a self-sufficient base or a Jool ship that won't be able to rely on solar panels.

Combined with the bug where SnacksConverter does not work on unloaded vessels, and the bug where the simulator caps out at 1 Year 407 Days in the simulator, the mod is really hard to use for long-duration missions right now.

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  • 3 weeks later...
  • 2 months later...

I noticed some memory leaks when looking at someone's logs.  Event handlers need to be unhooked when the listening class is destroyed, or else it will never be garbage collected.

31750 [LOG 20:01:13.471] [KSPCF:MemoryLeaks] A destroyed SnacksUtils:SnacksScenario instance is owning a onVesselsUndocking GameEvents callback. No action has been taken, but unless this mod is relying on this pattern, this is likely a memory leak.
31751 [LOG 20:01:13.471] [KSPCF:MemoryLeaks] A destroyed SnacksUtils:SnacksScenario instance is owning a onDockingComplete GameEvents callback. No action has been taken, but unless this mod is relying on this pattern, this is likely a memory leak.
31768 [LOG 20:01:13.471] [KSPCF:MemoryLeaks] A destroyed SnacksUtils:SnackApp instance is owning a onGUIApplicationLauncherReady GameEvents callback. No action has been taken, but unless this mod is relying on this pattern, this is likely a memory leak.
31778 [LOG 20:01:13.472] [KSPCF:MemoryLeaks] A destroyed SnacksUtils:SnacksScenario instance is owning a OnApplicantHired GameEvents callback. No action has been taken, but unless this mod is relying on this pattern, this is likely a memory leak.
31779 [LOG 20:01:13.472] [KSPCF:MemoryLeaks] A destroyed SnacksUtils:SnacksScenario instance is owning a OnCrewmemberLeftForDead GameEvents callback. No action has been taken, but unless this mod is relying on this pattern, this is likely a memory leak.

 

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I'd like to localize this mod but I had run into some trouble because I haven't localize any mod which don't have a localization file in other languange already..

my main issue is that i can't find where this module put the file which controls all those window and button like these one

QQ-20230714220537.pngQQ-20230714220905.png

can anyone help me please?

Edited by akira178452130
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