I really like the Snacks! take on life support. The "randomish" snack consumption adds a dimension that doesn't exist in other life support mods. I also have some potential ideas related to this exchange regarding kerbal traits. Each kerbal has two ratings, Stupidity and Courage. Instead of having snacking varience a function of both traits, simply making it a function of Stupidity. This trait should determine a kerbal's "snacking variance" (how many snacks are consumed each meal). The stupider the kerbal, the greater the variance. A 100% Stupid kerbal would either eat 0 snacks or 2 snacks each meal. A 0% Stupid kerbal would always eat 1 snack per meal. Perhaps some formula like Stupid/2 = probablility that 0 or 2 snacks are consumed and the remainder is 1 snack consumed. Courage would determine a kerbal's fortitude during a snack shortage. At meal time, a kerbal tries to eat some number of snacks. If there are not enough snacks, then that kerbal would have a "snack deficit" and would suffer ill-effects. There are two ill-effects: 1. Non-lethal - When under a snack deficit, a that kerbal suffers a delayed reaction. A larger deficit leads to a larger reaction delay. Perhaps something like [baseReactionDelay*SnackDeficit = EffectiveDelay]. EffectiveDelay would be mediated by some function of Courage. 2. Lethal - If a kerbal has a snack deficit" at meal time, he runs the risk of dying from hunger. Again, the larger the deficit the more likely of death. As an example, let's say that once a kerbal reaches a snack deficit of 10, he has a 100% risk of death. So a kerbal that has a snack deficit of 1 would have a 10% chance of death that meal time. At the next meal, that kerbal would have a 20% chance of death because he has a snack deficit of 2. This increases in a similar fashion until the limit (in this case, 10). A kerbal's Courage would lower that chance of death in a similar way it lowers it's reaction delay. If kerbal's have a snack deficit and gain access to more snacks, they will immediately consume enough snacks to bring them to 0 thus saving them from suffering any further ill-effects. Furthermore, these ill-effects could be set via a .cfg file allowing people to customize Snacks! to their liking (even perhaps turning off either or both of the ill-effects). Hopefully I've adequately described these suggestions and they wouldn't be too difficult to implement if you think they are a good idea.