JonnyOThan Posted July 14, 2023 Share Posted July 14, 2023 1 hour ago, akira178452130 said: 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 can anyone help me please? You'd have to modify the source code, the strings are currently hardcoded in English. Quote Link to comment Share on other sites More sharing options...
akira178452130 Posted July 20, 2023 Share Posted July 20, 2023 I have localized this mod for most of the part,and i have send pull request at github already there is two main part that I had ran into trouble with though 1. setting windows are not localized because CustomParameterUI Class doesn't accept localizer.format() both as title or tooltips , it only accept const 2. kspedia pages are not localized because I can't even find the pages at the kspedia in game how should i fix these ? there is also some other little isse that make some specific lines and words not localizable ,is it OK that i post these here? By the way,is there any greenhouse parts mod that support snacks? Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 20, 2023 Share Posted July 20, 2023 (edited) 7 hours ago, akira178452130 said: kspedia pages are not localized because I can't even find the pages at the kspedia in game These are unity asset bundles. 7 hours ago, akira178452130 said: is there any greenhouse parts mod that support snacks? You can use ckan to search for mods that depend/recommend/suggest/support other mods. Moldavite Machines looks like it fits the bill. Looks like SSPX also has some snacks support, but it's not included in the CKAN metadata. Edited July 20, 2023 by JonnyOThan Quote Link to comment Share on other sites More sharing options...
akira178452130 Posted July 21, 2023 Share Posted July 21, 2023 21 hours ago, JonnyOThan said: These are unity asset bundles. I'm not very sure what does that mean,according to I just need to copy the .ksp file from the source code and paste it into the gameplay folder in KSP to do the trick but it didn't work,kspeia pages for snack can't be found anywhere in the game Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted July 21, 2023 Share Posted July 21, 2023 3 hours ago, akira178452130 said: I'm not very sure what does that mean,according to I just need to copy the .ksp file from the source code and paste it into the gameplay folder in KSP to do the trick but it didn't work,kspeia pages for snack can't be found anywhere in the game Huh, the assetbundle here is 7 years old. You might need to recompile it with a newer version of unity. https://github.com/Angel-125/Snacks/tree/master/KSPedia/SnacksKSPedia/AssetBundles Quote Link to comment Share on other sites More sharing options...
Thatguywholikesionengines Posted July 27, 2023 Share Posted July 27, 2023 Does Snacks always use a flat 6-hour day? It's a bit difficult to schedule for trips in a rescaled stock system, as I don't know whether the mod follows the clock (which still sits at 6 hours a day, 425 days, inducing a lot of jet lag for my poor kerbals) or the rotation of Kerbin. Also, the duration calculator gets stuck at 1 year, 209 days, and doesn't pass that. Would setting it to use days (whether they be 6 hours or kerbin's rotation) help that? Quote Link to comment Share on other sites More sharing options...
softweir Posted July 27, 2023 Share Posted July 27, 2023 3 hours ago, Thatguywholikesionengines said: Does Snacks always use a flat 6-hour day? Nope! As the OP says, somewhere deep inside the text, it supports all rescaled systems by setting the "snacks day" to the day length of the homeworld, whether that is Kerbin or Earth or any other. I don't know about the other questions. Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted September 26, 2023 Share Posted September 26, 2023 I apologize if this questions has already been answered, but how do you actually activate the extras like air and stress? I tried converting the Air and Stress text documents to a CFG file, but nothing changed in-game. What do I do? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 27, 2023 Share Posted September 27, 2023 3 hours ago, Toaster355 said: converting the Air and Stress text documents to a CFG file That's all that you have to do. But you have to make sure that the original file extension .txt is showing in the first place. If it wasn't, then now you just have Air.cfg.txt and Stress.cfg.txt and they remain inactive. Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted September 27, 2023 Share Posted September 27, 2023 1 hour ago, JadeOfMaar said: That's all that you have to do. But you have to make sure that the original file extension .txt is showing in the first place. If it wasn't, then now you just have Air.cfg.txt and Stress.cfg.txt and they remain inactive. Okay, I converted them into CFG files, but... the game no longer lets me enter the VAB, tracking station, or anywhere. Quote Link to comment Share on other sites More sharing options...
AtomicTech Posted September 27, 2023 Share Posted September 27, 2023 36 minutes ago, Toaster355 said: Okay, I converted them into CFG files, but... the game no longer lets me enter the VAB, tracking station, or anywhere. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted September 27, 2023 Share Posted September 27, 2023 10 hours ago, Toaster355 said: Okay, I converted them into CFG files, but... the game no longer lets me enter the VAB, tracking station, or anywhere. Post your log file? Quote Link to comment Share on other sites More sharing options...
Toaster355 Posted September 27, 2023 Share Posted September 27, 2023 9 hours ago, JonnyOThan said: Post your log file? Oh, whoops! Here you go: https://drive.google.com/file/d/1gulNWmrIs2M8-SoOYhrHZrPmocqrxYQl/view?usp=sharing And here's what my LifeSupportResources folder looks like: Quote Link to comment Share on other sites More sharing options...
Grenartia Posted May 29 Share Posted May 29 On 9/26/2023 at 9:54 PM, Toaster355 said: Okay, I converted them into CFG files, but... the game no longer lets me enter the VAB, tracking station, or anywhere. OMG, I'd been having this issue for so long, and with no idea which mod was causing it that I gave up even trying to play the game until recently (and with a new clean install of the game), and I just decided to go poking through my favorite mods' threads to see what's new (if anything), and I come here to find this. Unfortunately, I don't have any logs to confirm (yet, though now that I have an idea how to reliably recreate it, I'll see if I can). Funny thing is that for me, the building lockout didn't happen immediately. It seemed to require a few in game days (in career mode), and sometimes, it would let me into a building, but would lock me out of doing anything in the building, including exiting said building. Quote Link to comment Share on other sites More sharing options...
Awesomesauce1337 Posted May 30 Share Posted May 30 Never used this mod but I've had a similar issue before @Grenartia. Try using the alt + F12 menu and and look for a tab somewhere in there called "input locks" or "control locks" and look for a button that says "Clear input locks". This was a bandaid fix that worked for me until I cleaned up a bunch of my mods and the issue disappeared. Quote Link to comment Share on other sites More sharing options...
JonnyOThan Posted May 30 Share Posted May 30 Getting locked out of buildings is a classic symptom of some mod throwing an exception during the saving process. You need to look at the KSP.log file to see which one. Quote Link to comment Share on other sites More sharing options...
Grenartia Posted May 30 Share Posted May 30 16 hours ago, Awesomesauce1337 said: Never used this mod but I've had a similar issue before @Grenartia. Try using the alt + F12 menu and and look for a tab somewhere in there called "input locks" or "control locks" and look for a button that says "Clear input locks". This was a bandaid fix that worked for me until I cleaned up a bunch of my mods and the issue disappeared. 6 hours ago, JonnyOThan said: Getting locked out of buildings is a classic symptom of some mod throwing an exception during the saving process. You need to look at the KSP.log file to see which one. Thanks, I'll look into seeing if it repeats this time around and try both of those. Quote Link to comment Share on other sites More sharing options...
svgreindeer Posted July 1 Share Posted July 1 On 4/19/2021 at 12:11 AM, Raptor22 said: I've been having some issues with SNACKS lately. Despite having a fresh install of SNACKS in KSP 1.11.2, none of the command pods have the snacks resource in them. I can of course still add extra snacks containers to give the craft the resources it needs, however it's rather annoying that they don't come with snacks aboard them from the get-go. I'm not sure if this is a mod conflict (since I have a few dozen mods already) or if this is just some new bug. For the record, I have no other life support mods installed. In the part info, it shows the snacks thing there, but the amount is set to 0, and when the part is placed in the editor, it doesn't even show the resource slider. I seem to be having the same error as Raptor here. I get no estimate of how long snacks will last. And the whole Vessel Status window seems unresponsive. I can click the button for "Kerbin" and that switches to an empty list. The "Stop simulators" button does nothing at all. I do get estimates in the VAB. Player Logs Logs are here: https://www.dropbox.com/scl/fi/ljsrydo8k34h8aeq29nyx/Player.log?rlkey=1gjz5p5zve6piky2zi4lu9aaf&st=2ds3aapa&dl=0 The relevant bits are quotes here, I believe: Quote NullReferenceException: Object reference not set to an instance of an object at Snacks.SimSnacks.getSolarPanels (ProtoVessel protoVessel, ConfigNode node, ProtoPartModuleSnapshot moduleSnapshot, Snacks.SimSnacks simSnacks) [0x0006f] in <80677f1ffe3443799665ffc2e4ab6120>:0 at Snacks.SimSnacks.CreateSimulator (ProtoVessel protoVessel) [0x0009b] in <80677f1ffe3443799665ffc2e4ab6120>:0 at Snacks.SimSnacks.CreateSimulator (Vessel vessel) [0x00011] in <80677f1ffe3443799665ffc2e4ab6120>:0 at Snacks.SnacksScenario+<updateSnapshots>d__37.MoveNext () [0x0009f] in <80677f1ffe3443799665ffc2e4ab6120>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Steps to Reproduce: I have recorded a video of the bug here: My Modlist: Quote [x] Science! Continued (xScienceContinued 6.0.2) Adiri's minimal TUFX (AdirisMinimalTUFXProfile 1.2.1) Adiri's TUFX Profiles (C1ustasTUFXProfiles 2.4) AQSS - Auto-Quick-Save-System (AQSS 0.1.0.6) B9 Part Switch (B9PartSwitch v2.20.0) ballisticfox's lukewarm TUFX (BallisticFoxsLukewarmTUFXProfile V0.8.1) ballisticfox's neutral TUFX profile (BallisticFoxsNeutralTUFXProfile V1.3) Better Early Tree (BetterEarlyTree 1.0.2) BetterBurnTime (BetterBurnTime 1.10) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) Blueshift (Blueshift v1.9.5) Breaking Ground (BreakingGround-DLC 1.7.1) Chatterer (Chatterer 0.9.99) Chatterer Extended (ChattererExtended 0.6.2) ClickThrough Blocker (ClickThroughBlocker 1:2.1.10.21) CommNet Relays (ContractConfigurator-CommNetRelays v2.1.0) Community Category Kit (CommunityCategoryKit v112.0.1) Community Delta-V Maps (CommunityDeltaVMaps 2:2.8) Community Resource Pack (CommunityResourcePack v112.0.1) Community Tech Tree (CommunityTechTree 1:3.4.4) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.5) Contract Configurator (ContractConfigurator v2.9.2.0) Contract Pack: Bases and Stations Reborn (ContractConfigurator-KerbinSpaceStation 2:3.7.3.3) Contract Pack: Clever Sats (ContractConfigurator-CleverSats 1.4) Contract Pack: Constellations (ContractConfigurator-Constellations 0.5) Contract Pack: Exploration Plus (ContractConfigurator-ExplorationPlus 2.0.1) Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.2.2) Contract Pack: Kerbal Academy (ContractConfigurator-KerbalAcademy 1.1.10) Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.1.4) Contract Pack: Research Advancement Division (ResearchAdvancementDivision 1.2.1) Contract Pack: Tourism Expanded (TourismExpanded 1.0.2) Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.5.2) Contract Parser (ContractParser 9.0) Contracts Window + (ContractsWindowPlus 9.4) Cryo Tanks (CryoTanks 1.6.5) Cryo Tanks Core (CryoTanks-Core 1.6.5) Cryogenic Engines (CryoEngines 1:2.0.6) Cryogenic Engines - Near Future Aeronautics (CryoEngines-NFAero 2.0.6) Custom Asteroids (CustomAsteroids v1.9.0) Custom Asteroids (alternative OPM config) (CustomAsteroids-Pops-OPM-Reconfig v1.2.0) Custom Asteroids (Kuiper belt analog for OPM) (CustomAsteroids-Pops-OPM-Outer v1.2.0) Custom Barn Kit (CustomBarnKit 1.1.22.0) Deployable Engines Plugin (DeployableEngines 1.3.1) Distant Object Enhancement /L (DistantObject v2.1.1.16) Distant Object Enhancement /L default config (DistantObject-default v2.1.1.16) Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.10.0.0) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) Environmental Visual Enhancements Redux (EnvironmentalVisualEnhancements 3:1.11.7.2) EVE - Stock Planet Configs (EnvironmentalVisualEnhancements-HR 2:EVE-1.2.2-1) Extended information about scientific experiments in VAB (ScienceSituationInfo 1:1.3.5) Far Future Technologies (FarFutureTechnologies 1.2.0) Feline Utility Rovers (FelineUtilityRovers 1.3.6) Ferram Aerospace Research Continued (FerramAerospaceResearchContinued 3:0.16.1.2) Filter Extensions - Default Configuration (FilterExtensionsDefaultConfig 3.2.9) Filter Extensions - Plugin (FilterExtensions 3.2.9) Final Frontier (FinalFrontier 1.10.0-3485) Harmony 2 (Harmony2 2.2.1.0) Heat Control (HeatControl 0.6.1) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.2) HUD Replacer (HUDReplacer 1.2.11-beta) Improved and Updated Chase Camera (ImprovedUpdatedChaseCam 1.6.4.3) Improved Tree Engine Placement (ImprovedTreeEnginePlacement v1.4.0) IndicatorLights (IndicatorLights 1.8.3) IndicatorLights Community Extensions (IndicatorLightsCommunityExtensions 1.6.2) Kcalbeloh System (KcalbelohSystem v1.1.7) Kcalbeloh System 4k Textures (KcalbelohSystem-Textures-4k v1.1.7) Kerbal Actuators (KerbalActuators v1.8.5) Kerbal Atomics (KerbalAtomics 1:1.3.3) Kerbal Atomics - Other Mod Support (KerbalAtomics-NTRModSupport 1.3.3) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.7.5.0) Kerbal Telemetry - Now Standalone! (KerbalTelemetry v2.4.0) Kopernicus Expansion Continued-er (KopernicusExpansionContinueder Beta9.1.1) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-205) KSP Community Fixes (KSPCommunityFixes 1.35.2) KSPBurst (KSPBurst v1.5.5.1) Making History (MakingHistory-DLC 1.12.1) Mark IV Spaceplane System (MarkIVSpaceplaneSystem 3.2.0) Moar Filter Extension Configs (MoarFEConfigs 1.0.5.2) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.3) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical - Decaying RTGs (NearFutureElectrical-DecayingRTGs 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.2.0) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Propulsion - Xenon Hall Effect Thrusters (NearFuturePropulsion-XenonHETs 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Near Future Spacecraft - LFO Engines (NearFutureSpacecraft-OrbitalLFOEngines 1.4.3) OPM All-in-One KSPedia Delta-V Map (OPMAllinOneKSPediaDeltaVMap 1.0.1) Orbital Survey Plus (OrbitalSurveyPlus 2.3.6) Outer Planets Mod (OuterPlanetsMod 2:2.2.10) Outer Planets Mod - Parallax with Scatters (Parallax-OuterPlanetsMod v1.0.5) Parallax (Parallax 2.0.7) Parallax - Stock Planet Textures (Parallax-StockTextures 2.0.7) Parallax - Stock Scatter Textures (Parallax-StockScatterTextures 2.0.7) PlanetShine (PlanetShine 0.2.6.6) PlanetShine - Default configuration (PlanetShine-Config-Default 0.2.6.6) Pood's Milky Way Skybox (PoodsMilkyWaySkybox v.1.3.0) Progress Parser (ProgressParser 11.0) RasterPropMonitor (RasterPropMonitor 1:v0.31.13.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.13.4) Real Plume (RealPlume 2:v13.3.2) Real Plume - Stock Configs (RealPlume-StockConfigs v4.0.8) Reentry Particle Effect Renewed (ReentryParticleEffect 1.9.1.1) RemoteTech (RemoteTech v1.9.12) ReStock (ReStock 1.4.5) Restock Waterfall Expansion (RestockWaterfallExpansion 3.1.0) ReStock+ (ReStockPlus 1.4.5) RSMP (SRBWaterfallEffects 2:4.0.1) Scatterer (Scatterer 3:v0.0876) Scatterer Default Config (Scatterer-config 3:v0.0876) Scatterer Sunflare (Scatterer-sunflare 3:v0.0876) Shabby (Shabby 0.3.0.0) Sigma's Brighter TUFX Profiles (SigmasRSSTUFXProfiles 1.2.1) Singularity (Singularity 0.991) SmokeScreen - Extended FX Plugin (SmokeScreen 2.8.14.0) Snacks (Snacks v1.28.0) Space Dust (SpaceDust 0.4.4) SpaceTux Library (SpaceTuxLibrary 0.0.8.6) Speed Unit Annex (SpeedUnitAnnex 1.6.0) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.10) Stockalike Station Parts Expansion Redux - Internal Spaces (StationPartsExpansionRedux-IVAs 2.0.10) Strategia (Strategia 1.8.0) System Heat (SystemHeat 0.6.0) System Heat - Nuclear Engine Configuration (SystemHeat-FissionEngines 0.6.0) System Heat - Nuclear Reactor Configuration (SystemHeat-FissionReactors 0.6.0) System Heat - Resource Converter Configuration (SystemHeat-Converters 0.6.0) System Heat - Resource Harvester Configuration (SystemHeat-Harvesters 0.6.0) TextureReplacer (TextureReplacer v4.5.3) Textures Unlimited (TexturesUnlimited 1.5.10.25) The Janitor's Closet (JanitorsCloset 0.3.8) Toolbar Controller (ToolbarController 1:0.1.9.11) Trajectories (Trajectories v2.4.5.3) Transfer Window Planner - Fork (TransferWindowPlannerFork v1.9.1.0) TriggerAu Flags (TriggerAu-Flags v2.11.0.0) TUFX (TUFX 1.0.7.1) TweakScale Rescaled Redistributable (TweakScaleRescaled-Redist 3.2.3) Vertex Mitchell-Netravali Filtered Heightmap (VertexMitchellNetravaliHeightMap 0.3) Waterfall - Restock (WaterfallRestock 0.2.3) Waterfall Core (Waterfall 0.9.0) WaypointManager (WaypointManager 2.8.4.2) ZTheme (ZTheme v1.1.3) Quote Link to comment Share on other sites More sharing options...
marimbaguy715_ Posted July 20 Share Posted July 20 I'm experiencing the bug where Snacks are not being added to crewed parts, seemingly similar to the issue that got fixed in 1.27.1. In particular, the following is occurring: - Parts with crew capacity never show they have Snacks in the VAB - If I launch a vessel with NO Snacks on board, the FIRST part with crew capacity I added to the vessel will have Snacks on board, seemingly calculated correctly based on the crew capacity. I tested a bit and it seemed that the crewed part chosen was not affected by whether or not there were crew in each part, nor by which part was chosen as the root - it always was the part I added to the ship first when constructing it. - If I launch a vessel with at least SOME Snacks on board (via the snack storage containers), no part with crew capacity will have Snacks All of these happen for both Snacks and Air, though I have tried running the game without the Air optional feature and got the same result. I reproduced the bug on a fresh instance of KSP with only Snacks 1.28.0 and Module Manager 4.2.3 installed. Log file can be found here: https://www.dropbox.com/scl/fi/cla6g2cs9ks62h10b1187/Player.log?rlkey=j41gaws7k3ur9oo3f7dqmfcty&e=1&st=dn6vegrz&dl=0 Most relevant parts seem to be this bit from the editor mode: Quote Exception handling event onEditorStarted in class SnacksScenario:System.NullReferenceException: Object reference not set to an instance of an object at PartResourceList.Contains (System.Int32 id) [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 at PartResourceList.Contains (System.String name) [0x00007] in <4b449f2841f84227adfaad3149c8fdba>:0 at Snacks.SnacksPartResource.addResourcesIfNeeded (Part part, AvailablePart availablePart) [0x000fa] in <80677f1ffe3443799665ffc2e4ab6120>:0 at Snacks.SnacksScenario.onEditorStarted () [0x00083] in <80677f1ffe3443799665ffc2e4ab6120>:0 at EventVoid.Fire () [0x00127] in <4b449f2841f84227adfaad3149c8fdba>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object at PartResourceList.Contains (System.Int32 id) [0x00000] in <4b449f2841f84227adfaad3149c8fdba>:0 at PartResourceList.Contains (System.String name) [0x00007] in <4b449f2841f84227adfaad3149c8fdba>:0 at Snacks.SnacksPartResource.addResourcesIfNeeded (Part part, AvailablePart availablePart) [0x000fa] in <80677f1ffe3443799665ffc2e4ab6120>:0 at Snacks.SnacksScenario.onEditorStarted () [0x00083] in <80677f1ffe3443799665ffc2e4ab6120>:0 at EventVoid.Fire () [0x00127] in <4b449f2841f84227adfaad3149c8fdba>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventVoid:Fire() EditorLogic:StartEditor(Boolean) <Start>d__132:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: <4b449f2841f84227adfaad3149c8fdba> Line: 0) and this section from the flight scene: Quote [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:6 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:6 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:5 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:5 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:4 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:4 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:3 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -1724299526 to Simulation PartSet:3 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [SnacksPartResource] - Added Amt: 48.00 Max: 48.00 of FreshAir to Mk1-3 Command Pod (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:14 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:14 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:13 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:13 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:12 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:12 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:11 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:11 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:6 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:6 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:5 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:5 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:4 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:4 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:3 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [PartSet]: Failed to add Resource -669128669 to Simulation PartSet:3 as corresponding Part Mk1-3 Command Pod-1965795310 SimulationResource was not found. (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [SnacksPartResource] - Added Amt: 150.00 Max: 150.00 of Snacks to Mk1-3 Command Pod (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Quote Link to comment Share on other sites More sharing options...
Marcus Helios Posted August 9 Share Posted August 9 (edited) I am having a problem. The 'time remaining' estimates shown are way off from how much snacks my kerbals actually use. "11 days of snacks" are eaten in less than 1 day. Anyone had the same problem? Is there a fix? Edited August 9 by Marcus Helios Quote Link to comment Share on other sites More sharing options...
Modded Jeb Posted September 21 Share Posted September 21 Hi, so far I'm loving using this mod for LS, but one thing i don't like is manual snacking. Is there a way to automate snack consumption? I like to do long duration missions and i have one or two stations in orbit with crew that starve because i can't feed them during timewarp. So a way to so that would be appreciated. Quote Link to comment Share on other sites More sharing options...
Xtra Posted October 2 Share Posted October 2 (edited) I just went into my custom settings for the game where you can tweak the Snacks mod. I set it for 1 snack /meal, 3/day, no over eating allowed. For 180 snacks and 2 Kerbals, it works out correctly. 180/2 kerbals = 90/3 meals = 30 days But for an orbit around the Kerbol which takes years, I can't seem to stock enough snacks. Example... My current build has 12,180 snacks, 2 Kerbals, 6090/3 = 2030 days of food. 426 days in a Kerbin year - 2030/426 = 4 years and change... but the simulator reads 1yr, 407days, 1hr, 27mins, 35.38 seconds. Is there a fix where this will read the correct numbers so that I know if I have enough food for the mission I'm planning? Edited October 6 by Xtra Quote Link to comment Share on other sites More sharing options...
Grenartia Posted October 6 Share Posted October 6 (edited) On 10/1/2024 at 10:55 PM, Xtra said: I just went into my custom settings for the game where you can tweak the Snacks mod. I set it for 1 snack /meal, 3/day, no over eating allowed. For 180 snacks and 2 Kerbals, it works out correctly. 180/2 kerbals = 90/3 meals = 30 days But for an orbit around the Kerbol which takes years, I can't seem to stock enough snacks. Example... My current build has 12,180 snacks, 2 Kerbals, 6090/3 = 2030 days of food. 426 days in a Kerbin year - 2030/426 = 14 years and change... but the simulator reads 1yr, 407days, 1hr, 27mins, 35.38 seconds. If there a fix where this will read the correct numbers? When I divide 2030 by 426, I get 4.765, not 14 and change. Still a math discrepancy, with the simulator, though. I'm thinking possibly an order of operations thing? I'll have to do more number crunching. EDIT: So, I've decided to work backwards, and the simulator only seems to be counting 5,000 snacks. 426 days (1 year) + 407 days = 833 days (ignoring the change). Multiplying by 3 meals a day = 2,499 Multiplying that by 2 kerbals = 4,998 Figuring the extra hour and a half at the end of the simulator time, that should be about 5000. I'm not sure whether that's still a calculation error on the part of the simulator, or if you've got CLS installed and Snacks is only seeing 5k snacks in the areas connected by CLS (that's the only reasonable alternative explanation I can think of), or something else altogether Edited October 6 by Grenartia Quote Link to comment Share on other sites More sharing options...
Xtra Posted October 6 Share Posted October 6 3 hours ago, Grenartia said: When I divide 2030 by 426, I get 4.765, not 14 and change. Still a math discrepancy, with the simulator, though. I'm thinking possibly an order of operations thing? I'll have to do more number crunching. EDIT: So, I've decided to work backwards, and the simulator only seems to be counting 5,000 snacks. 426 days (1 year) + 407 days = 833 days (ignoring the change). Multiplying by 3 meals a day = 2,499 Multiplying that by 2 kerbals = 4,998 Figuring the extra hour and a half at the end of the simulator time, that should be about 5000. I'm not sure whether that's still a calculation error on the part of the simulator, or if you've got CLS installed and Snacks is only seeing 5k snacks in the areas connected by CLS (that's the only reasonable alternative explanation I can think of), or something else altogether Your Correct in that my math was off... It must have been a long day that day because even my sentences were off. Either way, as you said... the math wasn't coming out correctly. I do not have Connected Living Space (CLS) installed are in various containers throughout the ship. Here is a picture of my ship before departure to the Solar orbit mission. I'm loaded with 14, 794 snacks originally - 14,781 at the time of departure... and as you can see from the snapshot... It shows I have a duration of 1 year, 407 days, 1 hour, 27 mins, 35.38 seconds. Now unless I'm reading this wrong... that's how long the simulator is saying I have food for. At the end of the mission, I had 11,111 snacks left. Quote Link to comment Share on other sites More sharing options...
Mitokandria Posted yesterday at 12:32 AM Share Posted yesterday at 12:32 AM Is there a list of popular resource configs for Snacks! ? I really want to play with it, but just food (snacks), air, and stress isn't enough for me. Hoping for Water as well, but also kinda curious if anyone has pushed the complexity limits yet. Quote Link to comment Share on other sites More sharing options...
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