Vegetal Posted November 9, 2018 Share Posted November 9, 2018 6 hours ago, goldenpsp said: It would be cool to have some (actually any) useful information to help you troubleshoot your issue. Installed the mod. Didn't find snack containers in any of the tabs. Uninstalled it, thinking it could be a simple oversight by the dev, and posted here. Not much else really. I have some mods installed, my KSP is 1.5 and....dunno, what else? I could try it on a fresh install if it's just me having this issue. Quote Link to comment Share on other sites More sharing options...
goldenpsp Posted November 9, 2018 Share Posted November 9, 2018 9 hours ago, Vegetal said: Installed the mod. Didn't find snack containers in any of the tabs. Uninstalled it, thinking it could be a simple oversight by the dev, and posted here. Not much else really. I have some mods installed, my KSP is 1.5 and....dunno, what else? I could try it on a fresh install if it's just me having this issue. Fresh install for me shows all of the containers. Quote Link to comment Share on other sites More sharing options...
Vegetal Posted November 9, 2018 Share Posted November 9, 2018 (edited) 3 hours ago, goldenpsp said: Fresh install for me shows all of the containers. Mmmm.....could it be a mod conflict? Gonna test later, if it works in my stock install, I'm gonna list the mods I'm using here. EDIT: Ok good news, I installed it again on my modded install and it worked. I think something went wrong on the first time somehow, because the Snacks! toolbar icon was totally white, and now it's actually showing up. Just computers being computers I guess. Edited November 9, 2018 by Vegetal Quote Link to comment Share on other sites More sharing options...
Mikki Posted November 18, 2018 Share Posted November 18, 2018 It`s back! Thank you! Quote Link to comment Share on other sites More sharing options...
Eaten by Black Hole Posted November 25, 2018 Share Posted November 25, 2018 Does 'days' on duration means Kerbin days? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted November 25, 2018 Share Posted November 25, 2018 51 minutes ago, Eaten by Black Hole said: Does 'days' on duration means Kerbin days? Yes. Always assume that anything measured in days uses Kerbin 6 hour days. Quote Link to comment Share on other sites More sharing options...
ensou04 Posted December 1, 2018 Share Posted December 1, 2018 (edited) @Angel-125 I think there's a bug with Snack Processor, Science lab should only be using 30ec/s but when in flight it uses 1950ec/s. I feel like its basing its consumption of ECs per tick instead of per second. For now i just made a personal MM patch to compensate for this by dividing the input EC by 65 Edited December 1, 2018 by ensou04 Quote Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted December 21, 2018 Share Posted December 21, 2018 What mods does the craft in the cover image use? I like those solar panels Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted December 21, 2018 Share Posted December 21, 2018 12 minutes ago, Autolyzed Yeast Extract said: What mods does the craft in the cover image use? I like those solar panels Those are all from MOLE, another Wild Blue Industries mod. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted December 27, 2018 Author Share Posted December 27, 2018 Snacks 1.11.1 is now available: Recompiled for KSP 1.6 Quote Link to comment Share on other sites More sharing options...
Waxing_Kibbous Posted December 28, 2018 Share Posted December 28, 2018 Hey you put the option for Kerbal death in there, thanks! I'm going to try this for my new 1.6 game now :D Quote Link to comment Share on other sites More sharing options...
Vegetal Posted January 5, 2019 Share Posted January 5, 2019 Hey, just noticed something: I think the radial container should have 0.015 dry mass, not 0.15, in order to stay on par with the standard containers. I changed it myself on the .cfg files, just a heads up. Quote Link to comment Share on other sites More sharing options...
Muddr Posted January 17, 2019 Share Posted January 17, 2019 There is a mod called WalkAbout that allows you to spawn a Kerbal outside of the buildings around KSC. Currently with WalkAbout and Snacks installed the Kerbal is spawned with 0/0 snacks. Would it be possible to get a check for that? If the kerbal doesn't have the resource limit set at all give them one. Also, now that snacks are 3 meals per day, do you think 1 snack for eva is still balanced? Looking at the old mod features it had the following: Kerbals on EVA take 1 snack with them. This should be enough for about 2 Kerbin days. Plan accordingly. Quote Link to comment Share on other sites More sharing options...
Iso-Polaris Posted January 21, 2019 Share Posted January 21, 2019 Is there an option to let the kerbal DIE if and when the snacks run out Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 21, 2019 Share Posted January 21, 2019 1 hour ago, Iso-Polaris said: Is there an option to let the kerbal DIE if and when the snacks run out Yes. It's in Difficulty Settings. You can change how long they starve or faint too. Quote Link to comment Share on other sites More sharing options...
JTeam_ Posted January 29, 2019 Share Posted January 29, 2019 Um... this mod removed the Remote Guidance Units. Probably some other parts too, but I can't tell. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 29, 2019 Share Posted January 29, 2019 7 hours ago, JTeam_ said: Um... this mod removed the Remote Guidance Units. Probably some other parts too, but I can't tell. No, my dude. That is inconceivable. Share your logs. (Click the abort button in my sig to learn how) Quote Link to comment Share on other sites More sharing options...
JTeam_ Posted January 29, 2019 Share Posted January 29, 2019 (edited) 6 hours ago, JadeOfMaar said: No, my dude. That is inconceivable. Share your logs. (Click the abort button in my sig to learn how) Yeah, I have no idea. Basically, I removed the mod, started the game and saw the remote guidance units appear, then I added the mod back, and they're still here. I don't even know. Edited January 29, 2019 by JTeam_ Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 31, 2019 Share Posted January 31, 2019 @Angel-125 Thanks for keeping this mod alive I have 2 questions: 1. Is it a good idea to add this to an existing save or not? 2. Does the mod automatically add snack recyclers and producers to non-command crew space and science labs, respectively? I'm considering making my own Snacks config for SSPxR, and I'm wondering how much I'd need to do. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 31, 2019 Share Posted January 31, 2019 (edited) 6 minutes ago, RealKerbal3x said: @Angel-125 Thanks for keeping this mod alive I have 2 questions: 1. Is it a good idea to add this to an existing save or not? 2. Does the mod automatically add snack recyclers and producers to non-command crew space and science labs, respectively? I'm considering making my own Snacks config for SSPxR, and I'm wondering how much I'd need to do. Adding a life support mod mid-game is dangerous business but can be done. It typically will add Snacks storage to all crew-baring parts. Just be sure to quickly and surely disable it so you have the freedom to design and cheat the necessary parts into your existing ships so nobody starves or dies. SSPXr already has a Snacks config but the greenhouses need re-tuning and the Snack Grinder module is weird. It operates at 100x what is expected. Edited January 31, 2019 by JadeOfMaar Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted February 8, 2019 Share Posted February 8, 2019 @Angel-125 @JadeOfMaar I added Snacks to my save with no issues. The Kerbals up on my space station have enough snacks to complete their mission, which is great. One strange thing is that all of the containers in the crew modules were locked. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted February 8, 2019 Share Posted February 8, 2019 @RealKerbal3x You're saying the Snacks that are added to parts/craft already in-flight are inaccessible? You may have to write that off as a negligible issue and phase out/replace those craft at some point. But it's great that things are working. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted February 8, 2019 Share Posted February 8, 2019 Just now, JadeOfMaar said: @RealKerbal3x You're saying the Snacks that are added to parts/craft already in-flight are inaccessible? You may have to write that off as a negligible issue and phase out/replace those craft at some point. But it's great that things are working. No, it's just the tanks are locked. You know the little icon to the right of the green resource bar? It had a red 'no entry' style sign on it, but I was able to switch the resource flow back on by clicking that. It's a pretty minor thing. Quote Link to comment Share on other sites More sharing options...
kurgut Posted March 18, 2019 Share Posted March 18, 2019 Hi @Angel-125, I was trying to add tweakscale to the snacks containers, but I didn't manage. Could you advice me on how to do it, and maybe if it works, it could be merged? Last thing I did, pretty sure it's fault of my bad modulemanager langage skills^ I added this (doesn't work) : Thanks! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted March 18, 2019 Share Posted March 18, 2019 2 minutes ago, kurgut said: I was trying to add tweakscale to the snacks containers, but I didn't manage. The highlighted text should be on the same level as the PART {} node, not inside of it. For radial items, I would set type = free_square. MM stuff should be consolidated into its own config file and not buried and scattered in the config files for the affected parts. Finally, Tweakscale doesn't work quite right with Angel's modules. When it does work and you get more tank space, if you change the tank setting at any time after, the tank amount will reset (not scale). That leads to part abuse, gameplay balance breakage, and more unhappy players. I could have made, and wanted to make Tweakscale configs for several of Angel's mods already but this is why I did not. Here's a Tweakscale config for all the parts in one of my mods https://github.com/JadeOfMaar/ThorTech/blob/master/GameData/DeepSky/ThorTech/Patches/dstt_TweakScale.cfg. Note the use of :NEEDS and of many part names, comma-separated. This makes it so the patch is only applied if Tweakscale is installed. If the patch actives without Tweakscale, it leads to the log crying out about undefined modules. To get around the problem with Tweakscale and Angel's modules, I made a set of patches to turn all stock tanks into B9 Part Switch powered tanks with many storage options, but I have not released it because it will clash with other mods that affect the stock tanks or add tanks with the stock manufacturers and I have no intention to openly support that. Quote Link to comment Share on other sites More sharing options...
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