Angelo Kerman Posted April 25, 2020 Author Share Posted April 25, 2020 @dtoxic @OrbitsR4Sissies I couldn't reproduce your issues. But I was able to fix several other bugs. Snacks 1.24.5 is now available. Quote Link to comment Share on other sites More sharing options...
OrbitsR4Sissies Posted April 30, 2020 Share Posted April 30, 2020 On 4/25/2020 at 7:44 PM, Angel-125 said: @dtoxic @OrbitsR4Sissies I couldn't reproduce your issues. But I was able to fix several other bugs. Snacks 1.24.5 is now available. Thanks for the update! I didn't realize there were additional docs within the mod installation folder. I'll look at those to see if there may be more clarification about the mod that I haven't understood. I've worked around the issue for now by setting 1 meal/day and, if absolutely necessary, cheating a craft filled with snacks to refill a station or other vehicle. Quote Link to comment Share on other sites More sharing options...
123nick Posted May 5, 2020 Share Posted May 5, 2020 (edited) sorry if this is a dumb question thats answered somewhere obvious, but i cant find it, but... how do you turn on stale air/ stress resources? i see the files in lifesupportresources folder, but idk what to do with em edit:sorry im a fool, i didnt realize the file extension was .txt instead of .cfg, i guess i just change it and it works then right? Edited May 5, 2020 by 123nick Quote Link to comment Share on other sites More sharing options...
dtoxic Posted May 5, 2020 Share Posted May 5, 2020 10 hours ago, 123nick said: sorry if this is a dumb question thats answered somewhere obvious, but i cant find it, but... how do you turn on stale air/ stress resources? i see the files in lifesupportresources folder, but idk what to do with em edit:sorry im a fool, i didnt realize the file extension was .txt instead of .cfg, i guess i just change it and it works then right? yeap just change to CFG also you can tweak the consumption of said resources inside the CFG to tweak it to your own liking and also rename them if you for instance want Oxygen instead Air to be displayed in game Quote Link to comment Share on other sites More sharing options...
Goufalite Posted May 10, 2020 Share Posted May 10, 2020 Hello and sorry if this hasn't been asked already (28 pages...) I'm about to adopt Snacks! for my new playthrough but I'm trying to tweak the cfg files to add hibernation. My idea is to use the MK1 crew cabin (or at least an upgrade later in the tech tree) to put kerbals in hibernation mode. When put in they either * won't eat snacks * consume a very tiny amount (one per month instead of one per day) This is a first possibility Then, putting kerbals in or out of hibernation could cost a ponctual and fixed amount of resource, snacks or EC. I know a mod already exists (Deep freeze) for this but it's quite complex and adds more parts. Snacks is good because it's simple and uses existing parts to manage life support. Did somebody thought about this already, or can give me hints on how to "blacklist" a part from Snacks! through cfg files? Thanks! Quote Link to comment Share on other sites More sharing options...
Bombaatu Posted May 10, 2020 Share Posted May 10, 2020 @Goufalite - take a look at the Deep Freeze mod; this does what you descibe. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted May 31, 2020 Share Posted May 31, 2020 i have a question, is it posable to enable LS for 1 flight but have it disabled for another or will that require a full uninstall of SNACKS Quote Link to comment Share on other sites More sharing options...
Nicholander Posted June 4, 2020 Share Posted June 4, 2020 I really, really hate to ask an obvious question, but can you/how do you change the weight of individual snacks...? By default my game is thinking they are each 1 tonne... Which is, er, slightly ridiculous. What's the default supposed to be? Quote Link to comment Share on other sites More sharing options...
rextable Posted June 10, 2020 Share Posted June 10, 2020 (edited) Hello peoplez Just a quick gameplay question that I can't figure out just by looking at the provided documentation or the (non functional) KSPedia entry. Why is my simulated duration time stuck at an upper limit of 1 year, 407 days? No amount of added snack tins raises this number any further. I'm pretty sure this isn't bug and is just me being thick but I can't figure it out. Can someone point me in the right direction plz? Spanx ......Anyone......??? Edited June 13, 2020 by rextable no response to question Quote Link to comment Share on other sites More sharing options...
rextable Posted June 15, 2020 Share Posted June 15, 2020 Don't all try to help at once chaps. Wow, this forum is dying a death. Quote Link to comment Share on other sites More sharing options...
dtoxic Posted June 15, 2020 Share Posted June 15, 2020 21 minutes ago, rextable said: Don't all try to help at once chaps. Wow, this forum is dying a death. or people have other stuff to do besides giving free time to make mods...be patient Quote Link to comment Share on other sites More sharing options...
star_krafter Posted July 14, 2020 Share Posted July 14, 2020 When will there be a 1.9 version. Just curious. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted July 15, 2020 Share Posted July 15, 2020 On 7/14/2020 at 10:56 AM, star_krafter said: When will there be a 1.9 version. Just curious. It seems to work fine on both 1.9 and 1.10, as far as I can see. Quote Link to comment Share on other sites More sharing options...
I likeOxidizerrfuel Posted July 20, 2020 Share Posted July 20, 2020 On 7/15/2020 at 12:03 PM, RealKerbal3x said: It seems to work fine on both 1.9 and 1.10, as far as I can see. I was looking for this. Thanks! Now, where did my watch go... Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 20, 2020 Author Share Posted July 20, 2020 On 6/10/2020 at 10:11 AM, rextable said: Hello peoplez Just a quick gameplay question that I can't figure out just by looking at the provided documentation or the (non functional) KSPedia entry. Why is my simulated duration time stuck at an upper limit of 1 year, 407 days? No amount of added snack tins raises this number any further. I'm pretty sure this isn't bug and is just me being thick but I can't figure it out. Can someone point me in the right direction plz? Spanx ......Anyone......??? The simulator doesn't run forever in order to not tie up CPU resources. It stops after a year. You can change the max duration in the SimulatorSettings.cfg file. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 28, 2020 Author Share Posted July 28, 2020 Snacks 1.25.0 is now available: - Fix background converters not respecting locked resources for unloaded vessels. - Fix resource processors not respecting locked resources for unloaded vessels. - Fix condition summary not showing Stressed Out condition. - Fix Stress not recalculated when a vessel docks or undocks. - Fix SOCS Cannister explosion check not being checked. - Fix SOCS Cannister automatically shuts down when it runs out of SOCS Fuel. - Fix SOCS Cannister user messages are more appropriate now. - If kerbals get Stressed Out they might start stress eating. If you run out of Snacks they'll get even more Stressed Out. - Kerbals wait to get Stressed Out before they start consuming "Hydrazine." - You can now disable email notifications of converters running out of resources or storage space via the Snacks Settings menu. - Background processors no longer consume ElectricCharge for simplicity; it's either that or bog the game down with finding and running power generators. - You can now customize the SnacksConverter's criticalSuccessMessage, successMessage, failMessage, and criticalFailMessage displayed during yielded resource checks. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted July 29, 2020 Share Posted July 29, 2020 15 hours ago, Angel-125 said: Kerbals wait to get Stressed Out before they start consuming "Hydrazine." The kerbals will eat MP? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 29, 2020 Author Share Posted July 29, 2020 2 hours ago, shdwlrd said: The kerbals will eat MP? "Hydrazine" is a nod to @Kuzzter's Kerbfleet series where Bill Kerman make some booze out of rocket fuel. In my mind, "Hydrazine" is vodka. It looks like there's another bug for me to fix, and I want to add a Stress calculator for the editor so for any given spacecraft, you'll know how long a typical kerbal can go without getting Stressed Out. Expect to see another update either late this week or early next. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted July 29, 2020 Share Posted July 29, 2020 1 hour ago, Angel-125 said: "Hydrazine" is a nod to @Kuzzter's Kerbfleet series where Bill Kerman make some booze out of rocket fuel. In my mind, "Hydrazine" is vodka. That makes sense. It's easy to forget how stressed you are when you get stupid drunk. Hopefully they don't have to worry about the next morning. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 29, 2020 Author Share Posted July 29, 2020 1 hour ago, shdwlrd said: That makes sense. It's easy to forget how stressed you are when you get stupid drunk. Hopefully they don't have to worry about the next morning. Hangovers? No. But they can pass out if they drink too much. Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted July 29, 2020 Share Posted July 29, 2020 14 minutes ago, Angel-125 said: Hangovers? No. But they can pass out if they drink too much. Kerbal hangovers need to be a thing too Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 29, 2020 Author Share Posted July 29, 2020 I'm also looking into a way to estimate max Stress of a docked while in flight. It's not a simple thing to "just" take all the parts from a docked vessel due to the way the game is designed. Quote Link to comment Share on other sites More sharing options...
jpkerman Posted July 30, 2020 Share Posted July 30, 2020 Keep it simple, just minus stress for each crewperson by an appropriate % whenever a ship docks. Example: If crew A at a lower stress level docks with Station B at a higher level eack kerbal minus 25% stress for docking. Crew A are less stressed by the docking going ok and meeting the crew on station B and the Station B crew feel less stress by having some new faces around. But the higher stress levels of station B from being cooped up with each other are not averaged into the fresh faces on ship A just because they have docked. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted July 30, 2020 Author Share Posted July 30, 2020 (edited) 21 minutes ago, jpkerman said: Keep it simple, just minus stress for each crewperson by an appropriate % whenever a ship docks. Example: If crew A at a lower stress level docks with Station B at a higher level eack kerbal minus 25% stress for docking. Crew A are less stressed by the docking going ok and meeting the crew on station B and the Station B crew feel less stress by having some new faces around. But the higher stress levels of station B from being cooped up with each other are not averaged into the fresh faces on ship A just because they have docked. I actually already have the stress calculations figured out and in place. The smaller the ratio between crew count and crew capacity, the more Stress the crew can take. Similarly, the bigger the ratio, the less Stress that they can take. What I'm working on is a way to show players what will happen to stress levels IF they undock a vessel as well as an estimator for the editor. How long will a crew last in a ship before getting Stressed Out? Will transferring to a lander and undocking cause them to get Stressed Out? There's no easy way to calculate that automatically (vessels are complicated, docked vessels more so) so I'm working on a tool to help. Here's a preview: Edited July 30, 2020 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Guest Posted July 30, 2020 Share Posted July 30, 2020 20 hours ago, Angel-125 said: "Hydrazine" is a nod to @Kuzzter's Kerbfleet series where Bill Kerman make some booze out of rocket fuel. In my mind, "Hydrazine" is vodka. lol really appreciate seeing this... of course Kerbfleet general orders prohibit anyone piloting a ship under the influence -- might be interesting (and educational!) to disable SAS and lag controls by a few seconds whenever a crew has been drinking hydrazine :D Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.