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


Angelo Kerman

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  On 10/15/2016 at 3:41 AM, Capt. Hunt said:

I noticed a new potential problem.  While they are no longer on a hunger strike, my kerbals apparently don't like the menu.  I get a Hungry Kerbal Penalty for all my active kerbals regardless of how many snacks are available.  I checked, they are in fact eating the snacks, or at least the snack supply is reducing by the correct amount per kerbal per meal, for all I know Jeb is flushing them down the zero-gee toilet.

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Lol! I found a couple of bugs and stomped them on my crusade to clean up the code base and add in fainting. Still doing some testing but it's looking good. :)

At least you missed the starving asteroids... :wink:

Edited by Angel-125
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1.4.5, that's latest AFAIK? (I do use MiniAVC, too, so I should be getting warnings if it's not the latest, right?

I can't spot it in logs, and the messages blink out a bit too quickly, but I'll try to poke at it a bit more. Also, I have quite a bit of mods in this install (including most  of yours), so I might have to try isolating (gah).

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I'm having an odd issue with Snacks! in that when I launch a vessel and click the snacks button, no snacks life support time or anything appears (blank box) and my kerbal doesn't use any life support, but in the VAB, the window works just fine. Any help would be appreciated!

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  On 10/16/2016 at 1:38 AM, Yoshidude said:

I'm having an odd issue with Snacks! in that when I launch a vessel and click the snacks button, no snacks life support time or anything appears (blank box) and my kerbal doesn't use any life support, but in the VAB, the window works just fine. Any help would be appreciated!

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What version of Snacks are you using, and do you have logs?

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  On 10/16/2016 at 5:48 AM, Angel-125 said:

What version of Snacks are you using, and do you have logs?

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I am using the newest version of Snacks- 1.4.5. There were no exceptions in the console- but I'll go and see if I can get some logs.

EDIT: I have a *few* mods, but none of them looked like they would interfere with Snacks. I forgot to tell you, but oddly enough, the snacks tracking works fine if it isn't your active vessel

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Edited by Yoshidude
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  On 10/16/2016 at 5:50 AM, Yoshidude said:

I am using the newest version of Snacks- 1.4.5. There were no exceptions in the console- but I'll go and see if I can get some logs.

EDIT: I have a *few* mods, but none of them looked like they would interfere with Snacks. I forgot to tell you, but oddly enough, the snacks tracking works fine if it isn't your active vessel

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Definitely not seeing your issue:

YU6bkjp.png

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  On 10/16/2016 at 9:22 PM, Angel-125 said:

Definitely not seeing your issue:

YU6bkjp.png

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I'm thinking it has something to do with whatever handles the windows, because I attempted to use USI life support, and the same problem happened with the windows. This is awfully strange... I'll take a video and post it in a few minutes showing whats happening.

EDIT: Alright, so it seems that this is an issue only happening on my Science mode save. I created a new Sandbox save, and the window appeared like normal and the kerbals consumed snacks like normal. Fixed! I then go back to my save, and the snacks works for a craft standing by to launch, but when I switch to the craft, the window disappears.

Edited by Yoshidude
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 I think I found the issue: this was spammed in my log file when loading a vessel. Here is a poor quality video: http://imgur.com/a/FJsa4

 

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Edited by Yoshidude
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  On 10/16/2016 at 10:20 PM, Yoshidude said:

 I think I found the issue: this was spammed in my log file when loading a vessel. Here is a poor quality video: http://imgur.com/a/FJsa4

 

  Reveal hidden contents

 

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Ah ok, I think I fixed that one in the update I'm working on.

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Hi. While I like the mod there is a huge problem. Despite the fact that my space station has thousands of snacks, and that my Kerbals are eating them. I'm still getting the "kerbals are hungry" message. I'm also hemorrhaging reputation, so I've had to turn off penalties. Might want to fix that.

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  On 10/17/2016 at 1:59 AM, Blatant Cake said:

Hi. While I like the mod there is a huge problem. Despite the fact that my space station has thousands of snacks, and that my Kerbals are eating them. I'm still getting the "kerbals are hungry" message. I'm also hemorrhaging reputation, so I've had to turn off penalties. Might want to fix that.

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1.4.5 had some bugs that I straightened out. I'm still in the process of cleaning up the codebase.

Give 1.5.0 a try:

- ISnacksPenalty now has a RemovePenalty method. Snacks will call this each time kerbals don't miss any meals.
- ISnacksPenalty now has a GameSettingsApplied method. This is called at startup and when the player changes game settings.
- The partial control loss penalty should work now.
- New penalty: kerbals can pass out if they miss too many meals.
- Updated the KSPedia to improve clarity and to add the new penalty option.
- Bug fixes.

New events
onBeforeSnackTime: Called before snacking begins.
onSnackTime: Called after snacking.
onSnackTick: called during fixed update right after updating the vessel snapshot.
onConsumeSnacks: Called right after calculating snack consumption but before applying any penalties. Gives you to the ability to alter the snack consumption.
onKerbalsMissedMeal: Called when a vessel with kerbals have missed a meal.

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I've noticed that in 1.5.0 you are renaming the ModuleCommand module in all parts to SnacksModuleCommand.

This doesn't seem like a good idea and is bound to cause issues for other mods that detect command parts by that module name...

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  On 10/17/2016 at 7:06 AM, Blatant Cake said:

Well the station problem is fixed. But are rescue missions supposed to cause penalties? Cause that's not too big a problem in LKO but any farther and your asking to be ruined.

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Last I checked I had no issues. Do you have a sample save where you are experiencing the problem?

 

  On 10/17/2016 at 2:50 PM, bdew said:

I've noticed that in 1.5.0 you are renaming the ModuleCommand module in all parts to SnacksModuleCommand.

This doesn't seem like a good idea and is bound to cause issues for other mods that detect command parts by that module name...

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Ok, how do you get partial vessel control to work then? Only way that I have found that actually works is to replace ModuleCommand. Nothing else that I have tried overrides partial control, including setting maxControlLevel Vessel, and implementing ICommNetControlSource. CommNet overrides what I set. If it is a problem for you then disable the feature and alter the MM patch to not rename the module.

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  On 10/17/2016 at 3:24 PM, Angel-125 said:

Last I checked I had no issues. Do you have a sample save where you are experiencing the problem?

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For me the space station issue went away, but I also just got a hungry Kerbal (with 10k penalty) in my game. Right now my save is probably a bit too much of a mess, I'll see if I can get a basic version with just Snacks.

EDIT: Ugh, having trouble to actually cheat myself into a rescue contract on a clean save :[

Edited by ModZero
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Whew. I couldn't repeat it because I wasn't very bright and forgot to upgrade the astronaut centre. So, here's the image:

http://imgur.com/a/YFjdg

Here's the save: https://gist.github.com/aleander/9ba1018e088c02d60663f6135f39995f and here's the log: https://gist.github.com/aleander/c69350101d7d4b9d79c99e0bf9dfb598

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  On 10/17/2016 at 3:24 PM, Angel-125 said:

Ok, how do you get partial vessel control to work then? 

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Sorry i have no idea, I'm just starting to get into KSP modding.

  On 10/17/2016 at 3:24 PM, Angel-125 said:

If it is a problem for you then disable the feature and alter the MM patch to not rename the module.

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I've noticed the change because it broke MechJebAndEngineerForAll. It's easy to fix for me locally but it's bound to cause issues for others and i imagine a quite a bit of other mods depend on ModuleCommand being present.

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  On 10/17/2016 at 3:24 PM, Angel-125 said:

Last I checked I had no issues. Do you have a sample save where you are experiencing the problem?

 

Ok, how do you get partial vessel control to work then? Only way that I have found that actually works is to replace ModuleCommand. Nothing else that I have tried overrides partial control, including setting maxControlLevel Vessel, and implementing ICommNetControlSource. CommNet overrides what I set. If it is a problem for you then disable the feature and alter the MM patch to not rename the module.

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I'm with @bdew here, like it or not that's kind of a sledge hammer approach.  I'd rather not have the feature if that's the only way to do it, the potential for breaking other mods, or even stock features, is just too high.

Edited by Capt. Hunt
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  On 10/17/2016 at 3:24 PM, Angel-125 said:

Last I checked I had no issues. Do you have a sample save where you are experiencing the problem?

 

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Alright here's the save. Fair warning their are a few other (fully working) mods on my file. Details included in description.

Save: https://gist.github.com/BlatantCake/1fca8f8d91d84c8ab3b571542674c70f

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