Musuko42 Posted November 28, 2014 Share Posted November 28, 2014 I too would like to see an option for Kerbals to die from lack of snacks...but, perhaps with a twist?Something like this:Kerbals consume snacks at their normal rate (as a side note, why is it 1/2 a snack a day, rather than just having it be 1 snack per kerbal per day, and adjust the capacity of snack containers upwards accordingly?), just as they are now. However, you can have an alternative "ration" mode, which reduces their consumption to a much lower rate (1/4 or 1/10 of normal, perhaps), but this gives you the reputation penalty. If a kerbal runs out of rations completely, after a suitable period (a few days, perhaps), they die.Optionally (I don't know if this could be coded), kerbals in ration mode are disabled: they can't be doing tiring activities while on strict rations. They have to conserve their energy. So, kerbals in ration mode would be unable to pilot, go EVA, do science, etc.Naturally, changing modes applies to the entire ship, rather than individual kerbals, for two reasons: one, I can imagine it'd be fiddly and annoying to go through a 10 kerbal ship toggling modes (and probably more difficult to code?), and two, it'd be horrible for the moral of the poor kerbals to have Jeb eating heartily while Bill starves on his reduced rations.This gives you some interesting gameplay options. Got a ship stuck out on Duna with a diminishing snack supply? Crap! Better send out a resupply mission pronto! But to launch a resupply mission powerful enough to get out there in time, taking a very inefficient fast route, would be very expensive. What about the alternative...telling the kerbals on the ship to conserve their rations? They'd go hungry, but they'd live. It wouldn't look very good for you back home, though: starving astronauts are a very high-profile failure, hurting your reputation. Which do you pick? Funds or reputation...or lives?I would LOVE to play that variant.Any thoughts on this suggestion? Link to comment Share on other sites More sharing options...
Levelord Posted December 16, 2014 Share Posted December 16, 2014 Will there be an update for this mod for 0.9? Link to comment Share on other sites More sharing options...
Doctor Axel Posted December 16, 2014 Share Posted December 16, 2014 Just discovered Snacks - looks like fun. ^^ TAC is cool but not quite whimsical enough for my KSP.I second the notion that a Deadly version should be possible - maybe a configuration option of some kind. Link to comment Share on other sites More sharing options...
vardicd Posted December 17, 2014 Share Posted December 17, 2014 Would love to see an update here! Link to comment Share on other sites More sharing options...
tygoo7 Posted December 17, 2014 Share Posted December 17, 2014 Working in 0.90 for me. Link to comment Share on other sites More sharing options...
vardicd Posted December 18, 2014 Share Posted December 18, 2014 yeah I see its working too Link to comment Share on other sites More sharing options...
jlcarneiro Posted December 18, 2014 Share Posted December 18, 2014 With 0.90, I had to update a lot of mods and get drawn to Snacks once again! What a great mod!I've read the whole thread to catch up but still have a doubt: is it possible to disable it on certain saves? Link to comment Share on other sites More sharing options...
Mister Spock Posted December 19, 2014 Share Posted December 19, 2014 Looking forward to trying it. Is this mod still being updated? Link to comment Share on other sites More sharing options...
tgruetzm Posted December 20, 2014 Author Share Posted December 20, 2014 With 0.90, I had to update a lot of mods and get drawn to Snacks once again! What a great mod!I've read the whole thread to catch up but still have a doubt: is it possible to disable it on certain saves?Currently it's not possible to disable for certain saves. I've been slacking in the development of this mod for the last few months, but I'm back ready to make some improvements. I'd like to remove kerbal experience bonuses for snack deprived kerbals and add optional death when kerbals run out.I've rebuilt the mod for .90, and haven't noticed any issues. I'll post an updated version shortly, but the prior should work fine as well. Link to comment Share on other sites More sharing options...
jlcarneiro Posted December 20, 2014 Share Posted December 20, 2014 Thanks, tgruetzm!But, is it viable to include a mod disabling option in this version? Link to comment Share on other sites More sharing options...
-ctn- Posted December 22, 2014 Share Posted December 22, 2014 (edited) Hi everyone!I've created a little part pack to go with this mod.The small snack part gives you 10 snacks, the larger part gives you 30. They are found under the Utility tab. I love this mod, so I wanted to contribute somehow!Pic and link -Download Edited December 22, 2014 by -ctn- Link to comment Share on other sites More sharing options...
Niemand303 Posted December 22, 2014 Share Posted December 22, 2014 Hi everyone!I've created a little part pack to go with this mod.The small snack part gives you 10 snacks, the larger part gives you 30. They are found under the Utility tab. I love this mod, so I wanted to contribute somehow!Pic and link -http://img.photobucket.com/albums/v68/MoviesColin/SmallSnack-1.pngDownloadIt looks cute! Are those KAS-grabbable? Link to comment Share on other sites More sharing options...
-ctn- Posted December 23, 2014 Share Posted December 23, 2014 I'm not entirely sure, I don't play with KAS. If they are, let me know! Link to comment Share on other sites More sharing options...
biohazard15 Posted December 23, 2014 Share Posted December 23, 2014 Currently it's not possible to disable for certain saves. I've been slacking in the development of this mod for the last few months, but I'm back ready to make some improvements. I'd like to remove kerbal experience bonuses for snack deprived kerbals and add optional death when kerbals run out.I've rebuilt the mod for .90, and haven't noticed any issues. I'll post an updated version shortly, but the prior should work fine as well.Is it possible for snack-deprived kerbals to actually LOSE experience? Say, 1XP per each day without snacks? Link to comment Share on other sites More sharing options...
CaptRobau Posted December 23, 2014 Share Posted December 23, 2014 That's a great idea biohazard. A level 5 scientist can return enormous amounts of science points if he has an entire Hitchhiker can of space/snacks to himself, but if he has to spend weeks in a simple Mk1 pods he'll go crazy from the lack of space/snacks and perform just as badly as a rookie scientists. That would add some incentive to build large interplanetary ships instead of just a pod and single crew cabin for a crew of 6. Link to comment Share on other sites More sharing options...
DeMatt Posted December 24, 2014 Share Posted December 24, 2014 Is it possible for snack-deprived kerbals to actually LOSE experience? Say, 1XP per each day without snacks?Eh... so long as it's only temporary - the kerbals get the experience back when you return to Kerbin (they take a vacation).Wouldn't want my level-5 crew to suddenly become useless and have to be retrained... or worse, have no more destinations for them TO be retrained on. Link to comment Share on other sites More sharing options...
tgruetzm Posted December 24, 2014 Author Share Posted December 24, 2014 I released a rebuilt version for .90, but there are no functional changes. See the first post.Eh... so long as it's only temporary - the kerbals get the experience back when you return to Kerbin (they take a vacation).Wouldn't want my level-5 crew to suddenly become useless and have to be retrained... or worse, have no more destinations for them TO be retrained on.My plans are to make Kerbals act as if they have 0 experience when deprived, but they would get the benefit back after they get more snacks. Link to comment Share on other sites More sharing options...
tgruetzm Posted December 24, 2014 Author Share Posted December 24, 2014 Hi everyone!I've created a little part pack to go with this mod.The small snack part gives you 10 snacks, the larger part gives you 30. They are found under the Utility tab. I love this mod, so I wanted to contribute somehow!Pic and link -http://img.photobucket.com/albums/v68/MoviesColin/SmallSnack-1.pngDownloadThese are awesome looking. With -ctn's permission I added these as a link from the original post.happy snacking! Link to comment Share on other sites More sharing options...
jlcarneiro Posted January 6, 2015 Share Posted January 6, 2015 Hi, tgruetzm! Happy 2015!Is there a tool to calculate how long a trip will take? Alex's window planner only calculates from Kerbin to other planeta and moons, I'd line to depart from Kerbin, orbital Mundo, then land on Minmus and returno to Kerbin. How do I calculate how many days will it take? Link to comment Share on other sites More sharing options...
tater Posted January 6, 2015 Share Posted January 6, 2015 I'd still like the ability to kill them if I run out as an enforcement mechanism. As it is, if I run out I terminate their craft (happily I've mostly avoided this). Link to comment Share on other sites More sharing options...
DaPatman Posted January 6, 2015 Share Posted January 6, 2015 I'd still like the ability to kill them if I run out as an enforcement mechanism.This is already doable: in GameData\Snacks\PluginData\Snacks\ you will find a file called "snacks.cfg". Open it, and change kerbalDeath = False to kerbalDeath = True, and your kerbals should die when they run out of snacks. Link to comment Share on other sites More sharing options...
tater Posted January 6, 2015 Share Posted January 6, 2015 Oh, wow, thx! Link to comment Share on other sites More sharing options...
vardicd Posted January 6, 2015 Share Posted January 6, 2015 (edited) Okay, before I start saying ive found a bug, Has anyone else seen behavior in .90 with the newest version, where Kerbals wont eat snacks? I had Jeb in orbit for almost 2 kerbin days, waiting on a docking, and as I was going in for the docking, I noticed he hadn't eaten any snacks on board. I know that there's a little randomness built in, but that seems a little excessive. Im not sure if it was a randomly long, normal thing, or if I've got a conflict in mods somewhere. I'm going to run further testing, I was just curious if anyone else has seen this. If I can confirm an issue, I'll drop logs here, just don't want to send anyone hunting through logs for an error on my end, thanks!Edit: Further testing proved the mod was running as expected. Jeb just didn't eat for some reason. Edited January 7, 2015 by vardicd Link to comment Share on other sites More sharing options...
Kowgan Posted January 8, 2015 Share Posted January 8, 2015 Hey, tgruetzm! Thank you so much for this mod, seriously! Pretty simple, but it's one of those must-have mods, once you install it. Keep up the great work.Although it doesn't seems to break anything, I noticed I'm having the following error lines on the log:Snacks - FixedUpdate: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at Snacks.SnackController.FixedUpdate () [0x00000] in <filename unknown>:0 Is anyone else having this, by any chance?Thanks! Link to comment Share on other sites More sharing options...
komodo Posted January 8, 2015 Share Posted January 8, 2015 I do get a ***load of those on load, but not during gameplay. Seems mostly harmless, so far.Hey, tgruetzm! Thank you so much for this mod, seriously! Pretty simple, but it's one of those must-have mods, once you install it. Keep up the great work.Although it doesn't seems to break anything, I noticed I'm having the following error lines on the log:Snacks - FixedUpdate: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in <filename unknown>:0 at Snacks.SnackController.FixedUpdate () [0x00000] in <filename unknown>:0 Is anyone else having this, by any chance?Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts