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snacks's Introduction

Snacks:

Snacks is a Kerbal Space Program mod that adds a simple life support system based on the resource snacks. Go ahead stuff the cupola snack modules full, just be careful of Jeb he sometimes doesn't share.

Requirements:

Snacks requires the use of module manager. The latest version is provided in the release package.

v0.3.4 Alpha Features:

-Snack production. Snacks can now be produced via the Lab module with the Snack Cultivator. Ore and lots of electricity are required inputs.

-Snacks per meal now increased to 1(was .5). I felt snack consumption was a bit low previously. This essentially doubles the rate of consumption, but now snacks can be created from Ore, so it should still allow long duration missions.

-Snacks are now massless! It's either that or I'd have to increase the density significantly to balance out the Ore->Snack conversion.

v0.3.1 Alpha Features:

-Fixed the bug where the supply window would show incorrect data after loading a new save file.

-The supply window is now updated after certain game events(eva, docking/undocking, game load). This should result in the supply window allways being accurate for the current situation.

-Planets in the supply window are now sorted by their referenceBodyIndex, instead of showing up in odd orders at times.

v0.3 Alpha Features:

-Supply Window! Now you can actually tell how low on snacks your Kerbals are across the solar system. The window is visible in the flight and space center scenes. The data is a cache from the last snack time, so if you undock/eva that vessel won't be in the list until the next snack time.

-The Supply Window shows all vessels with crew. The vessels are listed by the body they are around. Vessels with greater than 50% supply are shown in green, 50%-25% yellow and under 25% red. Tool tip shows the number of crew and an estimated number of Kerbin days the supply might last.

-Reduced the number of snacks in a day to 1. Now Kerbals eat on average every 6 hours.

-Added mealsPerDay to snacks.cfg. Are your Kerbal's extra hungry? well if you want you can feed them more or less depending on your tastes.

-Added 10 snacks to the Probodyne RoveMate.

v0.2 Alpha Features:

-Snacks are added as a resource to every module that can carry crew 50 snacks per capacity.

-Snack capacity of non-command modules is 200 snacks for each capacity. Some modules may have more or less depending on built in snack compartments, or lack of space! The idea is that non-command modules are the main means to transport snacks. I expect two hitchhikers and a command module would support a crew of 3 on a manned round trip mission to duna.

-Kerbals randomly consume snacks on average every 3 hours, 1/4 snack each time. This averages to 1/2 snack per Kerbin day or 2 snacks per Earth day. You cannot predict with certainty how many will be required for a given mission. There are a few extra twists here as well. Some Kerbals, especially courageous ones may sneak an extra snack at snack time, others may forget to eat if their stupidity is to high.

-Kerbals on EVA take 1 snack with them. This should be enough for about 2 Kerbin days. Plan accordingly.

-If you deprive a Kerbal of snacks, the next time he attempts to eat snacks, your reputation will go down. Each subsequent time the Kerbal is deprived your reputation decreases. Reputation decrease is based on your current reputation. If you are a reputable space agency, your reputaion will drop faster than a less reputable agency. The exact amount is configurable in snacks.cfg(repLossPercent). The formula is percent(.25% default) * number of hungry kerbals * current Reputation

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snacks's Issues

My Kerbals are not hungry?

I have two 3 man capsules that have been in orbit now for 2+ Kerbin days (MET) and still have a full snacks compartment. Are they not hungry? Do they not like the Space Snacks I selected for them?

KSP 0.24.2 32-bit, Snacks 0.3.1 alpha. Many other mods installed (Nove Punch 2, Orbital Science, Station Science, IR, Final Frontier, Kosmos, Klockheed Martian, Tiberdyne Shuttle, ATM, and several others.

Snack Overflow

Kerbals returning from EVA can cause the snack amount of a vessel to be greater than the capacity.

Unable to make snacks fatal

.I changed the config to make snacks (The lack thereof) fatal, and the kerbals stayed happy and chipper as ever, for three earth weeks. please help.

SOI Change

Edit: Hmmm looking back at the pics, both here and ones I took, I notice that in the snacks window it says Kerbin in all of them, I wonder if maybe it is thinking it is still on Kerbin rather than in space/other location? Other than the Snacks not being eaten this is the only thing hat stands out, I may do some more testing in the AM with the debug menu open to see if any errors occur on launch (ect).

I think this part is actually a bug that has gone unnoticed. The snack supply window is a cache of the current snack levels across the solar system. It's rebuilt based on certain events happening that could affect the levels. Right now it's not being told to rebuild when the sphere of influence changes. It would get updated eventually and show that you're at Mun or Minmus, but it's still a bug that I'll try and get fixed.

Kerbals do not eat snacks

I am running the current release version of KSP, and the latest Snacks! release, but my Kerbals are not hungry. No matter how long I have a mission up for, they don't eat their snacks.
output_log.txt

GetUniversalTime ()

I posted this on the KSP forums under your Snacks mod, but thought I should also post it here, I was looking through my output_Log files and noticed that snacks had a LOT, and I mean A LOT of the following messages while my game was stuck at the loading screen (not being caused by your mod):

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Snacks - FixedUpdate: Object reference not set to an instance of an object at Planetarium.GetUniversalTime () [0x00000] in :0 at Snacks.SnackController.FixedUpdate () [0x00000] in :0

Module Manager config file incomplete syntax

Hi there.
I am the mod author of DeepFreeze Continued...
I have an issue with Snacks compatibility that is caused by incomplete Module Manager syntax in your patch.cfg file that you distribute with Snacks.
The issue is you are not using the :FOR[Snacks] syntax in your MM file and therefore your MM config file is not running in the correct sequence, resulting in other MM config files being overwritten and/or unable to override each other. If you could make this change then our mods would work well together.

If you change the syntax in your patch.cfg to have :FOR[Snacks] at the end of every @part line in your file then everything works well together.
Example:

@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[1]]:FOR[Snacks]
.........
@PART[*]:HAS[@MODULE[ModuleCommand],#CrewCapacity[2]]:FOR[Snacks]
.........
etc....

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