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License: MIT License
Kerbal Space Program mod to add a simple life support system based on Snacks!
License: MIT License
It would be awesome if the mod made a lack of snacks fatal for the higest difficulty setting. It would also be nice to be able to turn this feature on or off during sandbox mode.
.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.
Kerbals returning from EVA can cause the snack amount of a vessel to be greater than the capacity.
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.
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....
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
This could be interesting. I might implement this.
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
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.
we just want some containers (maybe 3-5)
because the other mods you have these ugly containers. :)
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