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Releases: Angel-125/Snacks

1.16.1

05 Jun 04:03
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  • Updated Snacks Trip Planner in the Docs folder - new Timewarp Calcs tab.
  • SnacksConverter now has new options:
    requiresHomeConnection - Requires connection to homeworld to operate.
    minimumCrew - Minimum number of crew that must be in the host part in order to run the converter.
    NOTE: Snacks Processor and Soil Recycler don't use these.
  • Fixed NREs generated when converters are added in the editor.
  • Fixed issue where Snacks wasn't being added to parts in the editor.
  • Fixed debug info in SnacksProcessor.
  • Fixed issue where Snack supply window wasn't being updated when the window is opened and snack time happens.

1.16

02 Jun 18:49
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  • Added new celestial bodies filter to the snacks supply window.

  • Snacks will now run simulations on a vessel's supplies and converters to estimate how long the vessel's snacks will last.
    NOTE: For the simulator to work properly, be sure to visit all your in-flight vessels that have crews aboard after installing this update.
    NOTE: The simulator cannot simulate drill operations.

  • Made some improvements to background converter processing. As a bonus, power production & consumption are also run in the background- with Kopernicus support for solar arrays.

  • SnacksConverter now lists the yield resources in the part info window, and shows yield production time remaining in the PAW.

  • Snacks and other resources consumed per day are now calculated based on the solar day length of the homeworld instead of set to the stock 6hrs/24hrs. I'm looking at you, JNSQ...

1.15

18 May 18:42
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  • Fixed issue where vessels spawned in game for rescue contracts lacked Snacks.
  • Fixed integration issue with WalkAbout.
  • The Soil Recycler now uses the Converter Skill from Engineers instead of the Science Skill. Yup, Scientists make Snacks from rocks and (sanitation) Engineers recycle Soil into Snacks.
  • The converter and recycler won't automatically shut down if they lack an input resource or an output resource is full. Instead they'll wait until they get what they need.
  • Updated the recycler/processor info view in the editor's part description window.

1.14

11 May 19:36
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  • Fixed Restock whitelist

1.13

22 Apr 02:43
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  • Fixed recycler and processor efficiency calculations.
  • Other bug fixes.

1.12

16 Apr 03:02
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  • Updated for KSP 1.7
  • Bug fixes

1.11.5

30 Mar 15:38
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  • Fixed empty mass for the radial snack tin to be in line with similar parts.
  • Fixed snack resources being locked by default when Snacks are added to in-flight vessels.
  • Fixed efficiency processing; processors and recyclers output efficiency should now be 10% to 100% efficient based on their efficiency setting.
  • Fixed issue where converters and processors wouldn't run in the background without at least one Kerbal aboard.
  • Fixed issue where the Snacks Processor and Soil Recycler wouldn't produce the proper amount of resources while the vessel is in physics range.
  • Reduced the amount of Snacks per day produced by the stock Mobile Processing Lab. It was a bit OP...
  • Snack tins now tell you what their resource options are in the part info view.
  • Added new SnacksConverter part module. It serves as the basis for the existing Snacks Processor and Soil Recycler. It can also produce "YIELD_RESOURCE" units over time just like the greenhouse from Wild Blue Tools. You can even assign effects to the converter!
    NOTE: Snacks won't be getting a greenhouse of its own; it's intended to be a lightweight life support system, but I recognize that some players want more sophisticated capabilities. So the tools are there for others to expand upon...

1.11.1

03 Nov 02:31
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  • Updated for KSP 1.5.X
  • The Snack Processor and Soil Recycler will now automatically shut down if the vessel's ElectricCharge reserves drop below 5%.

1.10.0

03 Apr 21:33
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  • Fixed NRE causing the Settings menu to not appear.
  • Kerbals can now die from a lack of Snacks! This penalty is trned OFF by default, and you can change the number of skipped meals before a kerbal dies in the settings menu. Kerbals listed as exempt will never starve to death.

1.9.0

20 Mar 17:41
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  • Recompiled for KSP 1.4.1