Releases: Angel-125/Snacks
1.16.1
- 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
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Added new celestial bodies filter to the snacks supply window.
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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.
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SnacksConverter now lists the yield resources in the part info window, and shows yield production time remaining in the PAW.
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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
- 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
1.13
1.12
1.11.5
- 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
1.10.0
- 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.