Snacks was originally published by Troy Gruetzmacher (tgruetzm) in August of 2014. It offered a novel and lightweight solution to life support for those that didn't want the complexity of more sophisticated mods like TAC Life Support. Two years later, the game has advanced and while the original author appears to have moved on, it was time to give Snacks an update.
Features: - Friendly, lightweight life support system - Highly configurable to support your play style - Optional consequences that won't brick your mission
Snacks Continued retains the simplicity of the original mod while adding new options. You can configure things like snacks consumed per meal, meals per day, enable/disable recycling, recycling efficiency, and various penalties for hungry kerbals including reputation loss, fines, and partial loss of vehicle control. You can even enable/disable random snacking if desired. Just like with the stock CommNet, the penalties won't brick your mission. All of these options are found in the Game Difficulty screen. And if you're new to Snacks Continued, please consult the KSPedia.
Released on 2022-04-14
Released on 2022-03-29
Released on 2021-08-04
Released on 2021-04-29
Released on 2021-04-22
Fixed issue where Snacks wasn't being added to crewable parts.
Released on 2021-03-26
Released on 2021-03-22
Released on 2021-03-13
Changes
Released on 2020-08-06
Released on 2020-07-30
New Feature - Stresstimator: If you have Stress enabled, then you'll get a new button in the in-flight Snacks window to open the Stresstimator. This window helps you estimate the max Stress that your crew can take based on the crewable parts that you select. Since kerbals can get Stressed Out when moving from vessels with a lot of available crew capacity to vessels without much available crew capacity, the Stresstimator helps you avoid kerbals getting Stressed Out if they have accumulated Stress, you move them to a docked vessel, and then undock the vessel. Given the game design, it's very difficult to do the Stress estimate automagically, so the Stresstimator is better than nothing...
Released on 2020-07-28
Released on 2020-04-25
Bug fixes for Air and Stress resources and events.
Released on 2020-02-15
Released on 2020-02-11
Released on 2019-10-22
Fixed max KSP version.
Released on 2019-10-21
Released on 2019-09-26
Released on 2019-09-08
Released on 2019-08-30
Released on 2019-08-17
Released on 2019-08-07
Released on 2019-08-06
Released on 2019-07-27
Released on 2019-07-16
Released on 2019-07-12
Released on 2019-06-30
When I started reworking Snacks to add in the penalty system, I tried to follow the same design philosophies that Squad did when making KerbNet: make it a challenge but don't brick your game or save. I've kept that philosophy and stuck to the original concept as a lightweight life support system as I've made improvements over the years. This update is the collmination of weeks of work that keeps the simplistic life support out of the box but opens the doors to so much more. All it needs is a bit of legwork on your part, but there are plenty of examples.
I'm happy to say that Snacks is feature complete!
Custom Life Support Resources: Snacks now has the ability to define custom life support resources besides just Snacks! All it takes is a config file. With this feature you can: - Define your own life support resource to consume and/or produce. - Optionally track its status in the vessel snapshot window- with support in the multithreaded simulator! - Optionally apply one or more outcomes (like penalties) if the consumed resource runs out, or if space for the produced resource is full.
As an example of a tracked resource, check out the LifeSupportResources folder for the FreshAir.txt file. Rename it with the .cfg extension to enable it. NOTE: You can make FreshAir using the stock ISRU and mini ISRU, and all the stock crew cabins have Air Scrubber converters to turn StaleAir into FreshAir.
New Part: SOCS! Similar to the real-world Solid Fuel Oxygen Generator, the Solid Oxium Candle System burns a solid fuel to produce Fresh Air. Once started it can't be stopped and it might explode... It's available at the Survivability tech tree node, and only available if you enable Air.
Roster Resource: Roster resources can now be defined via the SNACKS_ROSTER_RESOURCE config node. A roster resource is a characteristic of a kerbal as opposed to a resource stored in a part. Better yet, the SnacksConverter can work with roster resources- with background processing!
New penalty: The OnStrikePenalty removes a kerbal's skill set without turning him or her into a tourist. That way, should you uninstall the mod for some reason, you won't brick your mission or game.
Stress: You now have an optional resource to keep track of: Stress! Stress reflects the difficulties of living in confined spaces for extended periods of time. The more space available, reflected in a vessel's crew capacity, the longer a kerbal can live and work without getting stressed out. Events like a lack of food and FreshAir, arguments with other crew members, and low gravity can also cause Stress. And when a kerbal gets stressed out, they'll stop using their skills. You can reduce Stress by letting the kerbal hang out in the Cupola, but you won't gain use of their skills while they're relaxing. To enable Stress, just rename the LifeSupportResources/Stress.txt with the .cfg extension and restart your game. If you already have Kerbal Health then you won't need Stress, but it can serve as an example for how to use roster resources.
And if you have BARIS installed, part failures and staging failures will cause Stress!
Events: Random snacking is now reworked into an event system to add flavor to the game. Kerbals might get the munchies, or eat bad food. Maybe a crew member snores and it causes Stress. With a host of preconditions and outcomes, you can make a number of different and entertaining events. Check out the Snacks.cfg file for examples.
Wiki: updates describe all the preconditions, outcomes and events along with other API objects.
Released on 2019-06-22
Released on 2019-06-18
Released on 2019-06-09
Released on 2019-06-05
Released on 2019-06-02
Added new celestial bodies filter to the snacks suppy 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...
Released on 2019-05-18
Released on 2019-05-11
Fixed Restock whitelist
Released on 2019-04-22
Released on 2019-04-16
Released on 2019-03-30
Released on 2018-12-27
Recompiled for KSP 1.6
Released on 2018-11-03
Fixed version complaints
Released on 2018-11-03
Released on 2018-04-03
Released on 2018-03-20
Released on 2018-02-21
Released on 2018-02-05
Released on 2017-10-07
Released on 2017-05-28
Released on 2017-02-27
Released on 2017-01-06
Released on 2016-12-11
KSP 1.2.2 update
Released on 2016-12-02
Released on 2016-11-18
Released on 2016-11-09
Released on 2016-11-02
Released on 2016-10-23
Released on 2016-10-18
Released on 2016-10-17
New events onBeforeSnackTime: Called before snacking begins. onSnackTime: Called after snacking. onSnackTick: called during fixed update right after updating the vessel snapshot. onConsumeSnacks: Called right after calculating snack consumption but before applying any penalties. Gives you to the ability to alter the snack consumption. onKerbalsMissedMeal: Called when a vessel with kerbals have missed a meal.
Released on 2016-10-13
Released on 2016-10-12
Released on 2016-10-10
No changelog provided
Released on 2016-10-10
No changelog provided
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