maxVolume = 0 in ModuleKISInventory config breaks inventory in editor
shadowmage45 opened this issue ยท 3 comments
Setting 'maxVolume = 0' in the ModuleKISInventory configuration results in an unusable inventory while in the editor. The inventory button reads 'Seat 0 Inventory' even on parts without crew capacity. Even if the volume is later increased (through external mod code), any parts placed into the inventory are lost when the craft is launched into the flight scene.
If the ModuleKISInventory config has a maxVolume > 0 specified, the part functions normally in the editor. Even if the maxVolume is later reduced to 0 through external code, the inventory still functions properly in the editor.
Can be duplicated when the following patch is used to add the ModuleKISInventory to the stock FLT-100 fuel tank (or any other part):
@PART[fuelTankSmallFlat]:NEEDS[KIS]
{
MODULE
{
name = ModuleKISInventory
maxVolume = 0
externalAccess = true
internalAccess = true
slotsX = 4
slotsY = 4
slotSize = 50
itemIconResolution = 128
selfIconResolution = 128
openSndPath = KIS/Sounds/containerOpen
closeSndPath = KIS/Sounds/containerClose
defaultMoveSndPath = KIS/Sounds/itemMove
}
}
Full log file:
KSP.log
output_log.txt
(will try to upload a cleaner log without all the other mods' spam in it)
System Specs:
i5-2500k - 24gb DDR3 - GTX970 - Win10-64bit
Using steam version of KSP, 64bit, copied/relocated for dev work, located in F:/KSP130/
Please let me know if there was any further information I can provide.