Open Bazarnz opened 6 years ago
Ok, seems all of the parts are missing that setting. Some, however, do show up, others do not.
I don't understand why. But setting the category is working for me.
So, most (all?) parts that Kerbalism adds show up in the new Kerbalism category. It could be that it's set None here and then changed later by the MM patch that adds the category. On the forum thread, someone was mentioning that in 1.3.1 the Kerbalism category doesn't appear; is that what you are talking about?
That'd be correct. I'm using 1.3.1 I'm not seeing any non-stock tabs. So i guess thats why its not showing up.
The custom category code is broken in 1.3.1. Kerbalism use a custom category system that use the parts tags to identify them for its custom category, this is why you have no category defined.
As a temporary fix, you can add this in a *.cfg file and drop it anywhere in your gamedata folder :
@PART[kerbalism-activeshield]:NEEDS[FeatureRadiation]:FINAL { @category = Utility }
@PART[kerbalism-gravityring]:NEEDS[FeatureComfort]:FINAL { @category = Utility }
@PART[kerbalism-greenhouse]:HAS[@MODULE[*]]:FINAL { @category = Utility }
@PART[kerbalism-chemicalplant]:HAS[@MODULE[*]]:FINAL { @category = Utility }
@PART[kerbalism-container-*]:HAS[@RESOURCE[*]]:FINAL { @category = Utility }
@PART[kerbalism-container-*]:HAS[@MODULE[*]]:FINAL { @category = Utility }
Thanks gotmachine.
Just raising the issue that some of the parts (if not all), are missing a parts category classification, which results in them not showing up in parts menu when building a ship.
Example:
Kerbalism/Parts/RadialContainer/SmallRadialContainer.cfg
Changing "category = none" to "category = Utility" will allow the part to show up in the editor.