Removing accident rate stops kerbals spawing #92
Labels
bug 🐛
An issue with the system. Something isn't working... KSC... we have an error code
issue: code
issue type
type: fix
Iterations on existing features or infrastructure.
work: complicated
The situation is complicated, good practices used.
While working with Simplex Colonies I would prefer to have the accident rate at 0.0 (saves on having to wrote accident scripts which are localized).
I finally worked out why the current CurseForge MoarKerbals wouldn't spawn a kerbal on kloning, regardless on the resources required.
If the rate is 0.0 then the resources are removed - but the kerbal doesn't appear. If the rate is say 0.001, then the kerbal will appear.
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