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Removing accident rate stops kerbals spawing #92

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theJesuit opened this issue Jan 13, 2022 · 2 comments
Open

Removing accident rate stops kerbals spawing #92

theJesuit opened this issue Jan 13, 2022 · 2 comments
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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.

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@theJesuit
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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.

@github-actions
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Thank you. Kindly read contributiing.md, code_of_conduct.md and styleguide.md.\n These are boilerplate.

@zer0Kerbal zer0Kerbal self-assigned this Jan 13, 2022
@zer0Kerbal
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sounds like a floating point issue.

@settings settings bot removed bug labels Mar 8, 2022
@zer0Kerbal zer0Kerbal added 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. labels Mar 18, 2022
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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.
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