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References the name of a PARTUPGRADE require do unlock the subtype
At least one subtype on every switcher must have no tech restriction (i.e. unlocks with the part), otherwise it will complain and remove the restriction from the first subtype
All subtypes are unlocked in sandbox regardless of whether upgrades are applied
Warning if the upgrade doesn't exist
If you attempt to load a craft with a locked subtype you get a warning that it was replaced with the highest priority unlocked subtype
Add defaultSubtypePriority to SUBTYPEs
Number (float) that determines a subtype's priority as the "default" subtype (i.e. the one that is chosen when you freshly add the part).
The subtype with the highest priority that is also unlocked will be chosen
If two subtypes have the same priority and both are unlocked, it will choose the first
The default value is zero.
Add basic implementation of module switching
HIGHLY EXPERIMENTAL
Subtypes now accept a MODULE node
inside is an IDENTIFIER node which is used to identify the module
it must have a name which is the same as the module
it can have any other fields that are used to identify the module
e.g. engineID on ModuleEngines
Identifying the module by nodes is not currently supported
It accepts a DATA node which provides new data to be loaded into the module
It accepts a moduleActive = false value which causes the module to be disabled
Not everything will work initially, custom handling will have to be added for some modules
Some modules are blacklisted for loading new data and disabling. This list is subject to change.