I've just posted a pull request to the repository to address this, but in case it isn't accepted you can add the following to the GameData/FieldTrainingFacility/Patches/FieldTrainingFacility.cfg
It happens because Kerbalism replaces the module that the science lab uses after this module applies it's own patch.
@PART[*]:HAS[@MODULE[Laboratory]]:FOR[FieldTrainingFacility]:AFTER[zzzKerbalismDefault]
{
@description:NEEDS[FieldTrainingFacility] ^= :(.)$:$0\n<#6495ED>Field Training Facility. </color>:
%MODULE[FieldTrainingFacility]:NEEDS[FieldTrainingFacility]
{
// Science Cost = TrainingFactor * exp needed * conditions(inSpace, Landed on other planet)
// example : landed on minmus, level 4->5 : 20 * 32 * 0.25 = 160
TimeFactor = 9201600
ECFactor = 4
SpaceFactor = 4
LandedFactor = 6
}
}
`