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Help! the Science Lab doesn't obey its cfg file!


Sokar408

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I have been trying to add my science modifier to the science lab (lets face it, if it doesn't apply there, why even have the science modifier in the first place?), however nothing seems to work. With MM I have tried making a patch with the following code:


// Adds difficulty multiplier to science lab

@PART[Large_Crewed_Lab]
{
@MODULE[ModuleScienceConverter]
{
@scienceMultiplier *= 0.3
}
}

when that didn't work, I tried:


// Adds difficulty multiplier to science lab

@PART[Large_Crewed_Lab]
{
@MODULE[ModuleScienceConverter]
{
@scienceMultiplier = 1.5
}
}

When that also didn't work, I went into the actual cfg file for the lab, largeCrewedLab.cfg, when down changed this:


MODULE
{
name = ModuleScienceConverter
scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x
researchTime = 7 //Larger = slower. Exponential!
scienceMultiplier = 5 //How much science does data turn into?
scienceCap = 500 //How much science can we store before having to transmit?
powerRequirement = 5 //EC/Sec to research
ConverterName = Research
StartActionName = Start Research
StopActionName = Stop Research
}

to this:


MODULE
{
name = ModuleScienceConverter
scientistBonus = 0.25 //Bonus per scientist star - need at least one! So 0.25x - 2.5x
researchTime = 7 //Larger = slower. Exponential!
scienceMultiplier = [B]1.5[/B] //How much science does data turn into?
scienceCap = 500 //How much science can we store before having to transmit?
powerRequirement = 5 //EC/Sec to research
ConverterName = Research
StartActionName = Start Research
StopActionName = Stop Research
}

Not even this changed the outcome. The lab keeps on producing science at a rate of 5 sci/data. Ofc I'm using a lab that is already sent up before trying to modify this, but I stopped the research, and restarted it after the change. I even checked the persistent.sfs file for the save, to see if the modifier gets saved there to the vessel itself, but I couldn't find any indication of that.

Anyone else tried and succeed in doing this?

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Well, you're actually decreasing the multiplier. You changed it from 5 to 1.5. Also, did you restart the game after you changed it?

Its suppose to be decreased. I got 30% science, so I'd expect the lab to generate 30% of the 5 science pr data it generates at a 100%

ScienceMultiplier is an int not a float. You're using the wrong data type.

I don't understand what that means :(

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