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"Select a craft to load" UI in VAB broken


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I was editing a craft (included in.zip), saving it and after that I was not able to load another craft.
I deleted a mod and some crafts became useless but this one was loadable and so I edited it.
Usually it should be just shown a popup window telling me that parts are missing.

The UI looks like this:
6C74MNX.png

I tried it three times - leaving to SPC, entering VAB.

The log shows this chunk:

ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,ConfigNode].Add (System.String key, .ConfigNode value) [0x00000] in <filename unknown>:0 
  at ShipTemplate.LoadShip (.ConfigNode root) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftEntry.Init (System.IO.FileInfo fInfo, Boolean stock) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftEntry.Create (System.IO.FileInfo fInfo, Boolean stock, .Callback`1 OnSelected) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftBrowserDialog.BuildCraftList () [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftBrowserDialog.onVABtabToggle (Boolean st) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCall`1[System.Boolean].Invoke (System.Object[] args) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0 
  at UnityEngine.Events.UnityEvent`1[System.Boolean].Invoke (Boolean arg0) [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Toggle.Set (Boolean value, Boolean sendCallback) [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Toggle.Set (Boolean value) [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Toggle.set_isOn (Boolean value) [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Toggle.InternalToggle () [0x00000] in <filename unknown>:0 
  at UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0 
  at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0 
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

And later a shorter variant of it:

ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,ConfigNode].Add (System.String key, .ConfigNode value) [0x00000] in <filename unknown>:0 
  at ShipTemplate.LoadShip (.ConfigNode root) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftEntry.Init (System.IO.FileInfo fInfo, Boolean stock) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftEntry.Create (System.IO.FileInfo fInfo, Boolean stock, .Callback`1 OnSelected) [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftBrowserDialog.BuildCraftList () [0x00000] in <filename unknown>:0 
  at KSP.UI.Screens.CraftBrowserDialog.Start () [0x00000] in <filename unknown>:0 

After I deleted the obsolete (broken) craft files I was able to load the one craft that is okay:
VywhvCX.png

The full log:
https://www.dropbox.com/s/iltmro7p402jpc1/2017-05-17-1 KSP.log.zip?dl=1

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Hi I've seen this to when I've made an error with a mod part and it fails to load properly ,any craft saved with that part  in the ui becomes a prefab and it is very difficult to change any values on that prefab and not break the craft in some way , in it's worse case it breaks the ui  

In the case of the craft  you edited

[ERR 17:29:29.267] [ShipTemplate]: Could not locate root part in GD ComSat Lite 1 Quadruple Cluster Delivery II as 2 entries remain after eliminating all parts listed as children. This is probably wrong.

Which is obviously enough to knock it out

Edited by SpannerMonkey(smce)
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