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Missing autostrut with ext. tweakables enabled


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Hello fellow spacefarers,

may it be, that the availability of the autostrut feature is affected by mods? I have extended tweakables enabled and for testing purposes maxed out all facility upgrades and completed the tech tree. Iam using the "less real than realism" with a hand full of accompanying mods. I am not that competent with file fiddling. But I could imagine, that the requirement for unlocking the feature in career are not met by the techtree of the mod. In sandbox it works just fine.

Any help would be much appreciated? Sadly I am not able to provide a full list of mods used at the moment, but could post it tonight.

Thanks!

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Yeah, this is on me.  As you guessed, it's looking for the wrong techtree node.  LRTR uses the custom RP-1 tech tree which doesn't have the same node names.

If you feel comfortable with adding a ModuleManager cfg you can create a new text file (call it mypatches.cfg or something similar) and save it to the GameData folder.  Add the following:

@PHYSICSGLOBALS
{
	@autoStrutTechRequired = materialsScienceHuman
}

If you want it right away you can change materialsScienceHuman to start.  I'll fix this in the next update.  Not sure when this will happen though.

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