Cabin lights that actually light the cabin, native Linux launch, multi-install, and a bake that refuses to build from a stale picture of your install.
Highlights
- Lights you place now light the cabin. An ASET or MAS light prop ships with its lamp at zero brightness; IVA Forge now writes that starting value into the patch, scoped to the cabin and part you edited. If the cabin already has its own dimmer, nothing is written — its author wanted it off at start-up.
- A light you place obeys the cabin's own light switch. Where the interior has one (the
FLIGHT DECK LIGHTbutton and its kin), the light you drop is wired to it: same collider, same saved state. No extra prop appears. - The lights shelf tells you what lights and what does not before you drag it — lights up on its own / needs its own switch / decorative, never lights up, decided by the same code that writes the patch.
- Three ways the patch could come out half-written, closed: applying with no valid part, interiors shared by several parts, and a lights survey that could not run.
- Native Linux launch (
IVAForge.sh, POSIX launcher, XDG config, Steam andKSP.x86_64detection) and multi-install support (a catalog per install, with adoption of an existing one). - The bake refuses a stale picture of your install. Without
ModuleManager.ConfigCacheit now stops with one instruction instead of quietly building from the raw.cfgfiles on disk — those do not contain the props other mods inject, and apply to game would then delete them from your interior in flight with no error.
Full detail in CHANGELOG.md.
Download: IVAForge-v1.0.2-win64.zip (45.9 MB) — extract anywhere, run IVAForge.bat. Windows x64, KSP 1.12.x.
sha256 f37adb0e63133ee48d7d47c4b901229526cd822d816f0cf84cebc0373b5907f2