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[1.3] MaErDa Corp : Dev Blog V0.97


Warsoul

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fD9mB2O.jpg

Added :

- Atlander 2 (T-Series (New))
- Landing Legs T-Series

 

Fixed :

- BL2 Pack Nodes
- Executor Engine 2 rework
- Minors Tweaks
- Horace Industrie Agency and Flag

Edited by Warsoul
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@horace : But you can made good screenshot at 4k

@Streetwind : I edited my techtree; can you check if ive done it correctly ?

Spoiler

@TechTree
{
//===========================================================================================
//                MaErDa Techtree Nodes
//===========================================================================================

    @RDNode:HAS[#id[MaErDaT0]]
    {
        @hideEmpty = False
        pos = -2625,1199,-1
    }
//--------------------0.625m----------------------------------------------------------------
    @RDNode:HAS[#id[MaErDaT1]]
    {
        @hideEmpty = False
        pos = -2900,1199,-1
    }
//------------------------------------------        
    @RDNode:HAS[#id[MaErDaT1a1]]
    {
        @hideEmpty = False
        pos = -2975,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT1a2]]
    {
        @hideEmpty = False
        pos = -2975,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT1a3]]
    {
        @hideEmpty = False
        pos = -2975,1500,-1
    }
//------------------------------------------        
    @RDNode:HAS[#id[MaErDaT1b1]]
    {
        @hideEmpty = False
        pos = -2825,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT1b2]]
    {
        @hideEmpty = False
        pos = -2825,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT1b3]]
    {
        @hideEmpty = False
        pos = -2825,1500,-1
    }
//------------------------------------------    
    @RDNode:HAS[#id[MaErDaT1c1]]
    {
        @hideEmpty = False
        pos = -2975,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT1c2]]
    {
        @hideEmpty = False
        pos = -2975,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT1c3]]
    {
        @hideEmpty = False
        pos = -2975,900,-1
    }
//------------------------------------------    
    
    @RDNode:HAS[#id[MaErDaT1d1]]
    {
        @hideEmpty = False
        pos = -2825,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT1d2]]
    {
        @hideEmpty = False
        pos = -2825,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT1d3]]
    {
        @hideEmpty = False
        pos = -2825,900,-1
    }
//--------------------1.25m----------------------------------------------------------------
    
    @RDNode:HAS[#id[MaErDaT2]]
    {
        @hideEmpty = False
        pos = -3200,1199,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT2a1]]
    {
        @hideEmpty = False
        pos = -3275,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT2a2]]
    {
        @hideEmpty = False
        pos = -3275,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT2a3]]
    {
        @hideEmpty = False
        pos = -3275,1500,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT2b1]]
    {
        @hideEmpty = False
        pos = -3125,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT2b2]]
    {
        @hideEmpty = False
        pos = -3125,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT2b3]]
    {
        @hideEmpty = False
        pos = -3125,1500,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT2c1]]
    {
        @hideEmpty = False
        pos = -3275,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT2c2]]
    {
        @hideEmpty = False
        pos = -3275,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT2c3]]
    {
        @hideEmpty = False
        pos = -3275,900,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT2d1]]
    {
        @hideEmpty = False
        pos = -3125,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT2d2]]
    {
        @hideEmpty = False
        pos = -3125,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT2d3]]
    {
        @hideEmpty = False
        pos = -3125,900,-1
    }
//--------------------2.5m----------------------------------------------------------------
    @RDNode:HAS[#id[MaErDaT3]]
    {
        @hideEmpty = False
        pos = -3500,1199,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT3a1]]
    {
        @hideEmpty = False
        pos = -3575,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT3a2]]
    {
        @hideEmpty = False
        pos = -3575,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT3a3]]
    {
        @hideEmpty = False
        pos = -3575,1500,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT3b1]]
    {
        @hideEmpty = False
        pos = -3425,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT3b2]]
    {
        @hideEmpty = False
        pos = -3425,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT3b3]]
    {
        @hideEmpty = False
        pos = -3425,1500,-1
    }
//------------------------------------------
    
    @RDNode:HAS[#id[MaErDaT3c1]]
    {
        @hideEmpty = False
        pos = -3575,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT3c2]]
    {
        @hideEmpty = False
        pos = -3575,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT3c3]]
    {
        @hideEmpty = False
        pos = -3575,900,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT3d1]]
    {
        @hideEmpty = False
        pos = -3425,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT3d2]]
    {
        @hideEmpty = False
        pos = -3425,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT3d3]]
    {
        @hideEmpty = False
        pos = -3425,900,-1
    }
//--------------------3.75m----------------------------------------------------------------
    @RDNode:HAS[#id[MaErDaT4]]
    {
        @hideEmpty = False
        pos = -3800,1199,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT4a1]]
    {
        @hideEmpty = False
        pos = -3875,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT4a2]]
    {
        @hideEmpty = False
        pos = -3875,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT4a3]]
    {
        @hideEmpty = False
        pos = -3875,1500,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT4b1]]
    {
        @hideEmpty = False
        pos = -3725,1300,-1
    }
    @RDNode:HAS[#id[MaErDaT4b2]]
    {
        @hideEmpty = False
        pos = -3725,1400,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT4b3]]
    {
        @hideEmpty = False
        pos = -3725,1500,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT4c1]]
    {
        @hideEmpty = False
        pos = -3875,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT4c2]]
    {
        @hideEmpty = False
        pos = -3875,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT4c3]]
    {
        @hideEmpty = False
        pos = -3875,900,-1
    }
//------------------------------------------
    @RDNode:HAS[#id[MaErDaT4d1]]
    {
        @hideEmpty = False
        pos = -3725,1100,-1
    }
    @RDNode:HAS[#id[MaErDaT4d2]]
    {
        @hideEmpty = False
        pos = -3725,1000,-1
    }
    }
    @RDNode:HAS[#id[MaErDaT4d3]]
    {
        @hideEmpty = False
        pos = -3725,900,-1
    }
//------------------------------------------
//===========================================================================================
//                MaErDa Techtree Defs
//===========================================================================================
    RDNode
    {
        id = MaErDaT0
        title = MaErda R&D Partnership
        description = While researching alone is never a good idea; MaErDa Corp give you the opportunity to access to their new prototypes in exchange of some of your exploration's research and your money of course !
        cost = 50
        hideEmpty = False
        nodeName = node1_maerdat0
        anyToUnlock = False
        icon = maerdat0
        pos = -2625,1199,-1
        scale = 0.6
        Parent
        {
            parentID = start
            lineFrom = LEFT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1
        title = MaErda 0.625m Form Factor
        description = 0.625m Branch of MaErDa R&D
        cost = 65
        hideEmpty = False
        nodeName = node1_maerdat1
        anyToUnlock = False
        icon = maerdat1
        pos = -2900,1199,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT0
            lineFrom = LEFT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1a1
        title = MaErda 0.625m pods
        description = 0.625m Branch of MaErDa Pods
        cost = 65
        hideEmpty = False
        nodeName = node1_maerdat1a1
        anyToUnlock = False
        icon = maerdat1a
        pos = -2975,1300,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1
            lineFrom = LEFT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1a2
        title = MaErda High-Tech 0.625m pods
        description = 0.625m High-Tech Branch of MaErDa Pods
        cost = 250
        hideEmpty = False
        nodeName = node1_maerdat1a2
        anyToUnlock = False
        icon = maerdat1a
        pos = -2975,1400,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1a1
            lineFrom = RIGHT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1a3
        title = MaErda 0.625m pods Prototypes
        description = 0.625m Branch of MaErDa Pods Prototypes
        cost = 500
        hideEmpty = False
        nodeName = node1_maerdat1a3
        anyToUnlock = False
        icon = maerdat1a
        pos = -2975,1500,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1a2
            lineFrom = RIGHT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1b1
        title = MaErda 0.625m Utils
        description = 0.625m Branch of MaErDa Utils
        cost = 65
        hideEmpty = False
        nodeName = node1_maerdat1b1
        anyToUnlock = False
        icon = maerdat1b
        pos = -2825,1300,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1
            lineFrom = RIGHT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = MaErDaT1b2
        title = MaErda High-Tech 0.625m Utils
        description = 0.625m High-Tech Branch of MaErDa Utils
        cost = 250
        hideEmpty = False
        nodeName = node1_maerdat1b2
        anyToUnlock = False
        icon = maerdat1b
        pos = -2825,1400,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1b1
            lineFrom = LEFT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = MaErDaT1b3
        title = MaErda 0.625m Utils Prototypes
        description = 0.625m Branch of MaErDa Utils Prototypes
        cost = 500
        hideEmpty = False
        nodeName = node1_maerdat1b3
        anyToUnlock = False
        icon = maerdat1b
        pos = -2825,1500,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1b2
            lineFrom = LEFT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = MaErDaT1c1
        title = MaErda 0.625m Tanks
        description = 0.625m Branch of MaErDa Tanks
        cost = 65
        hideEmpty = False
        nodeName = node1_maerdat1c1
        anyToUnlock = False
        icon = maerdat1c
        pos = -2975,1100,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1
            lineFrom = LEFT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1c2
        title = MaErda High-Tech 0.625m Tanks
        description = 0.625m High-Tech Branch of MaErDa Tanks
        cost = 250
        hideEmpty = False
        nodeName = node1_maerdat1c2
        anyToUnlock = False
        icon = maerdat1c
        pos = -2975,1000,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1c1
            lineFrom = RIGHT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1c3
        title = MaErda 0.625m Tanks Prototypes
        description = 0.625m Branch of MaErDa Tanks Prototypes
        cost = 500
        hideEmpty = False
        nodeName = node1_maerdat1c3
        anyToUnlock = False
        icon = maerdat1c
        pos = -2975,900,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1c2
            lineFrom = RIGHT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT1d1
        title = MaErda 0.625m Engines
        description = 0.625m Branch of MaErDa Engines
        cost = 65
        hideEmpty = False
        nodeName = node1_maerdat1d1
        anyToUnlock = False
        icon = maerdat1d
        pos = -2825,1100,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1
            lineFrom = RIGHT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = MaErDaT1d2
        title = MaErda High-Tech 0.625m Engines
        description = 0.625m High-Tech Branch of MaErDa Engines
        cost = 250
        hideEmpty = False
        nodeName = node1_maerdat1d2
        anyToUnlock = False
        icon = maerdat1d
        pos = -2825,1000,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1d1
            lineFrom = LEFT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = MaErDaT1d3
        title = MaErda 0.625m Engines Prototypes
        description = 0.625m Branch of MaErDa Engines Prototypes
        cost = 500
        hideEmpty = False
        nodeName = node1_maerdat1d3
        anyToUnlock = False
        icon = maerdat1d
        pos = -2825,900,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1d2
            lineFrom = LEFT
            lineTo = LEFT
        }
    }
    RDNode
    {
        id = MaErDaT2
        title = MaErda 1.25m pods
        description = 1.25m Branch of MaErDa Pods
        cost = 125
        hideEmpty = False
        nodeName = node1_maerdat2
        anyToUnlock = False
        icon = maerdat2
        pos = -3200,1199,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT1
            lineFrom = LEFT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT2a1
        title = MaErda 1.25m Rocket
        description = 1.25m Branch of MaErDa Rocket
        cost = 125
        hideEmpty = False
        nodeName = node1_maerdat2a1
        anyToUnlock = False
        icon = maerdat2a
        pos = -3275,1300,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT2
            lineFrom = LEFT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT2a2
        title = MaErda High-Tech 1.25m Rocket
        description = 1.25m High-Tech Branch of MaErDa Rocket
        cost = 500
        hideEmpty = False
        nodeName = node1_maerdat2a2
        anyToUnlock = False
        icon = maerdat2a
        pos = -3275,1400,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT2a1
            lineFrom = RIGHT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT2a3
        title = MaErda 1.25m Rocket Prototypes
        description = 1.25m Branch of MaErDa Rocket Prototypes
        cost = 1000
        hideEmpty = False
        nodeName = node1_maerdat2a3
        anyToUnlock = False
        icon = maerdat2a
        pos = -3275,1500,-1
        scale = 0.6
        Parent
        {
            parentID = MaErDaT2a2
            lineFrom = RIGHT
            lineTo = RIGHT
        }
    }
    RDNode
    {
        id = MaErDaT2b1
        title = MaErda 1.25m Utils
        description = 1.25m Branch of MaErDa Utils
        cost = 125
        hideEmpty = False
        nodeName = node1_maerdat2b1
        anyToUnlock = False
        icon = maerdat2b
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        Parent
        {
            parentID = MaErDaT4d2
            lineFrom = LEFT
            lineTo = LEFT
        }
    }

//===========================================================================================
//         MaErDa Techtree End
//===========================================================================================
}

 

Edited by Warsoul
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It's not correct, no.

What you really need is a general understanding of Squad's ConfigNode syntax. I'll try to provide that, but it'll happen tomorrow, because right now I need to head out IRL.

(I had a quick look over your install instructions, and it should be very easy to convert them into standalone config files you can bundle with your download. I can give you those too, but I would rather help you understand how to do it yourself. You seem to be very eager to develop your mod, and the more knowledge you have, the more you will be able to do with it. :) )

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20 hours ago, Warsoul said:

The file you copied from is correct for its own purposes. However, you misunderstood what it does and why it does those things. Which is why it's good to start from the beginning. :wink: 

 

I'll start talking about ConfigNode. That is the name of the format that all of KSP's config files are written in. Module Manager is a mod that exists specifically to work with KSP's config files, so MM also speaks ConfigNode. If you understand this format, you understand almost all there is to know about handling config files.

The format is very simple: think of it as a series of boxes within boxes within boxes. Any box may contain some material and/or other boxes, which themselves may contain some material and/or other boxes... and so on. We call these boxes "nodes", as in configuration nodes, which is where the format gets its name. We call the material "fields", as in data fields, because they contain data. All nodes have at least one field in them, but usually more than one. Some nodes are subnodes that can only exist inside other nodes; but there are a few nodes which can exist on their own. I call these "top level nodes", and they are very important, so pay attention to them.

Nodes look like this: NodeName { }
Fields look like this: fieldName = dataValue

PART {
    name = something
    cost = something
    title = something
    ...
    
    ModuleEngines {
    	name = something
        thrust = something
        ...
        
        atmosphereCurve {
            key = something
            key = something
        }
    }
    
    RESOURCE {
    	name = something
        amount = something
        ...
    }
}

In this example, PART  { } is the top level node. ModuleEngines { } is a subnode that adds the functionality necessary to make this part a reaction engine. RESOURCE { } is a subnode that adds the functionality to make this part store an amount of a resource. Neither ModuleEngines { } nor RESOURCE { } can exist on their own; they are not top level nodes and only live inside a PART { } node. Finally, atmosphereCurve { } is a subnode of a subnode - it can only live inside ModuleEngines { } and its derivates.

You'll notice that almost every node has a "name" field; this field is extremely important, and there are only very few special nodes that do not have a name. atmosphereCurve { } is such a special, nameless subnode. For most nodes, the name field is a unique value that identifies the node, but in the RESOURCE { } node, it pulls double duty: it also tells the game which resource should be stored.

Every node is opened and closed by curly brackets. Fields are never opened or closed; they are just single data values.

 

When the game is launched, it looks for files inside the GameData folder that end in .cfg, and reads their contents. (There are a few locations outside that directory where Squad has placed config files too, but those are special cases that the game is hardcoded to know about.) When the game finds a top level node inside a config file, then it loads that node and anything it contains. When it finds anything else - even valid nodes that are not top level nodes - it either throws an error, or it just ignores it and moves on. This is why top level nodes are important: they tell the game "I am a piece of content of type XYZ, load me".

In turn, this means: if you want to add something to the game, you need to find out two things:
- How to write the configuration for the thing. You successfully did this for your agents, your resources, and your tech nodes.
- What top level node is used to tell the game to load that kind of thing. This is the part you didn't understand before. Hopefully the above explanation helps you understand it now.

 

Let's go through it together.

The easiest way to find out how something is done is by looking up how other mods - or even KSP itself - does the thing. So you go into your KSP installation, into the Squad folder inside GameData, and you find and open agents.cfg. In there, you find how an agent is defined. You use an AGENT { } node and fill out its fields and subnodes with the data you want.

But what you also find there is that the AGENT { } node is not inside any other node. AGENT { } is a top level node, just like PART { } is.

That means: you don't need to tell players to copy your agents into Squad's config file. Just make a file of your own that ends in .cfg, put your agents in it, and bundle it with your mod download. The game will find the config file, read it, discover the top level nodes, and load them into the game. Done! It's the same thing as with making a new part. Any loose .cfg file will do, as long it is somewhere inside GameData.

 

The same thing is true for RESOURCE_DEFINITION { }. That is also a top level node. Just put them in your own config file.

Ore distribution configurations? Also all top level nodes in their own right. Just put them in your own config file.

 

Then we get to the tech tree. And here you will discover that RDNode { } is unfortunately not a top level node. They all sit inside a TechTree { } node, which is the top level in this case.

And if you now think: "make a config file of my own, open a TechTree { } node at the top, and put all my new RDNodes inside it"... you would almost be correct. Usually that's exactly what you must do. But you cannot do it with TechTree { }. Because when you look at it, you will see that it is one of those very rare nodes that does not have a name field. That means that this one is unique. There can only ever be one tech tree. The game will not load multiple ones, and probably error out if you try to make it. So your only choice is to somehow get your RDNodes into the existing TechTree { } node that Squad's own config file is opening.

You can do this by telling your players to copy your RDNodes into that file. But this is a bad idea, for multiple reasons. One, it creates extra work for players, and you can bet that some of them will get it wrong and come to you to report bugs that are their own fault entirely. Two, what if every single mod in KSP did this? Installing and uninstalling mods would be an unmanageable nightmare! Three, it can cause serious incompatibilities, when two mods try to modify the same thing. Four, if a player needs to repair their installation via Steam's file verification function, it nukes all your changes to the stock files and thus breaks your mod. Full reinstalls are similarly problematic.

Instead, you should use Module Manager, which is a mod that solves all four of the problems above, and is singlehandedly responsible for why modding KSP is so versatile and easy and broadly compatible. Have you praised sarbian yet today, citizen?

But that was already a lot of text, and before I start talking about Module Manager, I want to see if you have any questions. I know English is not your native language, but unfortunately my French is much worse than your English, so I cannot explain it to you that way. If there's anything you didn't understand, please tell me and I'll try explaining it in a different way. :) 

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Thats okay ! But where i find theses lists of Top nodes and slaves nodes ?

 

In short; all my Top node are okay exept my technodes who need to be implanted in a runtime file via MM. Each slaves nodes have to be inserted in a Part { }

But what i need; it's the syntax on how to add technode with MM.

 

Edited by Warsoul
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There are no lists. You just look at how someone else (usually Squad) wrote their configs.

If the node is not inside anything else, like PART { } or AGENT { }, then it automatically is a top level node. There are no tricks or hidden pitfalls in this case - either there is a node above them, or there isn't. Easy :) 

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@TechTree:FOR[MaErDa] 
{

            RDNode
            {
                id = MaErDaT0
                title = MaErda R&D Partnership
                description = While researching alone is never a good idea; MaErDa Corp give you the opportunity to access to their new prototypes in exchange of some of your exploration's research and your                       money of course !
                cost = 50
                hideEmpty = False
                nodeName = node1_maerdat0
                anyToUnlock = False
                icon = MaErDa/CFG/maerdat0
                pos = -2625,1199,-1
                scale = 0.6
                Parent
                {
                    parentID = start
                    lineFrom = LEFT
                    lineTo = RIGHT
                }
            }

    

}

Edited by Warsoul
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Almost! :)

But the PART stuff is wrong. You're not declaring a vessel building part, you're declaring research nodes inside a tech tree. The RDNode doesn't sit inside a PART node, it sits inside a TechTree node.

You have opened TechTree correctly, with the Module Manager command for "change this", which is the @ symbol. Now all you need inside that are your RDNodes.

@TechTree:FOR[MaErDa]
{ 
    RDNode
    {
        id = MaErDaT0
        ...and so on...
    }
    RDNode
    {
        id = MaErDaT1
        ...and so on...
    }
    ...and so on...
}

The :FOR[ ] thingy tells Module Manager to (simply speaking) load this patch in the same position in the load order that your mod occupies. This is completely optional, but it's good style to include it, because it helps keep things orderly for players that install hundreds of mods which may or may not change the same thing and want stuff to happen in a specific order. Some very complex mods, like RealPlume, are incredibly sensitive about the timing and order its patches execute in.

Edited by Streetwind
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When you change your download to include your own config files, remember to tell your existing players that they need to purge the stuff they copied into Squad's files again. Else stuff will load twice, which is almost guaranteed to create massive errors.

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@Streetwind : Not Working, what i does wrong ?

Spoiler

@TechTree:FOR[MaErDa] 
{
    RDNode
        {
               id = MaErDaT0
               title = MaErda R&D Partnership
               description = While researching alone is never agood idea; MaErDa Corp give you the opportunity to access to their new prototypes in exchange of some of your exploration's research.
               cost = 50
               hideEmpty = False
               nodeName = node1_maerdat0
               anyToUnlock = False
               icon = MaErDa/CFG/maerdat0
               pos = -2625,1199,-1
               scale = 0.6
               Parent
               {
                    parentID = start
                    lineFrom = LEFT
                    lineTo = RIGHT
               }
     }

}

 

Edited by Warsoul
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