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About ev0

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  1. These tier nodes are not in your mod yet, correct? I don't see them even with HETTN not installed, so I can't run any tests yet on some code that I wrote to keep those nodes unhidden.
  2. They are in the in-game Difficulty Settings, either when starting a new game or for an existing game. For an existing game, they're found at: Esc->Settings->Difficulty Settings (at the top)->Hide Empty Tech Tree Nodes tab
  3. That works! I can use the "tier" field and match them to the IDs for your tier names.
  4. Hmm I think I'd prefer you write a note, but if you want to use MM to add a field called something like "alwaysShow = True" or "hettnOverride = True" or something to the RDNode modules then I I'd be okay with checking for that an not hiding those nodes. Edit: Oh, but if you have those high tier nodes always unhidden, but the player didn't install any parts for those tiers so the relevant tech nodes are all hidden, then those tier nodes would just be randomly hanging on their own... Instead of the above pre-edit post, how about adding a "techTier=##" field (e.g. techTier=5) to ea
  5. It would be tough. Since the default value for the "hideEmpty" field is usually "false", I'd need to have an MM patch set them to "true". There's two paths, but it's a bit complicated: Option 1: I write the patch, but it would need to run after the CTT, ETT, KTT, and all the other tech trees. I'm not sure of any clean combination of MM keywords like LAST and AFTER that would ensure the default behavior of this mod. To ensure it works correctly I'd probably need a messy "AFTER[CTT|ETT|KiwiTechTree|etc|etc]" and would need to update it. Then those tech trees need to run their patches
  6. I wrote the above MM patch. I guess it made its way to a different post where you were able to grab it. I want the default behavior of this mod to be to hide empty tech tree nodes (the name of the mod!), so I hardcode all empty nodes to be hidden within the plugin's dll. Unless that "Use RDNode Settings" option is enabled, in which case it uses whatever is in the "hideEmpty" field directly. The above patch helps out with that (the default value for "hideEmpty" is usually "false", which I don't want), but the player does need to remember to enable the correct option, too. Any thoug
  7. I'll put my vote in for MM! But I was able to get this mod to work with the ETT as is, so there's no actual pressure to change. So now worries. I accidently had the CTT installed at the same time as the ETT during my tests, and since they're incompatible the tree didn't load correctly. Too many duplicate nodes, and my plugin's error checks for that were broken, so the plugin errored out. But if you just have the ETT installed (even with the stock tech tree), then my pre-release seems to work. Just FYI in case it's useful info for you; this plugin uses the MM generated tech tree, and t
  8. I think something like that only works from the R&D screen. Otherwise the game is telling me the RDController.Instance is null from the KSC screen or in flight. I think you also need to make sure to call other members in RDController.Instance.techTree to get the mod's RDNodes to load properly (like WipeTechTree , ReLoad, and/or SpawnTechTreeNodes, etc.). But the game needs to know the loaded TechTree node while in flight in order to get the correct bonus that you get when you find one of the Space Odyssey monoliths. Is something like the code example below more appropriate? It see
  9. Could you post your log for me to download and look at? You can use Dropbox or something.
  10. For Hide Empty Tech Tree Nodes, I have link to a pre-release you can download if you go towards the last page of the posts on the mod's forum page. I guess I should finalize it and put it on the main page.
  11. Ha, I didn't mean you should remove a stock file, but if it works as a hotfix for you then go for it, right?
  12. Yep, as long as a mod uses ModuleManager to modify the single stock TechTree node then I think it'll work. @hemeac If you've noticed any incompatibilities with this mod and Kiwi's Tech Tree Overhaul, let me know and I'll see if I can fix them.
  13. Not sure if it's the source of the problem, but that log file shows the following error (among a bunch of probably unrelated errors, btw). [ERR 01:01:13.023] Cannot find a Module of typename 'YT_TechTreesScenario' Also, KSP 1.11 now loads in all TechTree nodes from any .cfg file in the GameData folder instead of relying on a URL to the tech tree file. I'm not sure if Yonge Tech does anything special to stop this, but the game is trying to load in EngTechTree.cfg and the stock TechTree.cfg at the same time now. Simply specifying the URL to the tech tree file you want to load doesn't do
  14. Pre-Release v1.3.0 for KSPv1.11.0 Fixed HETTN tech tree node not loading properly in KSPv1.11 Fixed Propagate Science option getting stuck in infinite loop @etmoonshade Here's a GitHub link to a pre-release for the mod for those that want to try it out. Just download the .zip file there (top file only, ignore the source code downloads) and extract it into your game like normal. Let me know if it works. Download Details KSP v1.11 now loads all TechTree nodes in .cfg files that are the GameData folder. Simply specifying the file path to the TechTree node you wan
  15. Is there a new way load a single TechTree node from a single file after startup now? My mod created a file with a single TechTree node on the fly, derived from the ModuleManager tech tree. The file contents change based on the user's game settings, which they could change mid game if they wanted. Assigning my file's URL to "HighLogic.CurrentGame.Parameters.Career.TechTreeUrl" was all I needed to do to load my modded tech tree, but that doesn't seem to work anymore.
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