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Custom Tech Tree Configs


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I am attempting to put together a set of custom configs for Community Tech Tree. I am currently able to move parts to new nodes; here is an example of code I am using that works for this (in a .cfg file in my GameData folder):

Spoiler

@PART[WBI_KoronaLite|RLA_solid_small_short|RLA_solid_small_medium|sensorBarometer|sensorThermometer]:NEEDS[CommunityTechTree]
{
    @TechRequired = start
}

 

The issue I have is that this adds the parts to the desired node, but does not remove them from their original node. How can I fix this and make sure that there are no duplicate unlocks?

I am aware that an option is going to the .cfg file of each part in its mod folder (or in the case of stock parts, in the Squad folder) and editing the required tech tree node there, but I would like to avoid this if I can. The CTT github seems to imply that the aforementioned code should work, but evidently something is wrong with it.

Edited by septemberWaves
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43 minutes ago, septemberWaves said:

example of code I am using that works for this

This really works? I'm kinda surprised though since you use the " | " (logical OR) instead of a " , " (logical AND) for the list of parts, so from my understanding of MM patches, this should just move a single part from the list and not all of them...but I might be wrong there :confused:

Anyway, to your question: I assume you run KSP 1.6.x? AFAIK there is a little issue when moving parts to different tech nodes while using a savegame, which got created with the parts in their original location in the techtree. There is actually no reason for the parts to remain in the previous nodes and this bug creates a strange behaviourt on savegames ported from 1.4 to 1.6 since some stock parts got moved to different nodes.

TL;DR: Start a new game everytime you've moved a part somewhere else and it should be displayed properly. Unfortunately, I'm not aware of a different solution.

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2 minutes ago, 4x4cheesecake said:

This really works? I'm kinda surprised though since you use the " | " (logical OR) instead of a " , " (logical AND) for the list of parts, so from my understanding of MM patches, this should just move a single part from the list and not all of them...but I might be wrong there :confused:

It does work, interestingly enough. I have seen other tech tree mods (specifically, Simplex Tech Tree) using the "|" operator for such a purpose, which is why I used it.

3 minutes ago, 4x4cheesecake said:

Start a new game everytime you've moved a part somewhere else and it should be displayed properly.

Having just tested this, I can confirm that it works. I did not think to do that the first time (I was using a single savegame for a mod set that I am compiling for GPP), but I just tried a new save file and it works as I initially expected. Thank you for the help, in any case.

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