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KSP2 Release Notes
Everything posted by RoverDude
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Ahh good catch, and yep that would be correct
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Not for this one. Show me the lifesupport folder as well please. Also can you describe precisely what's happening in your own words?
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Still need this as it adds all of the resource maps and such And I can change the OP since it's 1.0.2 compatible
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Screenshot of your GameData folder and UmbraSpaceIndustries folder please.
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Module manager installed?
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Given the entire tree is visible by default, I'm ok with it in it's current implementation, also since most of the nodes have alternate paths, it's not too big of a stretch for us, as one poster noted above, to at least minimize if not eliminate dead nodes along the way.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
RoverDude replied to Yemo's topic in KSP1 Mod Releases
Hyperbole much? Our modding community has, in the past, thrived because even if we all didn't get along or necessarily cooperate, we at least made it a point not to break other people's stuff. This is pretty much how we've avoided the mod wars that plagued games like Minecraft, etc. - It's pretty clear that your position is pretty much the opposite. It's pretty low to take something offered up specifically to provide stability and consistency in tech node arrangement and rather than do your own thing, you actively and aggressively break it for other folks. So I guess we'll all have to start anticipating this going forward. - - - Updated - - - Yet it is in fact the truth, like it or not. But then I don't expect to find a lot of friends in this thread anyway- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
RoverDude replied to Yemo's topic in KSP1 Mod Releases
The difference is that Karbonite does not *break* the stock resource system, or any other mods that use it. There is a large difference between building on and extending vs. actively damaging.- 2,515 replies
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@kcs123 - this is why a lot of the nodes allow alternate paths. For example, the path to the USI Alcubierre drive takes a very different path than the KSPI one (Tho both land on the far right of the tree).
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[1.3.x] SETI, Unmanned before Manned [Patreon]
RoverDude replied to Yemo's topic in KSP1 Mod Releases
The more appropriate thing in this instance, if you want to fundamentally change that tree, would be to do a fork (and rename it to avoid conflict) vs. actively breaking it. It has a permissive license. Taking a community project that is meant to provide a drop-in solution that modders can depend on, and proceeding to aggressively break it is pretty much the opposite of community collaboration.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
RoverDude replied to Yemo's topic in KSP1 Mod Releases
See above. The issue was not hideEmpty, it was anyToUnlock - that aggressively *breaks* the CTT.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
RoverDude replied to Yemo's topic in KSP1 Mod Releases
The hideEmpty flag, yes. But the anyToUnlock = false one is a huge change as it forces people to unlock what may be a significant number of empty nodes.- 2,515 replies
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FYI - just a forewarning that SETI looks to be doing a blanket override. The anyToUnlock being globally changed has a pretty negative impact on a few of my mods, and will be forcing people to research some large swaths of empty nodes.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
RoverDude replied to Yemo's topic in KSP1 Mod Releases
Doesn't that kinda break the entire 'community' part of CTT, given you're overriding expected behavior set by modders who use this? Not very neighborly.- 2,515 replies
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I'll look into repro'ing this.
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Sure, said flag is planned.
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parts [1.12.x] Asteroid Recycling Technologies
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
neko - to be determined once I do work on this. -
The CKAN folks apparently take care of that stuff... I would assume one of them will index it
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0.1.2 is up DLL renamed Greenhouse actually works now
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