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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Ahh good catch, and yep that would be correct
  2. Not for this one. Show me the lifesupport folder as well please. Also can you describe precisely what's happening in your own words?
  3. Mind if I roll some of those changes back in? Will save me a bit of legwork
  4. 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
  5. Screenshot of your GameData folder and UmbraSpaceIndustries folder please.
  6. 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.
  7. 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
  8. 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.
  9. @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).
  10. 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.
  11. See above. The issue was not hideEmpty, it was anyToUnlock - that aggressively *breaks* the CTT.
  12. 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.
  13. 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.
  14. 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.
  15. I'll look into repro'ing this.
  16. Sure, said flag is planned.
  17. The CKAN folks apparently take care of that stuff... I would assume one of them will index it
  18. Thanks Snjo - RoverDude on KS. Will either update it today with what we have, or see if I can get some of the aero bits taken care of as well today (should be able to)
  19. 0.1.2 is up DLL renamed Greenhouse actually works now
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