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ev0

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  1. KSP 1.12.3 Release (HETTN v1.3.2) Fixed dictionary key-value error when trying to use a key that doesn't exist (for TETRIX Tech Tree) Published the pre-release that was on GitHub. I would have done this a few days earlier, but SpaceDock had some server issues when I was trying to recover my account password.
  2. Nothing in that list stands out to me. Could you provide the game logs? If you could help out, in the game options for this mod there's an option to enable extra debug logging. If you enable that before you load your game, then it should give me more information on what went wrong.
  3. Whoops, yes it should work. But there is also a pre-release on Github that fixes a bug seen with Tetrix. I'll update that one to the current release version when I have a few minutes.
  4. There was a bug that pops up with Tetrix that I was not handling. There is a pre-release up on GitHub where you can try the fix (see main page for GitHub link)
  5. Thanks, I'll take a look. They updated the tech tree load logic in one of the 10.X versions which might be the cause of this error, since I haven't made an update to handle the new load logic. I'll have to make a final update for 12.X.
  6. I'll try to take a look. I think I know what broke, but I've had a lot of irl stuff keeping me too busy to check.
  7. Can anyone tell me if the the pre-release works in 1.11.1? I just noticed the new KSP update. I released what I have to CKAN under KSPv1.11.0, so if it still works then I'll bump the version.
  8. SIMPLEX should work. Any tech tree that uses Module Manager for their tech tree changes should be fine. If you notice anything wrong, let me know. I'll be marking the pre-release for release soon.
  9. 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.
  10. 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
  11. That works! I can use the "tier" field and match them to the IDs for your tier names.
  12. 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 each RDNode, then I would not hide the "id=tier##" node if there is any node with the same techTier? That would look the cleanest, but it would certainly be a lot more work on your end to add a "techTier" field to each and every node. I'll leave it up to you.
  13. 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 after mine if they want to set any nodes back to "false". Option 2: I require all tech tree mods to put a similar patch like the patch hemeac posted into their mod folders. This would be best, but that would be bothering a lot of modders at this point... Thoughts?
  14. 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 thoughts on a more hands-off approach for the player to get your empty nodes to show? I couldn't think of one. I was afraid of overwriting anyone's MM patches from the many tech trees out there (like if they load out of order), so I've been avoiding relying on any MM patches as part of this mod.
  15. 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 the reason this plugin works with the ETT is just because MM happens to use the first TechTree node that's loaded via a cfg file. Since ETT comes before Squad in the GameData folder, I think that means yours is the first TechTree node loaded. I had to add some special code to my plugin to make sure your Unlocks modules also loaded correctly, though. And yep, the hope is to give the player options. I hated empty nodes so much that I made a plugin for it, but others surely don't mind.
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