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theJesuit

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  1. Thanks - I must have left these on. I pop up a quick fix later today. Thanks for noting the spelling error! Interestingly, which mods have parts that got moved? Is it mods I haven't done configs for, or mods that I have missed updating? Apologies for the inconvenience! Peace
  2. Updated! ** Changelog 2.14 ** TechTree Changes node descriptions fixed some spelling errors and created a couple of different jokes replacing double ups. node icons replaced some icons with better looking NEW stock icons! When NearFuture Construction is installed the differentialVolumeContainment moves in between the engineering and stablity stands, and advFuelSystems moves up too. differentialVolumeContainment now requires both generalConstruction and fuelSystems to unlock. The larger hex trusses that contain various tanks are moved to this node, but the small hex truss and hex adapters that contains no tanks stay in the advancedConstruction node. The next specializedConstruction node then requires both advancedConstruction and differentialVolumeContainment as it has the large hex truss, and the octo trusses in advMetalWorks also have the tanks. Mods NearFuture Spacecraft - Engine missing fix NearFuture Propulsion - RCS now in the engine placement nodes, MPDT engines moved later NearFuture Launchpads - Fixed Typos FarFutureTechnologies - Updated to latest HullCamVDS - now supported, telescopes moved one node later
  3. I had some issues with the fueltank branch and construction tied together when Simplex Resources was installed. This is fixed now. A resources issue. Also, when NF Construction is installed, the tier 3 fuel tank nodes move north a space. As the hex structures are both structural and tanks, I've moved them into the differentialFuel node, which is now requires both generalConstruction and fuelSystems. (and sits in the space bewteen the two strands) It them leads off to both the largeVolumeContainment and specializedConstruction, specializedConstruction requires both advConstruction and differential Fuel as it has the larger Hex structures and leads carries on with eth Octo Structures that also have tanks. I'm fixing the spelling mistakes. Also, found that Squad added new icons some icons have been updated. looks FRESH. Also, some mods had parts not listed, but the stock parts techtree spots were probably okay. These are being fixed too.
  4. Yea, this may have to be address. similar issues with added parts stock parts with Simplex Assembly I think.
  5. An updated coming at some point. SimpleFuelSwitch is doing funny things when other mods add in resources to parts. So this will be fixed, but it is a patch per mod. DeepFreeze is now supported by adding Glykerol out of the Community Resource Pack (only if CRP is not installed anyways.
  6. Hi again, I've been having an issue for a little while now. In my TechTrees, I have a patch that I am sure used to work, but doesn't now. In the specifically in the TETRIX tech tree node setting pass I have these for all the nodes: @TechTree { // snip @RDNode:HAS[#id[advConstruction]] { @pos = -2068,1140,-1 @cost = 60 !Parent,* {} Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } } // snip @RDNode:HAS[#id[advMetalworks]] { @pos = -1828,1140,-1 @cost = 240 !Parent,* {} Parent { parentID = specializedConstruction lineFrom = RIGHT lineTo = LEFT } } // snip } Then after that main patch I have: @TechTree:NEEDS[NearFutureConstruction] { @RDNode:HAS[#id[advConstruction]] { @anyToUnlock = True Parent { parentID = fuelSystems lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advMetalworks]] { @anyToUnlock = True Parent { parentID = largeVolumeContainment lineFrom = RIGHT lineTo = LEFT } } } But without Near Future Construction MM is patching the :NEEDS[NearFutureConstruction] [LOG 05:33:10.559] Applying update AngleCanMods/TETRIXTechTree/TETRIXTechTree/@TechTree to Squad/Resources/TechTree.cfg/TechTree [LOG 05:33:10.967] Applying update AngleCanMods/TETRIXTechTree/TETRIXTechTree/@TechTree:NEEDS[NearFutureConstruction] to Squad/Resources/TechTree.cfg/TechTree So I added another patch as in the first tech tree patch with a :NEEDS[!NearFutureConstruction] below, @TechTree:NEEDS[!NearFutureConstruction] { @RDNode:HAS[#id[advConstruction]] { @pos = -2068,1140,-1 @cost = 60 !Parent,* {} Parent { parentID = generalConstruction lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advMetalworks]] { @pos = -1828,1140,-1 @cost = 240 !Parent,* {} Parent { parentID = specializedConstruction lineFrom = RIGHT lineTo = LEFT } } } and this happens: [LOG 05:56:13.045] Config(@TechTree) AngleCanMods/TETRIXTechTree/TETRIXTechTree/@TechTree [LOG 05:56:13.045] Config(@TechTree:NEEDS[NearFutureConstruction]) AngleCanMods/TETRIXTechTree/TETRIXTechTree/@TechTree:NEEDS[NearFutureConstruction] [LOG 05:56:13.046] Config(@TechTree:NEEDS[!NearFutureConstruction]) AngleCanMods/TETRIXTechTree/TETRIXTechTree/@TechTree:NEEDS[!NearFutureConstruction] and: [LOG 05:55:34.350] Deleting root node in file AngleCanMods/TETRIXTechTree/TETRIXTechTree node: @TechTree:NEEDS[!NearFutureConstruction] as it can't satisfy its NEEDS [LOG 05:55:38.424] Applying update AngleCanMods/TETRIXTechTree/TETRIXTechTree/@TechTree to Squad/Resources/TechTree.cfg/TechTree [LOG 05:55:38.891] Applying update AngleCanMods/TETRIXTechTree/TETRIXTechTree/@TechTree:NEEDS[NearFutureConstruction] to Squad/Resources/TechTree.cfg/TechTree Installing NearFuture Construction doesn't change this at all. Why is this happening? EDIT: Resolved the issue that has been plaguing me for a month or two! In Simplex Resources there was a call of :FOR[NearFutureConstruction] to deal with a CryoFuel and B9PartSwitch issue. I've changed that FOR (in Simplex Resources) to a NEEDS and the problem goes away. So if another mod has a FOR whatever, the NEEDS whatever then gets applied I see. I think I have been told this before, but the FOR was in a separate mod! Anywho, thank you!
  7. Looking at another update soon. FarFuture had some new parts. These are added in. Looking at NearFuture Propulsion I've moved the magneticplasmathrusters to more expensive nodes given their thrust. The 2.5m Colossus moves to Interstellar Propulsion. A further result is that I'm moving the specialistFuel node (the one that says ion+) up to tier 8 with the lithium. This will also get a new icon and the tier 8 rocketry one needs a new icon as whatever stock thing I used looks terrible. NearFuture Launch Vehicles, I've put the larger 7.5 cargo bays and nosecone cargobay into the tier 8 level too. I'm trying to set up a 'small as possible' modded game that 'completes' the Tetrix Tree. What I've come up with is from memory as I'm away from my PC: Kerbal Atomics NearFuture Electrical/LaunchVehicles/Propulsion/Spacecraft Keridian Dynamics Stockalike Mining Expansion Deep Freeze SIMPLEX Resources Also SIMPLEX Assembly ExtraPlanetary Launchpads Kerbalism Simplex JX2 Antennae This means that 3 of the Tier 9 nodes aren't filled, also photonSails and fusionRocketry isn't used. My plan is then to do a playthrough on JNSQ with only the stock planets and this modset.
  8. Yip. It is wrong. You can chnage it in the SSPX support config from food to Consumables. Use a txt editor like notepad. I need to add in the newer SSPX things, the 5m centrifuge, lab, greenhouse etc as well. It'll be fixed in an update. Likely next weekend. Peace.
  9. Question, does the NF Propulsion 'Colossus' really produce 666,852.2 kN of thrust in vacuum, or have I mucked up some configs? Peace.
  10. SSPX greenhouses should be making consumables... I'll look into it over the weekend. If it works I'm happy to include it. Can you give me the MM patch code and I'll put it in with credit to you? I dont really touch Procedural Parts. I don't have anything against them, just haven't found the need or desire to play aroubd with it. I included it in my techtrees upon request but that is easier than doing configs. If you can MM patch tweakscale then I'm sure you can MM patch PP. Give it a go and I can include it too.
  11. Life support with say kerbalism, then flag and footprint on every body possible (not jool or sun)
  12. Nice. Very nice. Now to get it sorted with Simplex Resources and work out where to put them in the TechTrees
  13. Update done. Compatible with Community Resource Pack, Keridian Dynamics. Redid how the parts list for printing in Sandcastle is coded. Peace.
  14. Updated. Extraplanetary Launchpads, Keridian Dynamics, have their ISRU things re-added after a number of versions. If the Community Resource Pack is installed as well, the Simplex ISRU configs override the ISRU for rocket parts or material kits.
  15. It's a mistake. That last dot shouldn't be there. I put it in as it is a way for me to remind myself when I updated it! Would you prefer I dropped the dating thing. I hate to create work for others. Yes it is a mistyped 0
  16. Update as in previous post. Kerbal Heavy Exoskeleton Kit (KHSK), HADD (Airlocks), and SIMPLEX Resources and SIMPLEX Assembly are now added as support. I had always specified correct nodes in my other mods, but my new way of debugging code got to me. Tweak in the way microGeeFabrication is reached (Tier 8). Extraplanetary Launchpads and Keridian Dynamics updated and moved later in the tree. Peace.
  17. My guess is that it wil cost credits for parts on Kerbin, purchasing from suppliers, but on colonies you need the raw materials.
  18. Ah. You see i never really got into KAS or KIS so it was never an option These were great but hard to find. But i did play around with them from time to time. -------------------------- lol this is silly to type on a phone. Getting this done is easy with cfgs and MM patxhinv The heat map isn't an issue. Setting it to be random like Ore - fine. Special ScanSat module to scan for it. And a part model that can be used for it from somewhere (or cobbelled to gether with part weld). If i released it as a mod what would i call it? I'd keep it separate from Simplex Resources. Hard part is finding time to do it. Peace.
  19. SC is the reason i didnt call it Simplex Construction lol. Yes. It will be a config that patches NEEDS SIMPLEXResources, and another for NEEDS CommunityResourcePack,!SIMPLEXResources if people have a need for both. I figure that if someone wants Simplex Resources they prefer that, and CRP is for something I haven't patched for yet. So more like suction caps :? What I'd like to see is a permanent ground fixture that is a generator - on the scale of a small nuke. One that you have to build in situ. Then it operates as a geothermal station using a solid state thermoelectric generator bored deep underground. https://en.m.wikipedia.org/wiki/Thermoelectric_generator Also can't be moved once deployed. I think i could manipulate the ground anchor into such a thing they have a heat map as a resource which i suspect exists in some mod already. But that is unrelated.
  20. I'm working off your Github. Is firmament still a thing? Like the ground stuff. In the image in the OP. I've never really used KAS or KISbut when i wanted to try it years ago i couldnt get it to work. Foundations eh? Wish I'd kjow about this. Are theg like the diamond clamps that Taniwha made also forever ago? Or is it a part that kind of claws the ground? Good question. No. CRP as the alternative. I think you need CRP for EL to work i think. B9partswitch hives a hissy if resources are missing
  21. Thanks! It would seem that the formulas for build ratios are difficult to piece together for a catchall formula between Extraplanetary Launchpads and Sandcastle. But nevermind! With SIMPLEX Resources, the EL formulas are made so that everything requires MetalParts, but I create a ratio with CustomParts when a PartModule is installed (as specified, so variant textures are included as an example, but the Command module is, rcsFX, engine etc.). The more complicated a part, the higher the number of PartModules in its cfg, the more CustomParts you need. But this is with SIMPLEX Resources, and has nothing to do with this mod, expect I'll add that functionality in if you are using this mod with the community resource pack, but instead using MaterialKits and Specialised Parts. I'll be supporting EL as well in the next update, the part volumes may wait a little. With this mod, when both Keridian Dynamics and EL are installed, EL parts (which don't look that great TBH), will be hidden as the KD parts look so much nicer and there is no point in doubling up. With Sandcastle I will also be including support for Keridian Dynamics, which are some great parts - basically what I've been using my own 'parts' for. Peace.
  22. There will be an update to this sometime this week, probably in conjunction with updates for TETRIX TechTree and SIMPLEX Assembly. Mainly in celebration of Extraplanetary Launchpads compatibility with 1.12.2 I'm going to increase the mass of the CustomParts to match the Metal Parts. This is to help make sense of the Sandcastle requirements and ratios The Keridian Dynamics B9 tanks will get an update, to match the LFO ratios with Simplex Resources and remove the Consumables and Organic Slurry. I'm thinking of also adding in CryoFuels so that these will act as the holding tanks to fuel your CyroFuel rockets that you build off world. The KD Furnaces and KD-Chemical-Reactor, Extraplanetary Launchpads Smelters will produce MetalParts. A TETRIX update will put them smallest to largest in Tiers 6, 7 and 8. Construction off world with Sandcastle and EL effectively begins at Tier 6. But manipulation of parts and ground anchor is tier 4.
  23. hitchhiker is called crewCabin in the config names. Anywho, a TETRIX update soon will be updating the Extraplanetary Launchpads configs, and the Keridian Dynamics parts that go with them. Smelters, Furnaces and as will put them smallest to largest in Tiers 6, 7 and 8. Construction off world with Sandcastle and EL effectively begins at Tier 6. But manipulation of parts and ground anchor is tier 4. The HADD airlocks will get included, as will the Exoskeleton mod for EVA manipulation of heavier objects. A small tweak will mean that microGeeFabrication (Tier 8 Construction) will also have a parent node of experimentalEngineering.
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