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LuciferNZ

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Everything posted by LuciferNZ

  1. Then why use TreeLoader in the first place? ModuleManager will do this for you as it stands (change tech postion, or add in mod parts). The entire POINT of TreeLoader/Edit, is so that you can *override* the set techtree. I do see what you mean about additions for mod packs that arent included in the tree though - although that should work as is anyway (they'll pop into the stock node points). Thats why Im making up a tree with as many mods as I can, so that you will in fact have a tree with mod support. (Im up to ~30 mods, including Kethane, KAS, IonCross, B9, AIES, Kosmos etc).
  2. What science part is that, it has odd transmit data. The data value = 0.1 in the second screenshot is the bug Im guessing? Are those science parts stock? Ive run many MANY mods with my modded science tree (Using TreeLoader), and had no problems so far, although Im using stock science parts. (Correct me if Im wrong, and thats a stock sci part)
  3. @vardicd - did you happen to send a whole heap of trasmitted data of the same type? Because the returns get smaller for the same research topic (each biome etc)
  4. Doesnt work for me either. Quicksaving, and Loading does not resolve the issue. Was kinda looking forward to making an escape ship from spare parts
  5. Unfortunately no, the TreeLoader will not include mods unless the mod has been added explicitly to the tree. Thats why Ive made a tech tree for Mod inclusion Its in testing, but you should see it soon to load. (Edit: TreeLOADER, not TreeEdit...)
  6. Well, what kind of format are we talking about? Just the trees layout, or extended to include parts. The reason I ask, is that Ive made quite a large tree that holds many MANY mod part (integrated into new node positions, which kind of makes sense) - but Im near ~20-30 mods. If I had to list out every item, then well.... Itd be a huge post. I do need testers though Im doing a play-through at the moment, and spotted a few unusual parts that dont conform to their 'proposed' location or theme.
  7. I must have missed that post sorry Medieval, I can indeed get it working with stock. I was curious on the limitations and/or capabilities of treenode in the current state. I really like the increased nodes and placement of these custom trees, which is why I asked if it was possible
  8. They dont show, at all. Some parts show up in the VAB, even though they arent showing up in the tech tree, while some dont show up at all (VAB *or* Tech tree). This is with numerous tests of new installs and edited parts.cfg, and after-the-event tree.cfg editing (and also testing without doing either, or both for bug tracking consistancy) In short - editing the part.cfg to be a tech of anything BUT the start node, is not allowing external mods to be placed into the new trees. I even tried editing the persistance.sfs to no avail. Can we get a quick and dirty example so we can add some mods/parts into these awesome trees? (eg. KAS or Kethane) because those are kinda key (for me anyway )
  9. Not sure about how you are re-creating the part nodes to the tree nodes (Probably just by that parts.cfg), so this may not even be feasible. My question then is it possible for your editor to have parts listed, by part 'name' to link to a tree node? Basically for mod support that would allow a tree creator, to cater for mods on a case by case basis, or leave them out if they are not there? In essence, a backwards link from tree -> part, rather than the other way around. If this ISNT possible, then as a suggestion, having some sort of 'editor' part for your program that can scan the part.cfg files, and 'insert' the tree nodes (again, on a case by case basis I guess) And with that, a sort of index file list could be distributed with a mod, or a tree (or both) that allows insertion into the career mode. I am a indie games developer, so if this side of the app is wanted and you arent able to (time wise or whatever) - Im sure I co
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