Jump to content

Missing "experimental" tech tree nodes


Recommended Posts

So it looks like Squad decided to remove all of those nice 1000-point "experimental*" tech nodes that they had previously included for modders, except for the few that they put some parts in themselves.

Does anyone have a work-around? I tried adding a CFG with additional tech nodes, using the "TechTree { RDNode { <blah> } }" sort of syntax, to no avail. The log shows that KSP loads the file, but the tech node never appears, which would seem to indicate that KSP overwrites anything you do with the standard, stock tree. For example:

TechTree.cfg


TechTree
{
RDNode
{
id = experimentalRocketry
title = Experimental Rocketry
description = Significantly larger rockets are sometimes needed. For those times, we have these.
cost = 1000
hideEmpty = False
nodeName = node8_experimentalRocketry
anyToUnlock = True
icon = RDicon_rocketry-veryHeavy
pos = -952,1635,-1
scale = 0.6

Parent
{
parentID = veryHeavyRocketry
lineFrom = RIGHT
lineTo = LEFT
}
}
}

This has no effect whatsoever. Any ideas?

Link to comment
Share on other sites

Something that's driving me crazy about this, is that while "experimentalRocketry" was discarded, another one from that tier, "nanolathing" was kept with nothing in it and "hideEmpty = True", and reduced to the 550-point tier. WHY didn't they do that with all of the 1000-point nodes from 0.90 and earlier?

Now I'm really stuck. I either need to wait for a work-around to become available (via MM, for instance), find some other way to add the tech node I need, or just move all of my parts to earlier nodes, even though that doesn't really make much sense in the case of something like SpaceY, where everything is bigger than the stock equivalents.

Link to comment
Share on other sites

The new tech tree is supposed to be in a config file. Maybe try checking out the current tree and see how nodes are set up? (Am away from computer or I would take a look)

Hehe, yeah, that's what I'm talking about. :) I copied their syntax. When placing it in the mod's path, KSP reads it (according to the logs), doesn't report any error, and nothing happens.

Link to comment
Share on other sites

The new techtree system seems to reread the file when reaching the SpaceCenter (RnD screen maybe). Not sure how to bypass that to load a custom tree for now. I do have an idea I will test tonight however.

Link to comment
Share on other sites

Maybe this is related to the problem I was having with the tech tree the other night.

I could go to the rd building, open the cheat menu and unlock every node and add every part with the nifty new buttons, and save it, but as soon as I left the building, all the changes would be lost.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...