ev0 Posted May 19, 2016 Share Posted May 19, 2016 (edited) On 5/17/2016 at 4:27 AM, Probus said: Try this @New Horizons: @TechTree:HAS[#id[TEDGeneratedTree]]:FINAL { @RDNode:HAS[#id[start]] { @Unlocks { !part = SR_Payload_03 } } @RDNode:HAS[#id[basicScience]] { @Unlocks { @part = SR_Payload_03 } } @RDNode:HAS[#id[basicScience]] { @Unlocks { @part = RP0probeSounding0-3m } } } I'm also noticing that Module Manager config files don't work with this mod... does the above example work? Mine doesn't: @TechTree:FOR[zzHETTN] { @RDNode,* { @hideEmpty = True } } Edit: Whoops, forgot to delete the key first. But it still doesn't work. @TechTree:HAS[#id[TEDGeneratedTree]]:FINAL { @RDNode,* { !hideEmpty = dummy // !hideEmpty = False } @RDNode,* { @hideEmpty = True } } Edit 2: @New Horizons This is on the Yonge Tech Tree forum page: Quote Known Issues This mod tracks parts by their name field. This means it does not work properly when multiple parts have the same name. Both this mod and ModuleManager (on version 2.6.5 as of this writing) attempt to edit the tech tree of the current game. This mod's changes should have priority. If you would like to disable the option to select a tech tree and the conflict with ModuleManager change the "allowTreeSelection" field in PluginData/YongeTech_TechTreesExpansion/config.xml from '1' to '0'. This will keep support for the TechTree ConfigNode additions and custom icon support, but remove the option to select a tech tree Edited May 19, 2016 by ev0 Update for MM problems Quote Link to comment Share on other sites More sharing options...
Andrew_C Posted May 19, 2016 Share Posted May 19, 2016 I've just noticed that the latest tagged release on GitHub is v20160205 while the version on CKAN is 20160515. Would it be posible to tag another release? Quote Link to comment Share on other sites More sharing options...
aluc24 Posted May 19, 2016 Share Posted May 19, 2016 Hey, @Probus, just wanted to ask two questions, if I may: 1. Is there a way to hide empty tech tree nodes with your mod? There is this mod by ev0, but that guy has a hard time keeping up with all these ETT updates. 2. Is your mod compatible with Kerbalism? Thank you in advance! Quote Link to comment Share on other sites More sharing options...
Artfact Posted May 19, 2016 Share Posted May 19, 2016 (edited) @aluc24hmm, yes, Kerbalism would be awesome. I haven't had much time to play around with it so don't know the minute balance of the parts added. But I can have look tomorrow as I was planning to put some time in for PTO anyway. Any parts that appear to be inappropriately placed can always be changed later on; basic Kerbalism compatibility should be easy.:) Did a major avionics rework by the way: Firespitter, Hooligan Labs Airships and Insanity's Mk2/3 (amongst others) have been added and all have been progressionally balanced between them. Edited May 19, 2016 by Artfact Quote Link to comment Share on other sites More sharing options...
Probus Posted May 19, 2016 Author Share Posted May 19, 2016 (edited) 7 hours ago, Andrew_C said: I've just noticed that the latest tagged release on GitHub is v20160205 while the version on CKAN is 20160515. Would it be posible to tag another release? I've updated GitHub to the May version number. Edited May 19, 2016 by Probus Quote Link to comment Share on other sites More sharing options...
Noobton Posted May 20, 2016 Share Posted May 20, 2016 On 5/15/2016 at 6:42 AM, Artfact said: Rearange Firespitters parts to the new scheme, which should be quicker as they're already in there.(already in EET, needs more dispersing) Awesome I was waiting for this, is this included on the last release or do I have to download anything additional? Quote Link to comment Share on other sites More sharing options...
Probus Posted May 20, 2016 Author Share Posted May 20, 2016 (edited) 5 hours ago, Noobton said: Awesome I was waiting for this, is this included on the last release or do I have to download anything additional? You can dowload the development version. We are tweaking it every day. https://github.com/ProbusThrax/ETT If anyone would like to contribute, just let me know. Its pretty easy now. Edited May 20, 2016 by Probus Quote Link to comment Share on other sites More sharing options...
garwel Posted May 20, 2016 Share Posted May 20, 2016 Hi, I wanted to share my setup of parts unlocks for kOS. The way I arranged them is: - kOSMachine1m unlocks at unmannedTech (Unmanned Tech); - KR-2042 unlocks at electronics (4 Bit Computers); - kOSMachineRad unlocks at mechatronics (8 Bit Computers); - KAL9000 unlocks at automation (16 Bit Computers) - this is already the default setting, no change necessary I also removed kOSMachine0m unlock as that seems deprecated. Besides, I noticed that OX-STAT-XL Panels are unlocked both at Advanced Electrics and Advanced Photo-Voltanic Materials. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 21, 2016 Author Share Posted May 21, 2016 Just pushed a new release to GitHub: https://github.com/ProbusThrax/ETT/releases/tag/v20160521 It includes: Near Future Construction Kerbal Atomics CryoTanks OPT Firespitter PatchKAX Patch SXT Patch Insanity's mk2/mk3 expansion pack Mk3 mini expansion Hoolgun lab's Airship parts Aviation Cockpits Kerbalism Quote Link to comment Share on other sites More sharing options...
Probus Posted May 21, 2016 Author Share Posted May 21, 2016 On 5/19/2016 at 2:38 PM, aluc24 said: Hey, @Probus, just wanted to ask two questions, if I may: 1. Is there a way to hide empty tech tree nodes with your mod? There is this mod by ev0, but that guy has a hard time keeping up with all these ETT updates. 2. Is your mod compatible with Kerbalism? Thank you in advance! 1. I wish there were @aluc24. Right now I just hide the end node if it is empty. There are some mods out there that will do that, but I don't remember what the names of them are. 2. It is as of today. Quote Link to comment Share on other sites More sharing options...
New Horizons Posted May 21, 2016 Share Posted May 21, 2016 Hi, do many guys of you use Real Fuels (at least stock alike)? Quote Link to comment Share on other sites More sharing options...
Artfact Posted May 22, 2016 Share Posted May 22, 2016 (edited) I'd love to hear anyone's feedback on the aviation part placement. I'm sure they need some tweaking here and there! The inter-part balance comes in second; if any parts are more advanced than those in the same node but are still in the right place, their price will have to be higher than the inferior parts. Give a holler when you start a game with the aviation techline.:) Edited May 22, 2016 by Artfact Quote Link to comment Share on other sites More sharing options...
RocketRyleigh Posted May 22, 2016 Share Posted May 22, 2016 16 hours ago, New Horizons said: Hi, do many guys of you use Real Fuels (at least stock alike)? I do personally, well I will when I FINALLY (very soon) start my 1.1.2 career. No idea if this will hold true for anyone else, but maybe you can extrapolate that people using ETT may be therefore aiming for a more realistic playthrough, and so might be more likely to use at least the Stockalike Real Fuels mod as well. Quote Link to comment Share on other sites More sharing options...
Probus Posted May 22, 2016 Author Share Posted May 22, 2016 (edited) 23 hours ago, New Horizons said: Hi, do many guys of you use Real Fuels (at least stock alike)? That would be a pretty big mod to the tree. Are you volunteering ? 6 hours ago, RocketRyleigh said: I do personally, well I will when I FINALLY (very soon) start my 1.1.2 career. No idea if this will hold true for anyone else, but maybe you can extrapolate that people using ETT may be therefore aiming for a more realistic playthrough, and so might be more likely to use at least the Stockalike Real Fuels mod as well. Would you like to implement Real Fuels with ETT? Edited May 22, 2016 by Probus Quote Link to comment Share on other sites More sharing options...
Noobton Posted May 24, 2016 Share Posted May 24, 2016 On a clean install, on a new tree with 2:v20160521, I'm getting the advanced fluid displacement floating by itself with no prereq lines or connections Quote Link to comment Share on other sites More sharing options...
Artfact Posted May 24, 2016 Share Posted May 24, 2016 1 hour ago, Noobton said: On a clean install, on a new tree with 2:v20160521, I'm getting the advanced fluid displacement floating by itself with no prereq lines or connections This has been fixed in the latest dev version.:) Quote Link to comment Share on other sites More sharing options...
garwel Posted May 24, 2016 Share Posted May 24, 2016 (edited) A couple more small bugs in parts placement: RemoteTech's Reflectron SS-5 with a range of 90 Mm is available at Basic Long Range Antennas. It doesn't fit the description of the node, saying "up to 15 Mm range". It is a legacy part and perhaps should not be unlocked at all. DMagic Orbital Science's Univ. Storage Atmospheric Sensor is available at General Construction, much sooner than the Atmospheric Sensor per se. Edited May 24, 2016 by garwel Quote Link to comment Share on other sites More sharing options...
Probus Posted May 24, 2016 Author Share Posted May 24, 2016 1 hour ago, garwel said: A couple more small bugs in parts placement: RemoteTech's Reflectron SS-5 with a range of 90 Mm is available at Basic Long Range Antennas. It doesn't fit the description of the node, saying "up to 15 Mm range". It is a legacy part and perhaps should not be unlocked at all. DMagic Orbital Science's Univ. Storage Atmospheric Sensor is available at General Construction, much sooner than the Atmospheric Sensor per se. Thanks @garwel. I have not scrubbed RemoteTech yet. Just did Antenna Range yesterday for the "Antennas" mod. Will get to RT soon(tm). Talk about Universal Storage. Is there a good way to stop those from loading if US is not installed? Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 24, 2016 Share Posted May 24, 2016 the Github download link in the OP points to an old release Quote Link to comment Share on other sites More sharing options...
Probus Posted May 24, 2016 Author Share Posted May 24, 2016 41 minutes ago, Gaiiden said: the Github download link in the OP points to an old release That's a released version. Drill down to the actual cfg file for the dev copy. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 24, 2016 Share Posted May 24, 2016 2 minutes ago, Probus said: That's a released version. Drill down to the actual cfg file for the dev copy. It's a released version from months ago. I'm saying shouldn't the link point to this? Quote Link to comment Share on other sites More sharing options...
Probus Posted May 24, 2016 Author Share Posted May 24, 2016 Just now, Gaiiden said: It's a released version from months ago. I'm saying shouldn't the link point to this? Yes, or this: https://github.com/ProbusThrax/ETT/releases. What you want is this: https://github.com/ProbusThrax/ETT/tree/master/GameData/ETT for the latest dev versions. Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 24, 2016 Share Posted May 24, 2016 Whichever - all I'm saying is that the latest release (whether you want that to be the dev release or not is up to you) is not linked properly in the OP. It's not an issue for me since I know how to find the latest release (dev or otherwise). Just reporting it to be fixed Quote Link to comment Share on other sites More sharing options...
mtpatane Posted May 24, 2016 Share Posted May 24, 2016 Hey! Must wondering if you and everyone who's awesomely working in this has a roadmap anywhere? this is a cornerstone of any of my career saves and I want to wait until some of my more important career mods are fully integrated. Remotetech KW rocketry USI LS surface experiments any ny update as to their priority for integration into the tech tree? thanks again and love the Mod Quote Link to comment Share on other sites More sharing options...
Probus Posted May 24, 2016 Author Share Posted May 24, 2016 1 minute ago, Gaiiden said: Whichever - all I'm saying is that the latest release (whether you want that to be the dev release or not is up to you) is not linked properly in the OP. It's not an issue for me since I know how to find the latest release (dev or otherwise). Just reporting it to be fixed Ah. Gotcha. Just now, mtpatane said: Hey! Must wondering if you and everyone who's awesomely working in this has a roadmap anywhere? this is a cornerstone of any of my career saves and I want to wait until some of my more important career mods are fully integrated. Remotetech KW rocketry USI LS surface experiments any ny update as to their priority for integration into the tech tree? thanks again and love the Mod No road map really @mtpatane. We just update the mod as we have time. RT and KW rocketry are close to being done. The other 2 will need some work but I can float them to the top of the list and see if I can get them out on the next release this weekend. Quote Link to comment Share on other sites More sharing options...
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