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[1.12.x] Hide Empty Tech Tree Nodes (for modded tech trees) v1.3.2


ev0

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Hide Empty Tech Tree Nodes v1.2.0 (December 5, 2020)

Who this mod is for:

This mod is for people who use large modded tech trees, such as the awesome Community Tech Tree mod by Nertea, but don't have enough part mods installed to fill up all of the new tech tree nodes and hate the empty tech nodes. Additional features give you even more control over the tech tree.

What it does:

Main feature:

  • Adds option to hide any empty tech tree nodes, which automatically connects the resultant "hanging" tech tree lines to unhidden nodes in a logical sense.

Additional features:

  • Adds option to hide unresearched nodes, similar to Fog of Tech. Disabled by default.
  • Adds option to change all node unlock requirements to "Any" or "All".
  • Adds option to manually set which nodes are hidden (when enabled, this uses "hideEmpty" from RDNode modules. These can be edited with ModuleManager). *new
  • Adds option to transfer science points from hidden nodes to their children/descendants. *new
  • Adds option to remove empty space caused my missing rows/columns of empty nodes.
  • Adds options to change the zoom settings, so you can fit your large, modded tech tree onto your screen all at once. Default minimum zoom is changed from 60% to 35%.

Feel free to further customize your tech tree using using Module Manager to suit your play style, by adding nodes, changing default node positions, etc. (with the appropriate edits!). This mod will take care of everything else.

Examples (click either picture to enter album):

Tech tree with hidden nodes

Unresearchable nodes hidden

Notes on mod behavior:

  Reveal hidden contents

Some Recommended Tech Trees:

The Community Tech Tree or any number or awesome tech trees, such as

Historical Progression Tech Tree

*Engineering Tech Tree (<- see notes below)

UnKerballed Start

pOpdwHo.png?1

*Notes on ETT support:

  Reveal hidden contents

Download:

SpaceDock

Source (GitHub)

Download instructions:

Download the mod folder from the SpaceDock link and place the GameData folder in your KSP directory.

Changelog:

  Reveal hidden contents

Bug reports:

Please report if:

1) A tech line intersects/crosses a tech node

2) A tech node requires more than three nodes to unlock ("all" or "any")

3) You see something weird with the new zoom options or Fog of Tech-like options

4) Problems with new "active" mod behavior


Post Feature Complete Future Features:

1) Might try to figure out how make make tech lines curve at places other than midway between two tech nodes

License

Edited by ev0
updates
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  • 1 month later...

Great mod! CTT would be harder to use without it.

Bug report: I get this line crossing through Meta-Materials:

HiJgrh1.png

My mods:

[TABLE="width: 231"]
[TR]
[TD]AsteroidDay[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]CommunityResourcePack[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]CommunityTechTree[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]DatedQuickSaves[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]ExtraplanetaryLaunchpads[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]Firespitter[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]HideEmptyTechNodes[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]InterstellarFuelSwitch[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]JFJ5_Flags[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]KAS[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]KerbalEngineer[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]KerbalJointReinforcement[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]KIS[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]KSP-AVC[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]MechJeb2[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]MechJeb2 Embedded[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]ModuleManager[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]StageRecovery[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]StockBugFixModules[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]TriggerTech[/TD]
[TD]KerbalAlarmClock[/TD]
[/TR]
[TR]
[TD]UmbraSpaceIndustries[/TD]
[TD]ExpPack[/TD]
[/TR]
[TR]
[TD]UmbraSpaceIndustries[/TD]
[TD]FTT[/TD]
[/TR]
[TR]
[TD]UmbraSpaceIndustries[/TD]
[TD]Karibou[/TD]
[/TR]
[TR]
[TD]UmbraSpaceIndustries[/TD]
[TD]Kolonization[/TD]
[/TR]
[TR]
[TD]UmbraSpaceIndustries[/TD]
[TD]Kontainers[/TD]
[/TR]
[TR]
[TD]UmbraSpaceIndustries[/TD]
[TD]LifeSupport[/TD]
[/TR]
[TR]
[TD]UmbraSpaceIndustries[/TD]
[TD]ReactorPack[/TD]
[/TR]
[TR]
[TD]000_USITools[/TD]
[TD][/TD]
[/TR]
[TR]
[TD]Workshop[/TD]
[TD][/TD]
[/TR]
[/TABLE]

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  • 3 weeks later...

Whelp, I was going to wait until 1.1, then 1.05, but I went ahead and put it on Kerbalstuff. I think it's set up correctly for CKAN too, but it seems to be taking a few days. A different mod that was put on Kerbalstuff a couple days before mine is still waiting to be put into CKAN/Netkan's repository too, as seen from CKAN's github page.

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  pacbard said:
The best way to contact the CKAN admins is through the IRC chat on the #ckan channel or on their forum thread.

Thanks. On the #ckan channel, they said that the mods are added manually to CKAN after they are automatically submitted by Kerbalstuff, so it's just a matter of waiting until someone is able to take care of it.

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  ev0 said:
Thanks. On the #ckan channel, they said that the mods are added manually to CKAN after they are automatically submitted by Kerbalstuff, so it's just a matter of waiting until someone is able to take care of it.

Well, it looks like your pull request is being held back because of the proposed change to the netkan file. I fixed it up for you. This is the new pull request.

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  • 1 month later...

Whoops, I thought the CKAN guys said they were going to make 1.0.4 mods available for 1.0.5. I'm waiting for 1.1 before I play again, so I didn't see that I had to update until now.

It still works. I also increased the minimum zoom so you an see your larger tech tree more easily. You can change it back to the default zoom value in the "overrides" file. Let me know if 0.35 is too low, because for me, if I tried to go lower then the KSC would become visible and clicking on the tech tree wouldn't work anymore. You can try for yourself. I'll probably add hard-coded max/min values next time.

Edited by ev0
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  On 12/11/2015 at 8:50 AM, ev0 said:

Whoops, I thought the CKAN guys said they were going to make 1.0.4 mods available for 1.0.5. I'm waiting for 1.1 before I play again, so I didn't see that I had to update until now.

It still works. I also increased the minimum zoom so you an see your larger tech tree more easily. You can change it back to the default zoom value in the "overrides" file. Let me know if 0.35 is too low, because for me, if I tried to go lower then the KSC would become visible and clicking on the tech tree wouldn't work anymore. You can try for yourself. I'll probably add hard-coded max/min values next time.

Expand  

Hi, is your mod supposed to work with Engineering Tech Tree too? I tried, but it didn't hide empty nodes. Would it be a lot of work to make your mod work for that tree too, ev0?

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  On 12/13/2015 at 7:51 PM, aluc24 said:

Hi, is your mod supposed to work with Engineering Tech Tree too? I tried, but it didn't hide empty nodes. Would it be a lot of work to make your mod work for that tree too, ev0?

Expand  

It kind of works with the ETT. But you'll need to change a line in "overrides.cfg" first (in the HideEmptyTechLines folder, in the GamaData folder).

Change

@TechTree:NEEDS[CommunityTechTree]:FINAL

to

@TechTree:NEEDS[CommunityTechTree|ETT]:FINAL

I think. .... I should get rid of that NEEDS part in the future.

But you'll most likely have some tech lines intersecting some tech nodes (hopefully you won't!). I want to see if I can make it work for the ETT too, but only after KSP v1.1. The ETT is much tighter than the CTT, so I might need to find a different method to make sure that nothing intersects.

Check this post for reference.

 

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  On 12/14/2015 at 3:54 AM, ev0 said:

It kind of works with the ETT. But you'll need to change a line in "overrides.cfg" first (in the HideEmptyTechLines folder, in the GamaData folder).

Change

@TechTree:NEEDS[CommunityTechTree]:FINAL

to

@TechTree:NEEDS[CommunityTechTree|ETT]:FINAL

I think. .... I should get rid of that NEEDS part in the future.

But you'll most likely have some tech lines intersecting some tech nodes (hopefully you won't!). I want to see if I can make it work for the ETT too, but only after KSP v1.1. The ETT is much tighter than the CTT, so I might need to find a different method to make sure that nothing intersects.

Check this post for reference.

 

Expand  

I just tried it like you suggested - it seems to work, there are no overlaps as far as I can see. This is great. Thank you very much.

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  • 4 months later...
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