ev0 Posted August 12, 2015 Share Posted August 12, 2015 (edited) 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): Notes on mod behavior: Spoiler In order to fix some "anomalous" in-game issues with hidden tech nodes when outside of the R&D center, this mod has changed from a "visual" mod to an "active" mod. It now automatically creates a new tech tree file from your MM tech tree file, and tells the game to use this new file. It creates this new file each time you start a new game or resume an old saved game, so please add new part mods at any time without any worry! However because of the new mod behavior, there may be new bugs. Please let me know if you find any! 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 *Notes on ETT support: Spoiler This mod supports tech trees in the ETT format, but does not support the Yonge's Tech Tree plugin. This simply means that the tree selection process at the beginning of a new game will do nothing. Instead, this mod reads the ETT changes done to the ModuleManager tech tree, and will change the TechRequired field for Parts from that file. The good news is that you can now use ModuleManager config files on the ETT! The bad news is that modders who add their own nodes probably haven't accounted for the ETT because they never needed to yet, so there might be duplicate nodes (they need to add a NEEDS[!ETT] to their config file). If there are duplicate nodes in your MM tech tree, a message will display on screen and the debug log will give you a list of duplicate nodes so you can inform the modder. Download: SpaceDock Source (GitHub) Download instructions: Download the mod folder from the SpaceDock link and place the GameData folder in your KSP directory. Changelog: Spoiler v1.3.2 Fixed dictionary key-value error when trying to use a key that doesn't exist (for TETRIX Tech Tree) v1.2.0 Fixed deprecated parts counting in nodes, leading to empty nodes. Fixed version file URL (thx @HebaruSan ) . Added Chinese language support (thx @tinygrox). Reverted min zoom back to stock 60%. Previous modded zoom was 35%. Updated version file. v1.1.2 - KSP v1.10.1 update SpaceDock version compatibility update v1.1.2 - KSP v1.9.1 update SpaceDock version compatibility update v1.1.2 - KSP v1.8.1 update Recompiled for KSPv1.8.1 Changed Target Framework to .NET 4.5 Increased maximum allowable zoom to 200% Added Russian localization (thx @Sooll3) v1.1.1 - KSP v1.7.0 update Updated .version file up to 1.7.99. No other changes. v1.1.0 - KSP v1.6.1 update Recompiled for KSP v1.6.1 Added option to manually hide nodes (uses "hideEmpty" from RDNode modules. Can be edited with ModuleManager) Added option to transfer science points from hidden nodes to their children/descendants v1.0.5 - KSP v1.5.1 update Recompiled for KSP v1.5.1 v1.0.4 .version file updated to max KSP v1.4.9 v1.0.3 Path separator fix (thx @nightingale) v1.0.2 - KSP v1.4.1 update Recompiled for KSP v1.4.1 v1.0.1 - KSP v1.3.1 update Recompiled for KSP v1.3.1 Added .version file v1.0.0 Added option to change research requirements to "Default", "Any", or "All" Added option to remove empty space created from rows/columns of empty nodes v0.8.0 - KSP v1.3.0 update Fixed bug in settings menu introduced with KSP v1.3.0 Added localization support (settings menu) b/c why not. Includes English and Japanese translations v0.7.4 Fixed infinite loop bug that happens when two nodes are on top of each other (might happen if you have duplicate nodes) v0.7.3 Fixed issue with zoom options due to bug in 1.2.2 when inputs are a percent Added better error output when there are duplicate nodes. Displays message on screen v0.7.2 - KSP v1.2.2 update v0.7.1 Support for the ETT. Changes TechRequired field for Parts from the Updates node v0.7 Changed main mod behavior from "visual" to "active". Plugin now creates its own tech tree file with hidden nodes derived from your modded file, and assigns the game to use the new file. Prevents problems with part contracts and other "anomalous" bugs Added option to hide unresearchable tech, similar to Fog of Tech Added maximum zoom setting v0.6 - KSP v1.2.1 update Converted key mod settings to in-game menu (removed overrides.cfg and MM requirement) Removed parents that are the only ancestors of any other parents Fixed bug where PARTUPGRADE only nodes would still show if the Part Upgrades option is disabled, causing empty nodes v0.5.1 Nodes with PARTUPGRADE tech will not hide Fixed debug error when reloading tech lines Changed tech tree file path to currently loaded file Better support for the ETT (I think!) v0.5 - KSP v1.2 update Code cleanup Added startNodeID Added forceHideEmpty (used for the ETT) v0.4 - KSP v1.1 update Changed download files from HideEmptyTechNodes to HideEmptyTechTreeNodes to match post title Added KSP.UI.Screens namespace (new to 1.1) Removed NEEDS and FINAL from overrides file. Added FOR Adjusted default HETTN zoom settings Added debug config option for logs v0.3 - KSP v1.0.5 update Added zoom options v0.2 Fixed some lines that intersected nodes. v0.1 - Initial release. 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 May 12, 2022 by ev0 updates Quote Link to comment Share on other sites More sharing options...
SmashBrown Posted August 12, 2015 Share Posted August 12, 2015 I have used this since you put it up in the CTT thread, thanks for sharing! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 12, 2015 Share Posted August 12, 2015 My biggest distraction when using the CTT is now addressed! Thank you. Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted September 18, 2015 Share Posted September 18, 2015 Great mod! CTT would be harder to use without it. Bug report: I get this line crossing through Meta-Materials: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] Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 19, 2015 Author Share Posted September 19, 2015 Great mod! CTT would be harder to use without it. Bug report: I get this line crossing through Meta-Materials:http://i.imgur.com/HiJgrh1.pngGottcha. I'll be able to take a look at it in a couple days, I'm away from home right now. Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 20, 2015 Author Share Posted September 20, 2015 Ok, I think I fixed the problem. You can download the updated plugin from the Dropbox link again. Let me know if you see any other problems and I'll try to fix them before 1.1 comes. Quote Link to comment Share on other sites More sharing options...
Errol Posted September 21, 2015 Share Posted September 21, 2015 Have rep Quote Link to comment Share on other sites More sharing options...
Jovus Posted October 11, 2015 Share Posted October 11, 2015 Is there any chance of this getting indexed by CKAN? Having to search 10 or 20 pages into the forums is less good (and mind-boggling; how does everyone using CTT not use this?) Quote Link to comment Share on other sites More sharing options...
JeffreyCor Posted October 12, 2015 Share Posted October 12, 2015 Having this on Kerbalstuff would be great! And thank you for making it, you saved CCT for me Quote Link to comment Share on other sites More sharing options...
ev0 Posted October 13, 2015 Author Share Posted October 13, 2015 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. Quote Link to comment Share on other sites More sharing options...
pacbard Posted October 13, 2015 Share Posted October 13, 2015 The best way to contact the CKAN admins is through the IRC chat on the #ckan channel or on their forum thread. Quote Link to comment Share on other sites More sharing options...
ev0 Posted October 13, 2015 Author Share Posted October 13, 2015 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. Quote Link to comment Share on other sites More sharing options...
pacbard Posted October 14, 2015 Share Posted October 14, 2015 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. Quote Link to comment Share on other sites More sharing options...
ev0 Posted October 14, 2015 Author Share Posted October 14, 2015 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.Great! Thanks! Quote Link to comment Share on other sites More sharing options...
IntoSpaceAgain Posted October 14, 2015 Share Posted October 14, 2015 Looks like your KerbalStuff link in the OP is wrong; should be this one: https://kerbalstuff.com/mod/1206/Hide%20Empty%20Tech%20Nodes Quote Link to comment Share on other sites More sharing options...
ev0 Posted October 14, 2015 Author Share Posted October 14, 2015 Looks like your KerbalStuff link in the OP is wrong; should be this one: https://kerbalstuff.com/mod/1206/Hide%20Empty%20Tech%20NodesFixed! I had an extra slash at the end of the link. Quote Link to comment Share on other sites More sharing options...
Jovus Posted October 14, 2015 Share Posted October 14, 2015 Yaaay! Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted December 5, 2015 Share Posted December 5, 2015 Has anyone tested this in 1.05? Quote Link to comment Share on other sites More sharing options...
ev0 Posted December 11, 2015 Author Share Posted December 11, 2015 (edited) 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 December 11, 2015 by ev0 Quote Link to comment Share on other sites More sharing options...
aluc24 Posted December 13, 2015 Share Posted December 13, 2015 On 12/11/2015, 10:50:18, 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. 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? Quote Link to comment Share on other sites More sharing options...
ev0 Posted December 14, 2015 Author Share Posted December 14, 2015 8 hours ago, 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? 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. Quote Link to comment Share on other sites More sharing options...
aluc24 Posted December 14, 2015 Share Posted December 14, 2015 16 hours ago, 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. 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. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted April 17, 2016 Share Posted April 17, 2016 Does anything need to be changed with the CTT under 1.1? Quote Link to comment Share on other sites More sharing options...
ev0 Posted April 17, 2016 Author Share Posted April 17, 2016 2 hours ago, gamerscircle said: Does anything need to be changed with the CTT under 1.1? Note sure. I don't have the Steam version so I can't check yet. I'll update the mod if it's broken when 1.1 hits. Quote Link to comment Share on other sites More sharing options...
gamerscircle Posted April 17, 2016 Share Posted April 17, 2016 32 minutes ago, ev0 said: Note sure. I don't have the Steam version so I can't check yet. I'll update the mod if it's broken when 1.1 hits. Okay.. appreciate the reply. Quote Link to comment Share on other sites More sharing options...
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