ev0 Posted January 1, 2017 Author Share Posted January 1, 2017 9 minutes ago, linuxgurugamer said: Why not have an option to remove the dup nodes? Yep, I might for the next HETTN release/patch. I need to test it with the ETT first to see how it affects the Unlocks {} nodes if the ETT node becomes the duplicate node. Looking at my code I think the Unlocks {} nodes should still work. Just some MM patches might be missed. Quote Link to comment Share on other sites More sharing options...
Tynrael Posted January 1, 2017 Share Posted January 1, 2017 It seems like the advanced debugging will prevent KSP from timing out and crashing but that HETTN also logs errors for possibly infinity. I let it run about 20 minutes before force closing KSP, the log is a little too large to post. Rows 193,067 to 6,728,047 are all HETTN and the output_log is over 500MB. I am not sure it would have ever stopped. [HETTN Debug] Found in box: "advSolarTech" at (-1810,1175) (Tech line bend at (-1532,1210)). Here is an example of what the majority of the messages look like, I did a count for this exact string in Notepad++ and this same debug message exists 58,266 times. Quote Link to comment Share on other sites More sharing options...
ev0 Posted January 1, 2017 Author Share Posted January 1, 2017 1 hour ago, Tynrael said: It seems like the advanced debugging will prevent KSP from timing out and crashing but that HETTN also logs errors for possibly infinity. I let it run about 20 minutes before force closing KSP, the log is a little too large to post. Rows 193,067 to 6,728,047 are all HETTN and the output_log is over 500MB. I am not sure it would have ever stopped. [HETTN Debug] Found in box: "advSolarTech" at (-1810,1175) (Tech line bend at (-1532,1210)). Here is an example of what the majority of the messages look like, I did a count for this exact string in Notepad++ and this same debug message exists 58,266 times. Ah, okay I reproduced the bug. I'll get a fix out. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted January 1, 2017 Share Posted January 1, 2017 2 hours ago, ev0 said: Yep, I might for the next HETTN release/patch. I need to test it with the ETT first to see how it affects the Unlocks {} nodes if the ETT node becomes the duplicate node. Looking at my code I think the Unlocks {} nodes should still work. Just some MM patches might be missed. Well, you could hard-code in a hierachy of mods, in that, for example, ETT would take priority over KW, etc Quote Link to comment Share on other sites More sharing options...
ev0 Posted January 2, 2017 Author Share Posted January 2, 2017 Version 0.7.4 Update Fixed infinite loop bug that happens when two nodes are on top of each other (might happen if you have duplicate nodes) @Tynrael Okay, there should be no more freezing. Let me know if there are any other issues. But since this mod forces using the MM Tech Tree even with the ETT and Yonge's Plugin, if you have both the CTT and ETT installed you'll still end up with a messy looking, incorrect tech tree. That's a compatibility issue, since they both add the same nodes with the same IDs. If you originally had two saved games using different tech trees thanks to Yonge's Plugin, or something like that, unfortunately now you'll have to make separate installs, each with one of your saved games (copy-paste). And don't worry, even though I'm forcing the MM Tech Tree, any TechRequirement changes made by the ETT will overwrite any MM patches made by other modders. (By the way if you ever want to edit the ETT, you can follow step two in this example) 4 hours ago, linuxgurugamer said: Well, you could hard-code in a hierachy of mods, in that, for example, ETT would take priority over KW, etc I was thinking about that too, but I'd rather not hard code anything like that. Ultimately it's a compatibility issue that should be resolved in the @TechTree edit patches. I don't think many mods add their own tech nodes anyway. KSP-IE changed to the CTT, you patched KW Rocketry, now SpaceY and maybe a handful of other mods just need to do the same. The warning message should be enough to help people with fixing that. Quote Link to comment Share on other sites More sharing options...
Tynrael Posted January 9, 2017 Share Posted January 9, 2017 Thanks for the update ev0! Working like a charm now, the error message indicates just 1 duplicate node that seems to have been causing the trouble. Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted May 31, 2017 Share Posted May 31, 2017 This seems to have broken with the 1.3 update. Quote Link to comment Share on other sites More sharing options...
ev0 Posted May 31, 2017 Author Share Posted May 31, 2017 (edited) On 5/30/2017 at 11:54 PM, wile1411 said: This seems to have broken with the 1.3 update. I had to fix something with the Difficulty Settings. Give this a try (1.3.0 download). I'll put a proper release on SpaceDock/CKAN as soon as I check it against the upcomming CTT. --- Edit: Okay, link works now. My Dropbox account was banned for using too much bandwidth!?? This 100 KB mod is the only thing on that account! The above link is for Google Drive. I guess I'll have to make a GitHub account. Edited June 11, 2017 by ev0 Removed link. Use v0.8.0 from SpaceDock Quote Link to comment Share on other sites More sharing options...
cyberKerb Posted May 31, 2017 Share Posted May 31, 2017 (edited) Thanks for the quick update - I can confirm the update works with KSP 1.3 no problem. Github is great for allowing people to download old mod versions all in a central location rather than hunt through expired forums links for a version they are trying to play with. I'd recommend put both the 1.22 and 1.3 versions of the mod on the OP for a little while. I've seen quite a few other mods get immediate requests for the older version of their mods the minute it gets changed to 1.3 on the OP. Edited May 31, 2017 by wile1411 Quote Link to comment Share on other sites More sharing options...
ev0 Posted May 31, 2017 Author Share Posted May 31, 2017 4 minutes ago, wile1411 said: Thanks for the quick update - I can confirm it works with no problem. Github is great for allowing people to download old mod versions all in a central location rather than hunt through expired forums links for a version they are trying to play with. I'd recommend put the 1.22 and the 1.3 version on the OP for a little while. I've seen other mods get immediate requests for the older version of their mods the minute it gets changed on the OP. Nice, thanks for the confirmation. The older versions are readily available on SpaceDock on the Changelog page, but not everyone knows that. So good shout on mentioning something on the OP. The problem is finding a place for the source code, which I guess Dropbox just doesn't make the cut. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted June 3, 2017 Share Posted June 3, 2017 On 31-5-2017 at 8:49 AM, ev0 said: I had to fix something with the Difficulty Settings. Give this a try (1.3.0 download). I'll put a proper release on SpaceDock/CKAN as soon as I check it against the upcomming CTT. --- Edit: Okay, link works now. My Dropbox account was banned for using too much bandwidth!?? This 100 KB mod is the only thing on that account! The above link is for Google Drive. I guess I'll have to make a GitHub account. It seems to work alright with CTT for 1.3 Quote Link to comment Share on other sites More sharing options...
ev0 Posted June 4, 2017 Author Share Posted June 4, 2017 v0.8.0 - KSP v1.3.0 update Changelog 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 Quote Link to comment Share on other sites More sharing options...
theJesuit Posted June 4, 2017 Share Posted June 4, 2017 4 hours ago, ev0 said: v0.8.0 - KSP v1.3.0 update Changelog 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 Thanks @ev0! Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 3, 2017 Author Share Posted September 3, 2017 (edited) v.1.0.0 Changelog Added option to change research requirements to "Default", "Any", or "All" Added option to remove empty space created from rows/columns of empty nodes (for the very OCD). See album. I think this mod is feature complete now. Any updates will be for maintenance, or if someone has any good suggestions for other features. Cheers! source until I figure out GitHub Edited September 3, 2017 by ev0 source Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted September 3, 2017 Share Posted September 3, 2017 (edited) It might be a bit late bit I would advice to add support for MiniAVC. All it requires is for you to register your mod and add a config file to your download package Edited September 3, 2017 by FreeThinker Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 3, 2017 Author Share Posted September 3, 2017 8 minutes ago, FreeThinker said: I might be a bit late bit I would advice to add support for MiniAVC. All it requires is for you to register your mod and add a config file to your download package Sure, I'll add it for the KSP 1.3.1 update. Quote Link to comment Share on other sites More sharing options...
Vorg Posted September 5, 2017 Share Posted September 5, 2017 Not sure what this means: Added option to change research requirements to "Default", "Any", or "All" Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 5, 2017 Author Share Posted September 5, 2017 3 hours ago, Vorg said: Not sure what this means: Added option to change research requirements to "Default", "Any", or "All" I added a new option in the HETTN settings menu to change all node unlock requirements to Any or All, or just keep them as the tech tree's default. See image: You could do the same with a MM edit, but this was easy enough to add to the plugin. Quote Link to comment Share on other sites More sharing options...
AcinonyxJubatus Posted September 21, 2017 Share Posted September 21, 2017 Hi there. Is there a way to "reset" the hiding of the tech nodes, when a mod supported by the tech tree has been added to an existing career? Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 22, 2017 Author Share Posted September 22, 2017 12 hours ago, AcinonyxJubatus said: Hi there. Is there a way to "reset" the hiding of the tech nodes, when a mod supported by the tech tree has been added to an existing career? You can add part mods freely. The mod makes a new tech tree each time you resume your existing career, so if a node now has parts in it you will see it and any node parent-child connections will change accordingly. Just one thing to note though. Any nodes you previously researched will stay researched. Meaning even if your new unhidden node is now a requirement to research an old node that you already researched, the old node will still be researched. The new node will not be researched. Quote Link to comment Share on other sites More sharing options...
AcinonyxJubatus Posted September 22, 2017 Share Posted September 22, 2017 6 hours ago, ev0 said: You can add part mods freely. The mod makes a new tech tree each time you resume your existing career, so if a node now has parts in it you will see it and any node parent-child connections will change accordingly. Just one thing to note though. Any nodes you previously researched will stay researched. Meaning even if your new unhidden node is now a requirement to research an old node that you already researched, the old node will still be researched. The new node will not be researched. OK thanks. The issue I have about stuff not appearing in the tree is probably due the other mod then (it's only one mod actually, I realized that after writing my post). Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 23, 2017 Author Share Posted September 23, 2017 21 hours ago, AcinonyxJubatus said: OK thanks. The issue I have about stuff not appearing in the tree is probably due the other mod then (it's only one mod actually, I realized that after writing my post). The parts should definitely be showing up. Which part mod are you using? Quote Link to comment Share on other sites More sharing options...
AcinonyxJubatus Posted September 25, 2017 Share Posted September 25, 2017 On 23/09/2017 at 9:26 AM, ev0 said: The parts should definitely be showing up. Which part mod are you using? I think it was Keridian Dynamics. Quote Link to comment Share on other sites More sharing options...
ev0 Posted September 26, 2017 Author Share Posted September 26, 2017 15 hours ago, AcinonyxJubatus said: I think it was Keridian Dynamics. For that mod, make sure that the file GameData/KeridianDynamics/KeridianDynamics-CTT.cfg exists. Other than that, I couldn't say what's wrong. Quote Link to comment Share on other sites More sharing options...
AcinonyxJubatus Posted September 26, 2017 Share Posted September 26, 2017 6 hours ago, ev0 said: For that mod, make sure that the file GameData/KeridianDynamics/KeridianDynamics-CTT.cfg exists. Other than that, I couldn't say what's wrong. Thanks for your answer. Only one of my career files happened to have this issue and I'm not dealing with it anymore. If you say Hide Empty Tech Tree Nodes normally manages this issue, that's all I'm asking for, really. Thanks again. Quote Link to comment Share on other sites More sharing options...
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