Lisias Posted October 11, 2018 Share Posted October 11, 2018 (edited) 4 hours ago, Gordon Dry said: When I use this ModuleManager:https://github.com/net-lisias-kspu/ModuleManager the tech tree is not GameData\ModuleManager.TechTree @Lisias This is a side effect induced by my changes, it's not exactly related to this add-on (it's just the "screaming victim" as I use to say). I'm unsure if this is the right place to tell about it. I'll give it a peek and try to propose a pull request with a 'generic' fix, so it would work with any mod that changes the TechTree, and not just Module Manager. I think this would be an improvement that would add value to this mod, instead of just making them change their work due my crazy ideas. (As a rule of thumb: if something used to work before you installed something of mine, and then stops to work after installing something of mine, it's probably my fault. Poke me first, please.) — EDIT -- Issue: https://github.com/Orthethac/HideEmptyTechTreeNodes/issues/2 Pull request: https://github.com/Orthethac/HideEmptyTechTreeNodes/pull/3 Edited October 11, 2018 by Lisias added links to the solution Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted October 11, 2018 Share Posted October 11, 2018 10 hours ago, Lisias said: Poke me first, please. I can do that in a "2nd kind of" manner, the "1st kind of" manner is impossible because I cannot open an issue on your forks. Quote Link to comment Share on other sites More sharing options...
Lisias Posted October 11, 2018 Share Posted October 11, 2018 1 hour ago, Gordon Dry said: I can do that in a "2nd kind of" manner, the "1st kind of" manner is impossible because I cannot open an issue on your forks. You have a point. I need to organize me better - I didn't expected having to properly maintain the Unofficial forks. Quote Link to comment Share on other sites More sharing options...
ev0 Posted October 11, 2018 Author Share Posted October 11, 2018 (edited) @Gordon Dry @Lisias I'll take a look. I see the pull request on GitHub so hopefully that makes the fix easy. Edit: I just got a new desktop, so it looks like I'll be trying out KSP again a bit sooner than I expected My old laptop couldn't really run the game since 1.2 or maybe pre 1.0! Edited October 11, 2018 by ev0 Quote Link to comment Share on other sites More sharing options...
ev0 Posted October 28, 2018 Author Share Posted October 28, 2018 v1.0.5 - KSP v1.5.1 update Recompiled for KSP v1.5.1 Just a simple recompile, nothing new. It seems to work with 1.5.1. Bug for ETT users: You're probably going to see broken lines. It looks like Squad added new "v2.0" parts, but is still keeping the old versions in their Parts folders (e.g. see "probeCoreOcto2" and "probeCoreOcto2_v2" in Squad's Parts/Command folder). ETT has both the new and old parts listed in its mod. Since both part versions seem to be loaded by the game, my mod will "see" both and not fix the tech tree, but Squad hides the old parts and thus its tech node unless something else that isn't old is in there as well. @Probus can probably fix this by keeping the old and new parts in the same node, or deleting the old name from his tech tree. Quote Link to comment Share on other sites More sharing options...
avalancha Posted November 13, 2018 Share Posted November 13, 2018 Sorry this is probably a silly question, but: how do I activate the "Fog of Tech"? Does this mod have a settings menu entry that I overlooked or a Toolbar button? I can't find anything clickable in the space center scene or inside the R&D building Quote Link to comment Share on other sites More sharing options...
Daywalker81 Posted November 13, 2018 Share Posted November 13, 2018 @avalancha the options for many mods, including this one, are in the difficulty settings. Quote Link to comment Share on other sites More sharing options...
ev0 Posted November 13, 2018 Author Share Posted November 13, 2018 14 hours ago, avalancha said: Sorry this is probably a silly question, but: how do I activate the "Fog of Tech"? Does this mod have a settings menu entry that I overlooked or a Toolbar button? I can't find anything clickable in the space center scene or inside the R&D building It's in the settings menu (difficulty settings?) when you set up a new game, or when you press Esc and go to the settings in a current game. Hide Empty Tech Tree Nodes has its own settings tab. Hopefully that feature still works. I forgot to check for 1.5. Quote Link to comment Share on other sites More sharing options...
avalancha Posted November 13, 2018 Share Posted November 13, 2018 Thank you Daywalker and ev0, found it! Oh and I can confirm Fog of Tech is working in 1.5.1. I'm using CTT Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 4, 2018 Share Posted December 4, 2018 @ev0 I am wondering how hard the following would be: Add a hook into HETTN that basically does this: IF ParentNode contains "materialsScience*" or "electronics*" { Never remove node } Put that feature in that I can backport to a 1.3.1 release Thanks! Quote Link to comment Share on other sites More sharing options...
ev0 Posted December 5, 2018 Author Share Posted December 5, 2018 7 hours ago, pap1723 said: @ev0 I am wondering how hard the following would be: Add a hook into HETTN that basically does this: IF ParentNode contains "materialsScience*" or "electronics*" { Never remove node } Put that feature in that I can backport to a 1.3.1 release Thanks! Hmm I think I can work something out. I'll put in a custom field in the research node modules that you can toggle to TRUE/FALSE with Module Manager if you never want to hide the node. Your request is pretty specific, so I think the above is more flexible. In your case you'd just have to toggle the field in the correct nodes yourself via MM. Curious as to why you want the empty nodes? For the science points? Quote Link to comment Share on other sites More sharing options...
pap1723 Posted December 6, 2018 Share Posted December 6, 2018 Yeah, I was being specific in order to try and best explain the specific use case. Your way is much more flexible and has much better long term use for more people than just us. The area in red are representing Blue Skies Technology: https://www.wikiwand.com/en/Blue_skies_research It essentially means there is materials and electronics research that are independent of specific applications, but are necessary for more advanced technologies. We have used them to essentially limit things so players cannot rush engines to the end of the tree. Quote Link to comment Share on other sites More sharing options...
Taki117 Posted January 13, 2019 Share Posted January 13, 2019 I feel bad for asking, but is this going to be updated to 1.6.1? I would really like to use it for the Historical Progression Tech Tree. Quote Link to comment Share on other sites More sharing options...
ev0 Posted January 13, 2019 Author Share Posted January 13, 2019 (edited) @Taki117 Nice timing! v1.1.0 - KSP v1.6.1 update Recompiled for KSPv1.6.1 Added option to manually hide nodes (when enabled, this uses "hideEmpty" from RDNode modules. These can be edited with ModuleManager) Added option to transfer science points from hidden nodes to their children/descendants For those who want to use the manual hide option, here's an example MM script that will not hide the "Orbital Megastructure" node, even if it is empty. Do this AND enable the option "Use RDNode Settings" in the Difficulty Options. @TechTree:FINAL // FINAL should only be used for user MM scripts, if ever!!! { // Hide all empty nodes, initially @RDNode,* { @hideEmpty = True } // Don't hide Orbital Megastructures @RDNode:HAS[#id[orbitalMegastructures]] { @hideEmpty = False } } @pap1723 Kept you waiting, huh? Let me know if this works for your 1.3.1 game (I don't think the APIs have changed since then). I'll make a fork with a working one if it doesn't. Edited January 13, 2019 by ev0 option usage clarification Quote Link to comment Share on other sites More sharing options...
ev0 Posted April 21, 2019 Author Share Posted April 21, 2019 v1.1.1 - KSP v1.7.0 update Updated .version file up to KSP v1.7.99. No other changes. So, I've upgraded from a 720p (1080p?) laptop to a desktop with a 2k monitor and noticed that the physical size of the background of the tech tree is too small when I zoom out too far. I tried to manipulate certain members of the current background (width, height, etc.) in my plugin's source code but wasn't able to get it working. I also haven't been able to figure out the source image of this background, or how to change the source path to a different 2 or 4k image. Anyone able to help on this? Although, with a 2k monitor there's really no more need for me to zoom out further than the default 60% anymore... Quote Link to comment Share on other sites More sharing options...
flart Posted October 1, 2019 Share Posted October 1, 2019 (edited) UnKerballedStart by @SpinkAkron add these cool empty tech nodes with Tech level number for the convenience, but hide-empty-tech-tree-nodes (obviously) hides them. Can something be done there for exclude them from being hidden ? Edited October 1, 2019 by flart Quote Link to comment Share on other sites More sharing options...
maja Posted October 1, 2019 Share Posted October 1, 2019 1 hour ago, flart said: UnKerballedStart by @SpinkAkron add these cool empty tech nodes with Tech level number for the convenience, but hide-empty-tech-tree-nodes (obviously) hides them. Can something be done there for exclude them from being hidden ? Look two posts above yours. There is the solution Quote Link to comment Share on other sites More sharing options...
ev0 Posted November 8, 2019 Author Share Posted November 8, 2019 v1.1.2 - KSP 1.8.X Update Recompiled for KSPv1.8.1 Changed Target Framework to .NET 4.5 Increased maximum allowable zoom to 200% Added Russian localization (thx @Sooll3) Quote Link to comment Share on other sites More sharing options...
Sabizos Posted December 31, 2019 Share Posted December 31, 2019 (edited) hey so did you gets ever get this on ckan? its been like 3 years [snip], regardless thanks for all your work guys from one noob to a modder Edited December 31, 2019 by Gargamel Portions Redacted by Moderator Quote Link to comment Share on other sites More sharing options...
Sabizos Posted December 31, 2019 Share Posted December 31, 2019 hey so i installed this mod (game data where the game data is where u put other mods) but it doesn't show up in the difficulty settings like other mods do, where do i put the "source" file? also i assume the file with ignore in it you ignore right? im sorry if this is ultra noob iv always used ckan but then darn empty nodes are driving my ocd up the wall lol. i assume im just not properly placing this source file Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted December 31, 2019 Share Posted December 31, 2019 2 hours ago, Sabizos said: i assume im just not properly placing this source file Sounds like you're grabbing the file from Github... Use the SpaceDock link instead. The one you're grabbing from Github has extra stuff in it that you dont need/want... ie the source folder... Inside your /GameData/ folder, you should just end up with a /HideEmptytechTreenodes/ folder, which has four subfolders, and only one file in each sub-folder. Quote Link to comment Share on other sites More sharing options...
jpkerman Posted December 31, 2019 Share Posted December 31, 2019 (edited) Another approach could be if there was a way to add a money or reputation reward to the empty nodes then the play balance against gaining higher tier tech too quickly and making tech trees more adaptable to individual play styles could be achieved. A transition from hiding empty nodes to making empty nodes useful. Variant tech trees would adapt to whatever mod mix is applied and the science points used to unlock the part-less node could be rewarded in money and reputation in the form of "Research Advances", "New research theory" or "New Engineering design concepts". If a mod is later added that fills that node then the "Make empty node useful" effect is not applied. Edited December 31, 2019 by jpkerman Quote Link to comment Share on other sites More sharing options...
Sabizos Posted December 31, 2019 Share Posted December 31, 2019 3 hours ago, Stone Blue said: Sounds like you're grabbing the file from Github... Use the SpaceDock link instead. The one you're grabbing from Github has extra stuff in it that you dont need/want... ie the source folder... Inside your /GameData/ folder, you should just end up with a /HideEmptytechTreenodes/ folder, which has four subfolders, and only one file in each sub-folder. You were right it was the github so i downloaded the other one and still no change, i'm running 8.1 of KSP just as the update said i should here are the images of what the file looks like as well as all my mods(the image url thing wont accept them? do you guys only allow a certain site? i just googled "how to upload image urls" and picked the first page so if u guys require/prefer a certain style plz let me know anyways if anyone can see anything wrong with my setup id appreciate it if you could let me know, thank you for you time. -sab pic 1 https://ibb.co/k08x6p2 pic 2 https://ibb.co/rHgJ9gg pic 3 https://ibb.co/C5r2vRC Quote Link to comment Share on other sites More sharing options...
ev0 Posted December 31, 2019 Author Share Posted December 31, 2019 @Sabizos Your ModuleManager dll might be out of date. Try to grab the latest MM version, v4.1.3. If that doesn't fix it let me know and I'll take a look at the problem more closely. Quote Link to comment Share on other sites More sharing options...
ev0 Posted December 31, 2019 Author Share Posted December 31, 2019 5 hours ago, jpkerman said: Another approach could be if there was a way to add a money or reputation reward to the empty nodes then the play balance against gaining higher tier tech too quickly and making tech trees more adaptable to individual play styles could be achieved. A transition from hiding empty nodes to making empty nodes useful. Variant tech trees would adapt to whatever mod mix is applied and the science points used to unlock the part-less node could be rewarded in money and reputation in the form of "Research Advances", "New research theory" or "New Engineering design concepts". If a mod is later added that fills that node then the "Make empty node useful" effect is not applied. Hmmm I think unlocking money or reputation points is out of the scope of this mod. I wouldn't know the appropriate amount to give when you unlock the node. I also wouldn't know how to get it to work, code-wise, since I don't have experience with the money and reputation parts of the game. A while ago I added an option to transfer science points from hidden nodes to unhidden nodes, if you are worried about unlocking nodes too quickly. You could also take advantage of the vanilla game's Part Upgrades feature to make existing parts get better specs when you unlock a node. I think Interstellar Extended uses Part Upgrades, if you want to make your own and are looking for an example. I don't know how it works though. It might just need an MM script. Quote Link to comment Share on other sites More sharing options...
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