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Mod that lets you 'buy' other mods with science (or cash in career mode)


Matus1976

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KSP is awesome and the diversity of cool mods is astounding, I'm kind of overwhelmed by them all. I'm interested in kind of integrating them into the progression / fun of the game itself and was wondering if there was a mod that let you 'buy' (install) new mods as if you were progressing through a tech tree. I realize I could just do it myself, but it'd be cool to earn science points then spend them on a mod (I know you'll have to restart the game but...) As the game progresses, you get more tech, more science, more control, your solar system expands, etc... I did some searching and didn't find anything

I'm new to KSP and have only played a few mods, but perusing CKAN and their descriptions I put together a tentatively list grouped in rough categories by my probable ignorance of these mods (haven't made it through all the mod descriptions yet either, only got to R for 1.0.4 mods) Thoughts? Probably some incompatibilities here, redundancies, performance issues...

· STARTING

o Astronomers Pack

o Aerodynamics

o Life-support

o ResearchBodies (hides bodies until you find them through research)

o [X] Science (checklist to manage science reports_

o Airlock (Airlocks use a little power/electricity when EVA)

o Chatterer

o Community Resource Pack

o Community Tech Tree?

o Module Manager?

o DangIt!

o Diverse Kerbal Heads

o Texture Replacer

o Ferram Aerospace Research

o Final Frontier (Kerbal individual merits)

o Fog of Tech (hides unresearched nodes)

o KSP G Effects Mod

o In game notes (ALT+N)

o Kerbal Construction Time

o Kerbal Renamer

o Kerbal Science Exchange

o Achievements 1.8.0 - Earn 145 achievements while playing

o LightsOut (day night modes in VAB / SPH)

o Environmental Visual Enhancements

o PlanetShine

o Real Plume + stock configs

· Science Progression

o SCANSAT

o KAS Portable Science Container

o Station Science

o BetterScience Labs

o DMagic Orbital Science Presents: Probe and Rover Science Pack

o DSD Mobile Processing Labs

o Kinetic Pentrator

o MKerb Inc Science Instruments

o For Science (auto exec expirements)

o Solar Science

o Pathfinder

· Rocket Parts Progression

o HGR 1.875m parts

o AstroTech Inc’s Engines Plus

o Bacon Labs Stockalie Airanne & more

o Cargo Transportation Solutions

o Bahamuto Dynamics (retractable RCS)

o Fuel Tanks Plus

o JSC Monopropellant Decoupler

o AutoBalancingLandingLeg

o Custom Clusters

o Lithobrake Exploration Technologies

o Radial Engine Mounts

o Infernal Robotics

o Modular Rocket Systems Parts Pack

o Near Future Propulsion

o Near Future Spacecraft Parts

o Procedural Parts

o KW Rocketry

o Behemoth Aerospace Engineering Large Parts

o ALCOR advanced landing capsule for orbital rendezvous

o Orion Monkey Business Inc Parts

o SpaceY heavy lifters

o Pheonix Industries Cargo Resupply System

o Karbonite

o ALCOR IVA Patch

o Radial Engine Moutns

o Docking Tube

o Heat Management

o Habitat Pack

o Near Future ELectrocal \ Core \ Decaying RTGs patch

o Atomic Age

o Modular Kolonization Material

o Kerbal Planetary Base System

o Civilian Population

o Davon Supply Mod

o Glass Panes and Enclosures

o DeepFreeze Continued

o KSP Interstellar Expanded

o ImpossibleInnovations (Fusion engines)

o AMEG

o Kerbal Foundries Wheels and Repulsors (anti-grav repulsors)

o Alcubierre Warp Drive

· Spaceplane parts progression

o Firespitter propeller plane and helicopter parts

o Kerbal Aircraft Expansion

o Afterburner \ KerboKatzUtilities

o Aviation Lights

o Air Augmented Rockets

o B9 Aerospace Procedural Parts

o Mark IV Spaceplane System

o QuizTech AeroPack

o Mk2 Essentials

o Mk2 Expansion

o Mk3 mini expansion pack

o Mk3 Hypsersonic Systems

o OPT Space Plane Parts

· Control / Enhancement Progression

o Kerbal Alarm Clock

o MechJeb

o PreciseNode

o Hullcam VDS

o Enhanced Navball

o EVA Enhancements

o Transfer Resource Planner

o Burn Together / kOS: Scriptable Autopilot System

· Solar System Mods

o Custom Asteroids Inner

o Asteroid Day

o Outer Planets

o Kerbol Plus

o Custom Asteroids Outer

o Asclepius

· Career Mode

o Contractor Packs

o Mission Controller 2

· Design / Construction

o FuseBox (determines electrical charge / usage in different simulated environments)

o Intake Build Aide

o Extensive Engineer Report

o Kerbal Attachment System

o Kerbal Engineer Redux

o Kerbulator

o RCS Build Aide

o OSE Workshop

o Kerbal Inventory System

o Kerbal Joint Reinforcement

o Near Future Construction

o Kerbal Konstructs

o Part Wizard

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KSP on Windows and Mac is 32-bit, and can only use about 3 GB of RAM. You can't install too many mods or the game will crash. In particular any of the graphics enhancements or part packs will use a lot of RAM.

KSP on Linux is 64-bit and can use as much RAM as you have in your computer.

Regardless of OS, I'd encourage you to install only a mod or two at a time and play for a bit with it before installing another.

>there was a mod that let you 'buy' (install) new mods as if you were progressing through a tech tree.

No, I don't think mods can disable other mods.

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KSP on Windows and Mac is 32-bit, and can only use about 3 GB of RAM. You can't install too many mods or the game will crash. In particular any of the graphics enhancements or part packs will use a lot of RAM.

KSP on Linux is 64-bit and can use as much RAM as you have in your computer.

Regardless of OS, I'd encourage you to install only a mod or two at a time and play for a bit with it before installing another.

>there was a mod that let you 'buy' (install) new mods as if you were progressing through a tech tree.

No, I don't think mods can disable other mods.

Thanks, yeah I figured there would be a major memory / performance hit with anything that adds parts & textures. Currently running on Windows 7 64bit but considering undertaking the switch to Linux (given all the Windows 10 spying concerns)

I don't think the mod would need to disable / enable other mods, maybe in it's easiest form just list the mod names in a tech tree branch or separate window or whatever along with their science cost, then deduct the science points and direct you to install the mod. I suppose I can edit some config file and deduct the science myself? Not sure if I'd be honest enough, discovering 'infinite fuel' has been a tough temptation... I like the idea of the play-ability enhancement, e.g., starting with all manual control before you earn MechJeb, etc.

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The mod you probably want is Community Tech Tree. It expands the stock tree with a lot of new nodes and entirely new tech tiers, and a good number of parts mods work well with it. The new nodes are pricey enough to give good justification to extensive science exploration, so if you like the progression stage of the game this will make it several times as long depending on how many parts mods you install.

A lot of utility mods like MJ or KER can be configured to be partless or require a part that's bought in the tech tree, or require a specialization, to your preference.

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