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Unable to modify ETT tech tree with ModuleManager


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Background: I want to change the tech nodes that certain parts are in using ModuleManager to modify the ETT Tech Tree.

ETT Tech Tree is in GameData/ETT and contains the following file EngTechTree.cfg:

TechTree
{
        id = TEDGeneratedTree
        label = TED Generated Tree
        RDNode
        {
		  ... there are a lot of these
		}
        RDNode
        {
                id = experimentalScience
                nodepart = experimentalScience
                title = Experimental Science
                description = Explore novel fields of science that we didn't even know were there_
                cost = 95
                pos = -1950,1850,-7
                icon = RDicon_science-experimental
                anyParent = False
                hideEmpty = False
                hideIfNoBranchParts = False
                scale = 0.6
                Parent
                {
                        parentID = engineering101
                        lineFrom = LEFT
                        lineTo = RIGHT
                }
                Unlocks
                {
                        part = AccelerometerFGA
                        part = dmRoverMat
                        part = dmSeismicPod
                        part = dmSeismicHammer
                        part = dmUSImagingPlatform
                        part = sensorAccelerometer
                        part = StnSciExperiment1
                        part = StnSciExperiment2
                        part = KA_SolarCollector
                        part = MKS_Antenna
                        part = MKS_ScanOMatic
                        part = dmImagingPlatform
                        part = NH_Sci2
                        part = Telescope
                        part = hc_scicam
                        part = ca_accelerometer
                        part = SEP_PSE
                        part = SEP_CCIG
                        part = SEP_LRRR
                        part = dm_antenna
                }
        }
}

I created the following tech.cfg file and put it in GameData/FluffyMod:

@TechTree[*]:HAS[#id[TEDGeneratedTree]]:AFTER[ETT]
{
  @RDNode[*]:HAS[#id[experimentalScience]]
  {
    @title = Modified Node
    @description = Modified Description
    @Unlocks
    {
      !part[dmRoverMat]
    }
  }
}

By my figuring, this should find the desired node by its ID "experimentalScience", change its title and description (to prove the mod is working) and remove the line "part = dmRoverMat" from this node.  However, nothing happens.  If I modify EngTechTree.cfg directly, it works.  dmRoverMat is a science part added by DMagic Orbital Science.  I tried both with and without the '[*]'s in the node selectors, doesn't matter.

I was able to change the properties of planets with Kopernicus using a similar .cfg, so I'm pretty sure my .cfg files are at least being loaded.  I'm using 64-bit KSP 1.3.1 on Linux, ModuleManager 3.0.4, and DMagic Orbital Science 1.3.11.

 

My complete list of mods is:

ETT
EVAEnhancementsContinued
EvaFuelCont
KerbalAlarmClock
KerbalEngineerRedux
OuterPlanetsMod
ResearchBodies
RoverScienceCont
ScienceRevisitedRevisited
DeadlyReentry
StationScienceContinued
CustomAsteroids
DMagicOrbitalScience
TriggerAu-Flags
CustomBarnKit
BetterTimeWarpCont
CommunityResourcePack
FinalFrontier
ModuleManager
YongeTechTreesPlugin-Revived
Kopernicus
ModularFlightIntegrator
CommunityTerrainTexturePack
ContractConfigurator
REPOSoftTech-Agencies
Toolbar
FerramAerospaceResearch
KerbalFlightData
UKS
UniversalStorage2
USI-Core
USI-EXP
USI-FTT
USIKolClassSuits
USITools
USI-LS
FirespitterCore
CommunityCategoryKit
Konstruction
GroundConstruction-Core
AT-Utils
ConfigurableContainers-Core
TextureReplacerReplaced
KEI
ToolbarController
ContractConfigurator-KerbinSpaceStation
JanitorsCloset
FilterExtensions
PreciseManeuver
KramaxAutopilotContinued
KerbalConstructionTime
StageRecovery
KRASH
MagiCore
CustomAsteroids-Pops-Stock-Inner
CustomAsteroids-Pops-Stock-Stockalike
HyperEdit

 

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I figured out the problem.  It's technically possible to modify the tech tree definitions with ModuleManager, however ETT uses Yonge's Tech Tree Plugin which in turn reconfigures the tech tree actually used in game and effectively bypasses changes made through ModuleManager.

 

At least I know what is happening now.

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