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[1.12.5] Gradual Progression Tech Tree - A mod-focused, slower early game tech tree (0.2.3)


loki130

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Has anyone else had a bug where starting tech parts are impossible to unlock because the entry costs can't be paid (either through a faulty button or it showing up in Science mode)

On an unrelated note, how did you manage the conversion of a YongeTech tech tree to a stock tech tree? I'd be interested in making some configs for this tree using ksp-techtree-edit.

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Version 0.2.2

github

- Switched the id of starting node back to 'start' to fix issues with part unlocking and adjusted stock nodes patch accordingly

4 hours ago, The Dressian Exploder said:

Has anyone else had a bug where starting tech parts are impossible to unlock because the entry costs can't be paid (either through a faulty button or it showing up in Science mode)

On an unrelated note, how did you manage the conversion of a YongeTech tech tree to a stock tech tree? I'd be interested in making some configs for this tree using ksp-techtree-edit.

Pretty sure that issue should be fixed

To do the conversion, I save the tree as both a yongetech tree and a stock tree, then use a little python script to pull all the part unlocks from the yongetech tree and turn them into a modulemanager patch, and the stock tree and patch are what actually go into the mod. You can find the yongetech tree and python script on the github. Trouble is of course that this means that most parts are added in one big patch (though any parts instantiated by modulemanager patches don't appear in the editor, so I have to track those down and write out dedicated patches for them, which is most of what's in the additional patches folder), so if multiple people are working on additions that way it might get a bit tricky to consolidate them together.

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So, I'm attempting a game of this with an assortment of mods, including Kerbal Construction Time, and for some reason attempting to research anything in this tech tree bricks the KCT menu completely, making it impossible to do anything. This is occurring in the current most recent version. If you can see what might be causing this that would be great.

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5 hours ago, Steakthedog said:

So, I'm attempting a game of this with an assortment of mods, including Kerbal Construction Time, and for some reason attempting to research anything in this tech tree bricks the KCT menu completely, making it impossible to do anything. This is occurring in the current most recent version. If you can see what might be causing this that would be great.

I've seen it before but never quite tracked down the exact cause, it seems to relate somehow to how KCT determines tech prerequisites and I thought I was rid of it but I think messing around more with the stock nodes to get the lost and found tech has brought it back, lemme try a few things.

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Version 0.2.3

github

Changelog:

- Added mod support:
    - Boring Crew Services: airbag placed in advanced parachutes for now, will need to consider a more general approach for balloons and inflatables eventually
    - TAC Life Support first pass: parts added, not sure how the overall balance plays yet
- Attempted to get unsupported parts upgrades to go in Lost and Found, not sure it works great so far.
- Adjusted patch ordering to get it to play nice with KCT, you still get some logspam the first time you research a tech in a new save, but it clears with the next scene change.

 

For TAC-LS, I placed Air filters, water splitter, and all the container parts in Orbital Modules, sabatiers and water purifiers in Orbital Habitation, and carbon extractors in Integrated Life Support, let me know if that seems to work okay. I'll still need to track down parts for TAC-LS added by other mods like planetary bases.

 

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