Jump to content

[1.12.5] Gradual Progression Tech Tree - A mod-focused, slower early game tech tree (0.3.1)


loki130

Recommended Posts

On 1/26/2025 at 1:46 PM, Pxtseryu said:

Snacks is not currently compatible, and GPTT is designed around USI-LS. I strongly reccommend USI-LS as it's widely supported and just as simple as SNACKS (MKS is not included in this and is its own horrific beast)

I prefer Snacks, though. 

Link to comment
Share on other sites

1 hour ago, Pxtseryu said:

Assuming there aren't that many parts to configure, you could always make your own patch and PR it to the GPTT patch github until Loki's back. Simpler than it looks

 

https://github.com/PXTSERYU/GPTT_patches

Honestly, I was just gonna use another tech tree mod until Snacks gets supported here. I'm pretty sure I have the coding equivalent of a brown thumb.

Edited by Grenartia
Link to comment
Share on other sites

  • 2 weeks later...
On 1/5/2025 at 8:57 AM, DareMightyThingsJPL said:
On 1/3/2025 at 3:12 PM, Canis_fiddles said:

With the release you put out yesterday I noticed suddenly autostruts aren't working even if you unlock and purchase the struts themselves, this persists even in new saves. They come back in sandbox or if I cheat all technology... but that defeats the purpose of your mod. lol. 

I can concur, I'm also having this issue.

@loki130 I think i found the issue with the autostruts.

After a bit of research, the autostruts seem to be  hard-coded to unlock at the stock node where struts are unlocked. As such, removing this node makes autostruts being unable to be unlocked. If you want to fix this, I'd suggest replacing the technode where struts are unlocked in your mod, with the stock node, and then add a patch that adds the part that you'd unlock in the now removed technode. I'm unsure if this will work, but it's worth a shot, and it's the only way as far I as know to fix the problem

Link to comment
Share on other sites

Help! I've been getting this error when launching the game, and nothing I do seems to fix it!

I can't figure out how to add photos but it says 

Module manager - fatal error

Module manager has encountered a fatal error and KSP needs to close

The patcher returned a null collection of configs

Please see KSP's log for additional details

If you need the log, give me a yell with which one you need, because there are like five different logs in the logs folder and I don't know which one. 

Link to comment
Share on other sites

Kerballoons upgrades all have Balloonsize0 for each level, and the respected upgrades are all in lost and found. Shouldn't it be 0, 1, 2 and 3 respectively?

Edit: Can confirm it should be 0,1,2, and 3. Fixed it on my end and sent a pull request for the fix.

 

Edited by Spike88
Link to comment
Share on other sites

On 1/27/2025 at 9:18 AM, bigyihsuan said:

I think a new node off of the starting node with a really cheap cost would work. Modular Launch Pads is very much an eyecandy mod, and I think there's no real reason to split all the parts up if it's all eye candy.

Put a pull request for @Pxtseryu's patches that does this. Need to get around to moving all the parts into it.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...