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[1.12.5] Gradual Progression Tech Tree - A mod-focused, slower early game tech tree (0.3.2)


loki130

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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. 

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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
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  • 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

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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. 

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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
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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.

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4 hours ago, DJ_Diabetis said:

Uh quick question, how should I even play the game if there are no probe cores at the start node? I want to play a hard playthrough and I have no starting science

Check the compatibility document - has a list of reccomended packs. USILS Sounding Rockets is the base of the early game.

AUTOSTRUT FIX FOR GPTT

Just updated the GPTT-Patches github with a fix for Autostruts. They'll unlock at Construction 0. Feel free to peruse.

https://github.com/PXTSERYU/GPTT_patches

Several patch pull requests have been submitted to the github as well

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20 hours ago, DJ_Diabetis said:

Uh quick question, how should I even play the game if there are no probe cores at the start node? I want to play a hard playthrough and I have no starting science

From the top post:

"USI Sounding Rockets provides many of the starting parts; without it you'll probably have to cheat your way to either powered flight or the starting science, avionics, and rocketry tech"

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If you can get a Kerbal out on the tarmac and walk around the KSC complex, there are many different biomes you can just hoof it to and get science on foot!

There's  a mod ("Walkabout") that allows you to spawn a Kerbanaut at many different places around the KSC to cut down on the amount of walking.  This would also help if your start doesn't have any crewed parts you could launch an EVA from.

If that's too tedious, there's a mod (Kerbin Environmental Institute) that let's you click a button at the Space Center screen to get science available at the KSC.  You can limit yourself to select the results you could get by walking around if that feels less cheaty. (The mod offers up ANY science you could conceivably get from the KSC, like ship mounted parts available in the VAB/SPH you could launch on the pad/runway and return science with)

Edited by Padrone
Grammer!
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Hey can i just ask why the survey scanner is so far up the tech tree? I'm really enjoying the progression so far. It's the best probes before crew one that i've tried. Even planes have been a viable option at the strat, with all the extra recomended mods, so thank you.

I have been sending probes to  orbit mun and collected science etc now it seems like the next step would be to do surveys as there are missions asking me to collect samples. When i looked to see when i could unlock them i see they are one of the very last things you unlock! so i'm going to have already visited lots of planest before i can do a survey. To me i would imagine i've done all i need to do on those planets way before i unlock the survey scanner on your tree. seems wrong to me. Surley i would want to survey before i start going there and colecting stuff, not way after.

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Version 0.3.2

github

Changelog:
- Added mod support:
    - FTL Drive Continued thanks to Jade-TheCat
    - Engine Ignitor thanks to PXTSERYU
    - Procedural Parts thanks to PXTSERYU (with some progression tweaks)
    - RealAntennas thanks to PXTSERYU (may have to doublecheck this later because I know it has a funky system)
- Fixes:
    - Autostrut now unlocks in General Construction thanks to PXTSERYU
    - Kerballoons upgrades fixed thanks to Spike8891
    - Fixed supplementary electric engines patch to put cesium tanks in ion tree, not advanced air

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11 hours ago, loki130 said:

Version 0.3.2

github

Changelog:
- Added mod support:
    - FTL Drive Continued thanks to Jade-TheCat
    - Engine Ignitor thanks to PXTSERYU
    - Procedural Parts thanks to PXTSERYU (with some progression tweaks)
    - RealAntennas thanks to PXTSERYU (may have to doublecheck this later because I know it has a funky system)
- Fixes:
    - Autostrut now unlocks in General Construction thanks to PXTSERYU
    - Kerballoons upgrades fixed thanks to Spike8891
    - Fixed supplementary electric engines patch to put cesium tanks in ion tree, not advanced air

Sick!

 

Also to note a couple things:

A) Not sure if you knew but the HabTech patch doesn't include the parts from the LilBread402 branch, which is the current development branch with Benjee10

B) The SpaceBase patch you deleted is for an abandoned (but very good!) mod by the guy who made Alternate Apollo that adds parts for the IPP Space Base space station

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Looking into this tree, as soon as it gets kerbalism support im going straight into a new save.

I've been using SSS tech tree for long, but it has been painfully outdated, and kerbalism is not supported well for all bdb parts, and I've been long longing for a kerbalism patch that works well with the up to date BDB and Tantares. 
if you manage to do that, hell, I'd be one happy fellow

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On 3/6/2025 at 10:28 PM, loki130 said:

Changelog:
- Added mod support:
    - FTL Drive Continued thanks to Jade-TheCat
    - Engine Ignitor thanks to PXTSERYU
    - Procedural Parts thanks to PXTSERYU (with some progression tweaks)
    - RealAntennas thanks to PXTSERYU (may have to doublecheck this later because I know it has a funky system)
- Fixes:
    - Autostrut now unlocks in General Construction thanks to PXTSERYU
    - Kerballoons upgrades fixed thanks to Spike8891
    - Fixed supplementary electric engines patch to put cesium tanks in ion tree, not advanced air

Nice! good to see that autostrut have been fixed.

I know you want to tackle KSP:IE at some point, so I thought I'd just let you know that there are some metallic hydrogen and diatomic metastable helium engines, which don't cleanly fit on the tech tree. I'd suggest having them in two nodes after the last hydrolox tech nodes, with mtl. H unlcoking first, and then meta. He unlocking second.

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I'm still generally busy with non-KSP things, so nobody hold their breath on a kerbalism patch; like I said, I tend to lurch from one obsession to another, so I'll loop back around to KSP eventually. I just figured I should integrate all the pull requests that have built up.

On 2/25/2025 at 3:44 AM, Pxtseryu said:

Potential idea: rename the fuel pumps node to Fuel Systems - should allow the game to properly unlock decoupler crossfeed. There's only a few parts in there so it shouldn't be a massive change.

Maybe, could try to find if there's a hidden variable like for autostruts, or one other idea I had was to make all the stock nodes technically unlocked but hidden off the edge of the tree somewhere in the hopes that would fix a lot of these sorts of problems.

On 3/4/2025 at 12:00 PM, Frank_Hardly said:

Hey can i just ask why the survey scanner is so far up the tech tree? I'm really enjoying the progression so far. It's the best probes before crew one that i've tried. Even planes have been a viable option at the strat, with all the extra recomended mods, so thank you.

I have been sending probes to  orbit mun and collected science etc now it seems like the next step would be to do surveys as there are missions asking me to collect samples. When i looked to see when i could unlock them i see they are one of the very last things you unlock! so i'm going to have already visited lots of planest before i can do a survey. To me i would imagine i've done all i need to do on those planets way before i unlock the survey scanner on your tree. seems wrong to me. Surley i would want to survey before i start going there and colecting stuff, not way after.

Maybe we have very different playstyles, but I tend to think of resource surveying as a fairly late tech? Though I've tried to balance it such that you can beeline for ISRU if you want to. I think if you have scansat or coatl there might also be a few low-res resource scanners that unlock  bit earlier. I dunno, maybe that stuff could all use a quick pass, but given the size of the whole science tree and how hard it is to get interplanetary crewed missions going if using a life support mod, it seems hard to believe that you'd really run out of other things to do on planets that quickly.

On 3/6/2025 at 9:00 PM, The Brazilian Luigi said:

You should probably add in SpaceY Extended, very cool big parts
Flying Saucers is also nice

I'll add them to the list, not sure flying saucers really fits anywhere but, maybe huge airframes?

18 hours ago, Nikodga said:

Looking into this tree, as soon as it gets kerbalism support im going straight into a new save.

I've been using SSS tech tree for long, but it has been painfully outdated, and kerbalism is not supported well for all bdb parts, and I've been long longing for a kerbalism patch that works well with the up to date BDB and Tantares. 
if you manage to do that, hell, I'd be one happy fellow

I'm not really looking to built a whole new version of kerbalism, I really just wanted to make the tree compatible with some current version, but I'm still not clear if there is a current authoritative version of kerbalism to work with.

15 hours ago, DareMightyThingsJPL said:

Nice! good to see that autostrut have been fixed.

I know you want to tackle KSP:IE at some point, so I thought I'd just let you know that there are some metallic hydrogen and diatomic metastable helium engines, which don't cleanly fit on the tech tree. I'd suggest having them in two nodes after the last hydrolox tech nodes, with mtl. H unlcoking first, and then meta. He unlocking second.

KSP-IE support would probably involve adding a lot of extra branching techs like that, it's probably going to be an awkward overall fit regardless, tbh I sometimes wonder if it's even worth the bother or I should just accept that it's incompatible with the trees whole construction; but I think KSP-IE is built to be a bit modular, so conceivably people might use far future with some KSP-IE bits, and that's probably worth supporting.

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2 hours ago, loki130 said:

Maybe, could try to find if there's a hidden variable like for autostruts, or one other idea I had was to make all the stock nodes technically unlocked but hidden off the edge of the tree somewhere in the hopes that would fix a lot of these sorts of problems.

Please add the stock nodes but don't hide them. Give them a an unlock cost of 1 each like your lost&found node.

Adding the stock nodes will greatly improve GPTT when used with an unsupported part mod. The unknown parts will end up in their stock nodes and we can just unlock a few parts at a time, instead of having to unlock everything in lost&found.

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1 hour ago, DeadJohn said:

Please add the stock nodes but don't hide them. Give them a an unlock cost of 1 each like your lost&found node.

Adding the stock nodes will greatly improve GPTT when used with an unsupported part mod. The unknown parts will end up in their stock nodes and we can just unlock a few parts at a time, instead of having to unlock everything in lost&found.

I'm not sure how well that would work.  I think for that to work either the stock nodes would have to be integrated into the GPTT or you'd need a whole constellation of individual nodes connected to the Start node. 

The former rather negates the (IMO) well thought out progression and layout of the GPTT, or would make the Tech Tree diagram very hard to use.

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3 hours ago, DeadJohn said:

Please add the stock nodes but don't hide them. Give them a an unlock cost of 1 each like your lost&found node.

Adding the stock nodes will greatly improve GPTT when used with an unsupported part mod. The unknown parts will end up in their stock nodes and we can just unlock a few parts at a time, instead of having to unlock everything in lost&found.

To be honest, this tree just isn't really built for easy compatibility with every part mod, I envision it more as a curated experience like RP-1, just a tad more flexible by virtue of not messing with the core game mechanics as much. Lost-and-found is there as a backup option for anyone who really specifically wants an extra part mod or two outside the compatible list, but if out-of-the-box compatibility with every modset is what you want, that's what CTT is for.

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Thanks for getting back to us. I found a resource scanner as part of the Octosat. So  i should be ok to use that if i want to before i unlock the other one. 

What are the current incompatabilities with Kerbalism? I have it installed with GPTT and so far have had no issues except you don't seem to need nitrogen to stay pressurised. Everything else seems to work so far. Food and drink, science, radiation. The UI with all the ship, kerbal and science data seems to be working fine. 

 

Edited by Frank_Hardly
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