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Mod Parts and Research


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I just really want to know how the new 0.22 science will work with mods.

Will all the parts be unlocked already?

Will the mod makers have to update their mods with support for science?

will the parts only be available in sandbox?

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Really!? I specifically recall the opposite discussion. They plan to, at least on initial release, not release an API for adding nodes. Rather, they had created numerous ghost nodes that could be used by mods when placing their parts in the existing tree (to prevent excessive trees costing absurd amounts of science).

Could you be so kind as to link Squadcast 2?

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Just had a thought about tech tree for mods.

We know that having any mods be able to add whatever nodes they feel like in the normal tree could prove problematic.

So what if we give them their own tree?

Basically at the top of the current tree there could be an arrow set (left, right) to cycle the trees. You could have the typical stock one and then whatever mods felt they needed a tech tree.

I have no idea how this would be to code but it seems to solve the problems people have with mods using the stock tree.

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From the squadcast yesterday,

Apparently for .22 there will be hidden node for mods as Captain Sierra said. (and it's possible to add parts to existing nodes).

For Dahud stream afterward, It seems the node can be set in the cfg file.

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Here's what we know: At first, the tree itself will not be moddable, but parts can be added to existing tree nodes (including ghost nodes specifically for mods that wouldn't usually fit in) via config files. Later, presumably .23, the tech tree itself will be moddable.

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