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Mods and Tech Trees


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As of this moment, I'm completely in the dark about how tech trees are conducted. One one hand, it looks like Squad has put a lot of work into making them work well and work right, and on the other hand, that means more complexity on the user end. Much as it's difficult for players to modify wing part config files (what the hell is a float value anyways?!), I worry that modded parts could be left out from career mode if the tech tree isn't easily modifiable on the user end.

At the same time, that could completely ruin the game if users were allowed to cheat their way through the tech tree. Why squander science points when you can get that 2400 ISP, 6000kN thrust Z-Pinch engine right from the get-go?

What do you guys think? Is it reasonable for tech trees to be easily modifiable? Would alienating mods from career mode spell its death? Discuss below!

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There will be available open tech tree/science nodes for modders to call on

Parts can also be tied to an existing nodes on the tech/science tree by adding the appropriate line to their part.cfg

What people do to their own copies of KSP doesn't effect me at all, it's their game, and their idea of what's fun which matters to them.

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At the same time, that could completely ruin the game if users were allowed to cheat their way through the tech tree. Why squander science points when you can get that 2400 ISP, 6000kN thrust Z-Pinch engine right from the get-go?

Ruin it for whom? Anyway, as I understand it each part file needs a single value telling it where to appear in the tech tree, so it's not exactly going to be hard for mod authors to make their parts available in the tree. Furthermore, there are some hidden nodes added specifically for use by mods and/or future features.

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