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How will research work with mods?


Tassyr

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So the title. A lot of my favorite parts are mod parts; certain engines from Novapunch, for example, and Mechjeb, and the KAS system.

Will they just... not be available to people in research mode or whatever the campaign bit is called? Will they be instantly available? Will modders be able to drop them in a certain category for the research tree?

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I guess that will be up to the modders as to how they fit in with the tech tree...

In Sandbox they will still be available for normal use, and I'm sure hacks will spring up in no time.

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Watch the Squad 0.22 features video people......

The tech tree will work based on 'TechNodes'...I think its a safe assumption that parts will be put into TechNodes via a line in the config file. TechNodes can be created within the tree (seems like there will be just a few stock). The features preview video leads on that it will be rather simple for mod devs to put parts into the tech system. and for the ones that dont bother Im guessing it wont be hard to do on ones own.

Not to mention mods like ModuleManager, that Im sure will have edit packs for popular mods that arent tech updated.

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Go to HarvesteR's profile and look at his posts from some time back. He made a few detailed paragraphs concerning the tech tree and mods.

Might you be able to give me a little more precision? XD Guy's got a looootta posts. XD

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Might you be able to give me a little more precision? XD Guy's got a looootta posts. XD

Just read his last two or three blog posts. Should take you like five minutes.

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Watch the Squad 0.22 features video people......

Oh great... So here I was NOT clucking with excitement about 0.22 because well you know - these things are never as good as they may seem - and then you just go and lead me to that...

Now I want to make SCIENCE! and I want to do it absofeckinglutely RIGHT NOW. It's been the longest I've played a game in years, will I ever be free of KSP?

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Just read his last two or three blog posts. Should take you like five minutes.

Went through his last 5 blogs and found nothing regarding the tech tree. Skimmed the titles of more than that and saw nothing relevant.

ETA: ah, found some relevant posts in this thread:

http://forum.kerbalspaceprogram.com/threads/44915-About-the-Tech-tree?p=589954#post589954

The gist of it is that mod parts will have to have new entries in the part cfg files assigning them places in the tech tree for them to show up in career mode. They'll still work in sandbox just fine though.

Edited by sojourner
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Went through his last 5 blogs and found nothing regarding the tech tree. Skimmed the titles of more than that and saw nothing relevant.

vOv

So here's how it will work:

Parts will not show up in career mode unless they have a value set in their config file that says what tech tree node they're in. Once that node has been researched you can use the part. A node can have multiple parts. There are several hidden/unused nodes that mod authors can assign their parts to, I assume they'll show up in the tree if parts are assigned to them but I've heard nothing about how they appear.

If you want to use your favorite parts in career mode you have two options:

1. Wait until the author assigns the part to a tech tree node and releases the mod again,

2. Assign the part to a tech tree node yourself.

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