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[0.23.5] TreeLoader - Custom Career Tech-tree Loader 1.1.5


r4m0n

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I honestly dont have a clue really. :)

I just thought we could copy a file or something into a KSP folder, but obviously this is different.

File import/export would be nice. You can copy the file from the save folder right now, but that is cumbersome.

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I'm working on a custom non-linear tech tree for this mod. Nodes are blocked out, but now I run into the question of science costs for each node.

Does anybody know how much science can be accumulated from Kerbin's various biomes? Same question for Mun, Minmus, Duna, and Ike? I think my initial goal is to set this up so collecting every scrap of science from those bodies will let the player complete the tree.

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Yes, maybe ... but letting the player find every biome and visit it with every science gizmo as soon as it turns up ... *shudder* :D

Maybe tweak the science yield of the experiments themselves to give less points for the outer regions?

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I'm working on a custom non-linear tech tree for this mod. Nodes are blocked out, but now I run into the question of science costs for each node.

Does anybody know how much science can be accumulated from Kerbin's various biomes? Same question for Mun, Minmus, Duna, and Ike? I think my initial goal is to set this up so collecting every scrap of science from those bodies will let the player complete the tree.

I am wanting to do the same. It would be nice to have the total amount of science on Kerbin, Mun and Minmus so if the total science on Kerbin is, say, 1000 then I would set it that you needed 750-800 before you got the first rocket parts and adjust the science needed for the nodes to match.

After starting my own tree I am having the sheer number of parts and node driven home to me. It may take some time...

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EDIT: Looks like the columns are lost when posting, sorry. Just needs to be text-to-columned. Far right column is total for the body, second from the right is science per region. For Kerbin and Mun, the amounts of science for the experiments that work for each biome need to be divided by the number of biomes to get the per biome max science amount.

I just did this yesterday.

I have made excel calculate for me the max science gainable from the game for each body's region and per experiment based off of data from the KSP Wiki on science. Just copy and paste this post into a spreadsheet to see it in columns. I have adjusted for KSP,Launchpad, and Runway having less maxScience, with the assumption that anything above surface level is the surrounding biome, and not KSP,LP,RW. Have different results? Let me know, one of us did something wrong. :P Hope this helps any at all.

65248 :Total_Science

Science_Per_Region_Per_Experiment

Celestial_Body Region Requires_Atmosphere Total/Region Total/Body

Kerbin Surface 64.8 126 36 73.6 79.2 50.4 86.4 144 28.8 36 725.2 1889.4

Kerbin Lower_atmosphere 12.6 24.5 7 0 0 9.8 151.2 0 50.4 63 318.5

Kerbin Upper_atmosphere 12.6 24.5 7 0 0 9.8 151.2 0 5.6 7 217.7

Kerbin Near_space 18 35 10 0 198 0 0 0 8 90 359

Kerbin Outer_space 18 35 0 0 198 0 0 0 8 10 269

Mun Surface 1080 2100 600 1380 1320 0 0 2400 480 600 9960 12816

Mun Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Mun Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Mun Near_space 54 105 30 0 990 0 0 0 24 450 1653

Mun Outer_space 54 105 0 0 990 0 0 0 24 30 1203

Minmus Surface 90 175 50 115 110 0 0 200 40 50 830 1614

Minmus Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Minmus Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Minmus Near_space 72 140 40 0 88 0 0 0 32 40 412

Minmus Outer_space 72 140 0 0 88 0 0 0 32 40 372

Duna Surface 144 280 80 184 176 112 192 320 64 80 1632 3837

Duna Lower_atmosphere 126 245 70 0 0 98 168 0 56 70 833

Duna Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Duna Near_space 126 245 70 0 154 0 0 0 56 70 721

Duna Outer_space 126 245 0 0 154 0 0 0 56 70 651

Ike Surface 162 315 90 207 198 0 0 360 72 90 1494 3062

Ike Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Ike Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Ike Near_space 144 280 80 0 176 0 0 0 64 80 824

Ike Outer_space 144 280 0 0 176 0 0 0 64 80 744

Dres Surface 144 280 80 184 176 0 0 320 64 80 1328 2700

Dres Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Dres Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Dres Near_space 126 245 70 0 154 0 0 0 56 70 721

Dres Outer_space 126 245 0 0 154 0 0 0 56 70 651

Jool Surface 0 0 0 0 0 0 0 0 0 0 0 3038

Jool Lower_atmosphere 126 245 70 0 0 98 168 0 56 70 833

Jool Upper_atmosphere 126 245 70 0 0 98 168 0 56 70 833

Jool Near_space 126 245 70 0 154 0 0 0 56 70 721

Jool Outer_space 126 245 0 0 154 0 0 0 56 70 651

Sun Surface 0 0 0 0 0 0 0 0 0 0 0 2156

Sun Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Sun Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Sun Near_space 198 385 110 0 242 0 0 0 88 110 1133

Sun Outer_space 198 385 0 0 242 0 0 0 88 110 1023

Moho Surface 162 315 90 207 198 0 0 360 72 90 1494 3062

Moho Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Moho Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Moho Near_space 144 280 80 0 176 0 0 0 64 80 824

Moho Outer_space 144 280 0 0 176 0 0 0 64 80 744

Eve Surface 216 420 120 276 264 168 288 480 96 120 2448 5486

Eve Lower_atmosphere 126 245 70 0 0 98 168 0 56 70 833

Eve Upper_atmosphere 126 245 70 0 0 98 168 0 56 70 833

Eve Near_space 126 245 70 0 154 0 0 0 56 70 721

Eve Outer_space 126 245 0 0 154 0 0 0 56 70 651

Gilly Surface 162 315 90 207 198 0 0 360 72 90 1494 3062

Gilly Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Gilly Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Gilly Near_space 144 280 80 0 176 0 0 0 64 80 824

Gilly Outer_space 144 280 0 0 176 0 0 0 64 80 744

Laythe Surface 180 350 100 230 220 140 240 400 80 100 2040 5946

Laythe Lower_atmosphere 162 315 90 0 0 126 216 0 72 90 1071

Laythe Upper_atmosphere 162 315 90 0 0 126 216 0 72 90 1071

Laythe Near_space 162 315 90 0 198 0 0 0 72 90 927

Laythe Outer_space 162 315 0 0 198 0 0 0 72 90 837

Vall Surface 180 350 100 230 220 0 0 400 80 100 1660 3424

Vall Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Vall Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Vall Near_space 162 315 90 0 198 0 0 0 72 90 927

Vall Outer_space 162 315 0 0 198 0 0 0 72 90 837

Tylo Surface 198 385 110 253 242 0 0 440 88 110 1826 3786

Tylo Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Tylo Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Tylo Near_space 180 350 100 0 220 0 0 0 80 100 1030

Tylo Outer_space 180 350 0 0 220 0 0 0 80 100 930

Bop Surface 162 315 90 207 198 0 0 360 72 90 1494 3062

Bop Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Bop Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Bop Near_space 144 280 80 0 176 0 0 0 64 80 824

Bop Outer_space 144 280 0 0 176 0 0 0 64 80 744

Pol Surface 162 315 90 207 198 0 0 360 72 90 1494 3062

Pol Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Pol Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Pol Near_space 144 280 80 0 176 0 0 0 64 80 824

Pol Outer_space 144 280 0 0 176 0 0 0 64 80 744

Eeloo Surface 162 315 90 207 198 0 0 360 72 90 1494 3062

Eeloo Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Eeloo Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

Eeloo Near_space 144 280 80 0 176 0 0 0 64 80 824

Eeloo Outer_space 144 280 0 0 176 0 0 0 64 80 744

KSP,LP,RW Surface 16.2 31.5 9 20.7 19.8 12.6 21.6 36 7.2 9 183.6 183.6

KSP,LP,RW Lower_atmosphere 0 0 0 0 0 0 0 0 0 0 0

KSP,LP,RW Upper_atmosphere 0 0 0 0 0 0 0 0 0 0 0

KSP,LP,RW Near_space 0 0 0 0 0 0 0 0 0 0 0

KSP,LP,RW Outer_space 0 0 0 0 0 0 0 0 0 0 0

Edited by Ackander
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r4m0n, I made my tree "UAL002" public and read only in TreeEdit, but it is in regular development. Its a mod of Majiir's. If you make it available by default, then I update it, will you have to change it manually or will me clicking the save button work? Would it be a good idea to add a version number next time I update if you have to do it?

Cheers, and GREAT work.

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EDIT: Looks like the columns are lost when posting, sorry. Just needs to be text-to-columned. Far right column is total for the body, second from the right is science per region. For Kerbin and Mun, the amounts of science for the experiments that work for each biome need to be divided by the number of biomes to get the per biome max science amount.

Thanks for this, but unfortunately I cannot get it into either Excel or OpenOffice Calc. 0 tried out the text to column thing but it didn't seem to make any difference (maybe I was doing it wrong)

Edited by Simplicity
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Great mod! Loving the ability to try different tech trees. However, with the conflicts between mods/tech trees and the fact that you have to choose at the beginning - I would really love the ability to learn more about the available tech trees.

Is there anyway to see the full tech trees somewhere? I'd like to compare and find out which will work best for my play style (as well as know that I won't require any mods to use parts in the later tiers).

Thanks! Awesome work :)

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I second Krisism's opinion. I'm restarting career mode (had to remove some mods, thus the save was broken), and I'd like to see at least a picture of each whole tree.

Well, what kind of format are we talking about? Just the trees layout, or extended to include parts.

The reason I ask, is that Ive made quite a large tree that holds many MANY mod part (integrated into new node positions, which kind of makes sense) - but Im near ~20-30 mods.

If I had to list out every item, then well.... Itd be a huge post.

I do need testers though ;) Im doing a play-through at the moment, and spotted a few unusual parts that dont conform to their 'proposed' location or theme.

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I've released a new version of TreeLoader with a fix for some nodes not properly loading. If you have any nodes floating ahead on the tree, it's probably a good idea to update :-)

I'll be adding a "description" field to the trees so we can get at least some extra way to describe the trees, but it would be nice if we could have a tree preview somewhere.

Any ideas how we could show the tree contents without making it unreadable?

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Well, what kind of format are we talking about? Just the trees layout, or extended to include parts.

I think the layout with node names and science costs would be enough. Better than nothing at the very least. That way I could anticipate how tough or easy or repetitive my gameplay would be.

I do need testers though ;) Im doing a play-through at the moment, and spotted a few unusual parts that dont conform to their 'proposed' location or theme.

If you need testers, I'll volunteer. Just tell me what I should know about the tree.

Edited by Wampa842
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Where can i find information on the tinker techtree? i searched on the forums but i cant locate it :(

I made a separate thread for it. Here you go.

As for a "map preview", i think thats very hard to do without a huge image. I made an overview image for my tree (click for full resolution) which only mentions node costs + 1 or 2 parts from most nodes which i think are the most important ones, and ended up with a fairly large image (2500x200px). Shrinking it down to half-size is possible, but thats still quite large:

8husU2j.png

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man, this is insanely difficult when using kerbal ISP difficulty scaler, ferram aerospace, deadly re-entry, and modular fuels (real fuels edition). i try to make a rocket airplane, but its having trouble working. but still, awesome tech tree!

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I'm having an issue. I seem to be unable to research any of the nodes after the first one. I've tried 3 different tree's and all are the same.

I put the folder in the Gamedata folder and everything loads up right. But I'll launch a few rockets build-up a good 100 science and still no research button or anything show's up.

Any help would be great thank you in advanced.

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yYgNdyA.jpg

Traditional Tech: A stock node tech tree

Aims to make the progression of unlocks closer to the history of human flight and space tech by reorganizing the stock nodes and moving parts within them.

Here is the most recent version of the layout - exact placement of parts and prices is still subject to change. Pictured with parts available at the starting node.

I8BK59k.jpg

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Huh… I seem to be having issues getting SCANsat to work with Yargnit's tree. I'm posting this here since I think the modified tree is the reason I'm having issues.

So first, thinking I could get Treeloader to add them for me, I went into the tree.cfg and did this:


NODE
{
name = node3_scienceTech
techID = scienceTech
pos = -1657,590.5,-12
icon = SCIENCETECH
cost = 60
title = Science Tech
description = Gather more science, and transmit it home!
anyParent = False
hideIfEmpty = False
parents = node2_survivability
PARTS
{
name = SCANsat_Scanner
name = SCANsat_Scanner2
name = SCANsat_Scanner4
name = SCANsat_Scanner24
name = SCANsat_Scanner32
name = batteryPack
name = longAntenna
name = sensorThermometer
}
}

However the parts refused to show up in the tech tree. So, thinking I was missing something, I went into the persistence.sfs file, found the tech tree entries, and did this:


Tech
{
id = scienceTech
state = Available
part = SCANsat_Scanner
part = SCANsat_Scanner2
part = SCANsat_Scanner4
part = SCANsat_Scanner24
part = SCANsat_Scanner32
part = batteryPack
part = longAntenna
part = sensorThermometer
}

However, after loading the game, the tech tree still refused to contain the parts, and upon re-opening the persistence file I discovered that my modifications had been removed.

Anyone care to point out what I'm doing wrong? I'd really like to get these mapping parts into my career game! :(

Edit: Actually, come to think of it, no mods except for Kerbal Engineer one have worked with this tree. Is it that only supported mods can actually be used? Is there no way to manually add other mod parts?

Edited by Thrfoot
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