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


r4m0n

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It kind of semi-works. I'm pretty sure the tech trees are loading as expected, but there's a bug where when you click to unlock a node, it doesn't show as unlocked and the new available nodes don't show up until you exit and reenter the R&D building. Not game breaking, but annoying.

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Seems like it doesn't work for KSPI (which is heavily dependent on TreeLoader) in 0.25. The tree is still stock no matter what I do including copying the tree.cfg from WarpPlugin :(

Edited by theend3r
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Will not happen due to the license terms:

That doesn't mean someone can't make a mod that does the same thing. Claiming they can't because of license is BS. That's like say no one else can make a mod that does auto node calculations because Mechjeb already does it, or no one can make resource scanning and mining because Kethane Mods does it, and so on for EVERY other mod.

License only prevents someone from use this person's code but now that it's been shown to be possible someone else could write their own version to do the same thing.

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@NathanKell: not quite. AFAIK TreeLoader is the only mod that lets you create new tech nodes, allowing larger tech trees for part-heavy mods (I believe Near Future and KSPI were the two big users of this feature). The ATC FAQ specifically says ATC can't do that.

It's being worked on, and Fractal_UK is involved, so expect KSPI to switch over as soon as it works. Treeloader is pretty much a dead end at this point.

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Since TreeLoader worked in 0.24.2. but doesn't in 0.25 a version for 0.24.2. probably wouldn't work either.

I can easily recompile.

r4mon Y U no Online?

(Feels guilty of updating thread)

Look at the secret link in my site.

There is a clue to revive.

Edited by Joshwoo69
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I have reached him a few times here on the forums. However I have not yet broached the subject of updating Treeloader. At the time it at least functioned and i just needed the key for my tree on his server.

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I have reached him a few times here on the forums. However I have not yet broached the subject of updating Treeloader. At the time it at least functioned and i just needed the key for my tree on his server.

Myself and i guess plenty of us could really use a working tree loader... is there a way you tell us what to change, so we can change it, would that break the "licence"? Is any similar mod I could use? (.25 of course)

Edit: I'm not exactly sure how the tech tree works in ksp, but to be honest i have a bunch of mods, the question is, do I "NEED" a tree loader for all the parts to show in career mode, or is it only to make the tech tree look more "real" ONLY?

Edited by GabeTeuton
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Myself and i guess plenty of us could really use a working tree loader... is there a way you tell us what to change, so we can change it, would that break the "licence"? Is any similar mod I could use? (.25 of course)

Edit: I'm not exactly sure how the tech tree works in ksp, but to be honest i have a bunch of mods, the question is, do I "NEED" a tree loader for all the parts to show in career mode, or is it only to make the tech tree look more "real" ONLY?

Do you need it? Sort of, sometimes. KSP-I puts upgrades to parts in those nodes, so you can't normally get the upgrades without treeloader. There's a workaround currently, if you search the thread, in the form of a cfg file that shifts everything into the nodes that are available. Other mods may have similar issues and solutions.

If you CHANGE treeloader, that's a license violation.

If you paste the important parts of treeloader into a new mod, that's a license violation.

If you write a new mod, based on what you find by looking at the treeloader source, that's a license violation.

If you look at the source, figure out what does the stuff you need, and DON'T write a mod, that's fine.

If you tell someone what you found by looking in the code, and they write a mod, that might be a license violation.

If someone tells you how to do it, but never says where they got the information, and doesn't give you any code... well, no one can tell if it is or isn't from treeloader, can they?

Yes, that has, in the past, been done with other things.

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Do you need it? Sort of, sometimes. KSP-I puts upgrades to parts in those nodes, so you can't normally get the upgrades without treeloader. There's a workaround currently, if you search the thread, in the form of a cfg file that shifts everything into the nodes that are available. Other mods may have similar issues and solutions.

If you CHANGE treeloader, that's a license violation.

If you paste the important parts of treeloader into a new mod, that's a license violation.

If you write a new mod, based on what you find by looking at the treeloader source, that's a license violation.

If you look at the source, figure out what does the stuff you need, and DON'T write a mod, that's fine.

If you tell someone what you found by looking in the code, and they write a mod, that might be a license violation.

If someone tells you how to do it, but never says where they got the information, and doesn't give you any code... well, no one can tell if it is or isn't from treeloader, can they?

Yes, that has, in the past, been done with other things.

thank you for the quick reply... I believe it's clear as water now... so if the mod intelectual "owner" doesn't come up with an updated version, we'll be stuck on doing this manually unless someone else comes up with a different code to do the same... which I'm not sure if that's sensible at all, as this code worked just fine... that cfg you said works with every mod or just with interstellar?

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seems rather silly when people become overzealous, restricting the community with licenses and then abandon the project.

if authors aren't planning to maintain their projects at least leave the door open for others to build on them...

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Do you need it? Sort of, sometimes. KSP-I puts upgrades to parts in those nodes, so you can't normally get the upgrades without treeloader. There's a workaround currently, if you search the thread, in the form of a cfg file that shifts everything into the nodes that are available. Other mods may have similar issues and solutions.

If you CHANGE treeloader, that's a license violation.

If you paste the important parts of treeloader into a new mod, that's a license violation.

If you write a new mod, based on what you find by looking at the treeloader source, that's a license violation.

If you look at the source, figure out what does the stuff you need, and DON'T write a mod, that's fine.

If you tell someone what you found by looking in the code, and they write a mod, that might be a license violation.

If someone tells you how to do it, but never says where they got the information, and doesn't give you any code... well, no one can tell if it is or isn't from treeloader, can they?

Yes, that has, in the past, been done with other things.

The question on everybody's mind is whether someone can write their own code to add tree nodes using the same technique that TreeLoader used, given that the TreeLoader source is published "for reference only" all other rights reserved. In other words, is the basic information on how to add tree nodes subject to copyright protection?

I personally believe that a modder cannot hold copyright over information about how Squad's code works, because the modder didn't create that information; Squad did by writing the code in the way it did. If you were trying to get creation of new nodes working in ATC and you compared your code to TreeLoader to figure out what about Squad's code was causing your code to fail, you could revise your code based on what you learned about Squad's work without violating the TreeLoader copyright because you wouldn't be using any information that the author of TreeLoader actually created. As long as any similarities in the final code were necessarily dictated by the interfaces that Squad provided, you would be legal.

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