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VetTech - Lightweight Tech Tree reordering for experienced players (1.4)


rhoark

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Yup, they do indeed. Is that the issue, you think? For instance, [1.25_Heatshield].

EDIT: I changed the part name in the part.cfg to 125Heatshield and edited the deadlytech.cfg accordingly. Still no luck.

Edited by iueras
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Oh! You actually made a module, I thought this was a new tech tree. Interesting. Must have took a while to get all the parts listed! Made a master list of those mods and a few more, and it literally took me 30 hours.

This isn't compatible with TreeLoader though. (Just as an FYI for people using this)

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Oh! You actually made a module, I thought this was a new tech tree. Interesting. Must have took a while to get all the parts listed! Made a master list of those mods and a few more, and it literally took me 30 hours.

This isn't compatible with TreeLoader though. (Just as an FYI for people using this)

It's not a module or a new tree. It modifies the part.cfg files only. VetTech is a less-invasive alternative to TreeLoader - using them together would be redundant.

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I'm working on the phenomenon of missing parts. It has to do with parts that don't already have a techRequired in their original part cfgs.

1.4.2


Fixed problem of missing mod parts

Edited by rhoark
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Parts that have moved down the tech tree to a node you've already opened can be clicked in the R&D building to enable

Is there any way via plugin to automatically enable parts that are unlocked? It's unbelievably tedious to unlock a set like KW when you have 90% of the tree done. A plugin to do that (even if it made no tech tree changes) would be incredibly welcome.

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I really like this. The progression is much more comfortable than default, and being forced to return Science Jr. modules to Kerbin is a nice touch.

I don't know if you're taking requests, but it'd be great to see Kethane in here too. I think that's the only big mod I still need to add to the tech tree manually at this point.

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I don't play with Kethane (like the concept, but not the way the kethane resource turns into everything else) so not likely to make something for it in the near future.

I'll note I do play with FASA and HL airships and haven't seen anything yet that needs to be relocated.

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Rhoark, thank you so much for updating this! Especially the KW fixes, I had a hell of a time trying to get that to work.

EDIT: Any chance you'll take a crack at AIES? It's a big pack, but nothing you couldn't handle (imagine K&W with science and command parts). It's a long shot, but I thought I'd ask.

Edited by Synthesis
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I installed this on my "vanilla"-ish build (well, it does have KSPX and RLA stockalikes, plus plugins), and so far it seems like a far more sensible and enjoyable tech tree! The stock tree is ridiculous - seems like I have access to all the scientific gear just in time to not need it any more. :( Yours works much better for me.

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you are missing several parts of infernal robotics in your .cfg there is more than one part in some part.cfg

here is my .cfg


@PART[AdjustableRail]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[AdjustableRailHalf]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[AdjustableRailFourth]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[dockingwasher_free]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[dockingwasher_freejr]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[dockingwasher_freesr]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[dockingwasher_std]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[dockingwasher_sr]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[dockingwasher_jr]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[GantryLarge]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[Gantry]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[GantrySmall]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[GantryExtraSmall]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[GantryLargeVariant]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[GantryVariant]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[GantrySmallVariant]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[GantryExtraSmallVariant]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeClosed]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeClosedHalf]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeClosedFourth]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IR_HingeIndustrial]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeOpen]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeOpenHalf]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeOpenFourth]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeTall]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeTallHalf]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeTallFourth]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeTallND]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeTallHalfND]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRHingeTallFourthND]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRPiston]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRPistonHalf]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IRPistonFourth]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IR_Rotatron]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IR_RotatronHalf]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IR_RotatronFourth]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IR_Rotatronmk2]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[IR_RotatronVTOL]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeFullA]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeFullB]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeFullC]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeHalfA]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeHalfB]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeHalfC]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeFourthA]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeFourthB]:Final {
TechRequired=robotics
entryCost=1000
}

@PART[TelescopeFourthC]:Final {
TechRequired=robotics
entryCost=1000
}

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Any chance you'll take a crack at AIES? It's a big pack, but nothing you couldn't handle (imagine K&W with science and command parts). It's a long shot, but I thought I'd ask.

I 2nd this. AIES and Kosmos are two packs I'd like to see integrated to the tree here -- AIES is especially important now that RemoteTech is back. It's a must-have pack for unmanned probes.

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  • 2 weeks later...
  • 4 weeks later...

I'd like to get to the little nagging issues with mod support, but to be honest its not high on my priorities right now. It was never my intention to issue continual updates to keep pace with the whole modding scene, just to get things rapidly to what I considered a playable state at the release of .22

That aside, bumping for the fact VT already has basic docking ports in Space Exploration, right where the new science lab goes, so you can start making actual science stations separate from your probes. Imagine that!

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  • 8 months later...

IS there any way to adapt this for use with KSP Interstellar? I use KSPI and I've noticed that the stock parts are in their usual place, not the updated place that Vet Tech puts them in and I'd like to fix it and post the result here. Any advice would be appreciated.

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