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Editing the tech tree


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Install the mod as normal. For each part involved, you need to crack open the configuration file and add these lines to the parameters:

TechRequired = start

entryCost = 0

Put these just above the "cost" parameter - I'm not sure the exact placement is necessary, but it at least keeps things cleaned up.

Once that's done, fire up KSP, go into the tech tree and activate the part (click on Starting Tech and then click on the part's icon). That should be it.

This works for KER; I've got my little Tier 0 ships with KER chips installed. Couldn't say for 100% sure if it'd work with Kethane or KAS, but I don't see why they'd be any different.

Edited by capi3101
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In that case, you'd have to find the name of the technology in question you wanted to assign it to, then replace "start" with that. The simplest way to do that would be to take a look at what's listed under the configuration files of whatever stock parts are in that same node on the tree.

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In that case, you'd have to find the name of the technology in question you wanted to assign it to, then replace "start" with that. The simplest way to do that would be to take a look at what's listed under the configuration files of whatever stock parts are in that same node on the tree.

Fair enough. I will look into it. I want to use some mod parts, but with the flair of having to work for them.

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I have a problem

i have the parts i want but they stay grey'd out even after i have the first piece in place

its says that part model requires an Entry purchase in R&D

btw i am also using the tree loader on Yargnits tree

Edited by Godsvilla
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I have a problem

i have the parts i want but they stay grey'd out even after i have the first piece in place

its says that part model requires an Entry purchase in R&D

Go to the R&D, the specific tech (that you have already researched) will have a little green circle with a number in it. That number is the amount of parts you still have to 'buy'. Click on the part, and buy it

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Someone should make a list with the names of the science nodes as they are called in the cfg files - they are not exactly the same and have capitilization issues.

Pick a part in the node you want to assign the new part to and open its part.cfg to chech the correct spelling.

(youdidrestartthegameafterwards?)

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I went through the /parts/command/ directory and made a list of the tech tree nodes for each command part. The appear to be simply the node name, without spaces, and with the middle first letters capitalized.

TechRequired = start

specializedControl

advFlightControl

advScienceTech

specializedConstruction

largeControl

flightControl

heavyAerodynamics

largeControl

advUnmanned

unmannedTech

largeProbes

fieldScience

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I'd imagine not; there are 45 nodes on the tech tree. That list was more likely an example of what Zephram Kerman was explaining in his post - just camel case the name of the tech and use adv for "advanced".

And if you really want to be sure, crack open the cfg of any part in the node yourself. It just takes Notepad.

Edited by capi3101
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Camel case is an old programming term, actually: the capital letters make humps in the word. You can name a variable whatever you want in most programming languages, so if you're wanting to be descriptive, you just ram all the words together and capitalize the first letter of each word (like n_dieRollResult).

But I digress.

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  • 6 months later...

As of 0.23.5:

(parts code | Technology Tree Name)

Level 1:

start | Start

Level 2:

basicRocketry | Basic Rocketry

Level 3:

generalRocketry | General Rocketry

stability | Stability

survivability | Survivability

Level 4:

advRocketry | Advanced Rocketry

generalConstruction | General Construction

flightControl | Flight Control

scienceTech | Science Tech

Level 5:

heavyRocketry | Heavy Rocketry

fuelSystems | Fuel Systems

advConstruction | Advanced Construction

aerodynamicSystems | Aerodynamics

advFlightControl | Advanced Flight Control

electrics | Electrics

spaceExploration | Space Exploration

landing | Landing

Level 6:

heavierRocketry | Heavier Rocketry

specializedControl | Specialized Control

specializedConstruction | Specialized Construction

actuators | Actuators

supersonicFlight | Supersonic Flight

precisionEngineering | Precision Engineering

advElectrics | Advanced Electrics

advExploration | Advanced Exploration

advLanding | Advanced Landing

Level 7:

nuclearPropulsion | Nuclear Propulsion

largeControl | Large Control

advMetalworks | Advanced MetalWorks

advAerodynamics | Advanced Aerodynamics

highAltitudeFlight | High Altitude Flight

unmannedTech | Unmanned Tech

ionPropulsion | Ion Propulsion

largeElectrics | Large Electrics

electronics | Electronics

fieldScience | Field Science

Level 8:

veryHeavyRocketry | Very Heavy Rocketry

metaMaterials | Meta-Materials

composites | Composites

heavyAerodynamics | Heavy Aerodynamics

hypersonicFlight | Hypersonic Flight

advUnmanned | Advanced Unmanned Tech

specializedElectrics | Specialized Electrics

advScienceTech | Advanced Science Tech

advancedMotors | Advanced Motors

None:

Unresearcheable | (Not in use), this one is used for the unknown objects in the asteriod redirect pack.

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