RoverDude Posted April 30, 2015 Share Posted April 30, 2015 Awesome! Thanks Nertea! Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted April 30, 2015 Share Posted April 30, 2015 It doesn't throw any errors but the " ============== " on line 15 isn't commented out Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 1, 2015 Author Share Posted May 1, 2015 Fair enough. Feel free to start basing CTT mods on this, everyone. I think the node names are stable and I don't see any major complaints.... Quote Link to comment Share on other sites More sharing options...
NathanKell Posted May 1, 2015 Share Posted May 1, 2015 I've been super busy recently, I'll try to take a look ASAP and make any RP-0 related whinging without delay. Quote Link to comment Share on other sites More sharing options...
theonegalen Posted May 1, 2015 Share Posted May 1, 2015 Oh sweet! Is there any plan to include a DSEV config for this? Quote Link to comment Share on other sites More sharing options...
Gfurst Posted May 1, 2015 Share Posted May 1, 2015 So question: before the update this was meant only add new sensible nodes for mods right, after the update with the new mess of tech tree, is that still the case?If so, has anyone heard about an altered tree that could make some sense?As you can see, right now I'm just really frustrated about this mess of system. Quote Link to comment Share on other sites More sharing options...
Errol Posted May 1, 2015 Share Posted May 1, 2015 You could look a the Adios tech tree ( http://forum.kerbalspaceprogram.com/threads/108785-0-90-ADIOS-Tech-Tree-V-15-12-03-2015 ). It's not 1.0 yet though, the author is working on it. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted May 1, 2015 Share Posted May 1, 2015 (edited) Ok, I guess people can edit the tree to remove nodes they know are unnecessary for their install. Or perhaps some MM system where each mod says which parts of the tech tree should be enabled? I like this solution. Simply by default hide all CTT nodes. Anyone that wants to use a higher technode would be responsible of setting the intermediate nodes he needs to allways show.- - - Updated - - -Advanced Nuclear Propulsion is labelled Improved Nuclear Propulsion. Not sure if intentional. I like "improved" as it's only an improvement from the previous node, not a super advanced version, those should be further in the techtree- - - Updated - - -Fusion Propulsion is labelled Fusion Rockets Fusion Propulsion is indeed a better name, as it's more generic name and rocket is not always appropiate. For example, the Vista Engine, does not have Noozle like rocket engines have- - - Updated - - -High Efficiency Nuclear Power is labelled High Energy Nuclear Power High Energy is slighly better name as it's less specific. But I propose to make it generic by naming it Advanced Nuclear power (similar to its node name which is advNuclearPower)Another thing, the name "Large Scale Nuclear Power" is too specific (nice for NTF-E but for KSPI, which uses the same node, it doesn't make any sence). I propose to rename it to Improved Nuclear Power.Regarding Microwave power tranmission. My feeling is that it is too high in the techtree, please put it at tier 11, requiring experimental electrics.The Technode "Electrical System" always confused me. It sound as a very low tech node but it is very high tech node, therefore I propose to rename it something that reflects it's high tech state. Anyone knows a good name? I use it myself for Direct Energy conversion, but that might be too specific. What about "High Tech Electric Systems". At least here the word high makes some sence. Edited May 1, 2015 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Xira1234 Posted May 2, 2015 Share Posted May 2, 2015 Hello, I tried replacing the tech tree .cfg with that dev build but no new tech nodes show up (or with the original). How do I make it work with my latest-version game? Quote Link to comment Share on other sites More sharing options...
ExavierMacbeth Posted May 2, 2015 Share Posted May 2, 2015 Hello, I tried replacing the tech tree .cfg with that dev build but no new tech nodes show up (or with the original). How do I make it work with my latest-version game?What version of Module Manager are you running. You need the most recent one for it to load tech tree nodes. After that you don't replace the stock one, just drop the cfg into a mod folder somewhere and it will be MM patched Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted May 2, 2015 Share Posted May 2, 2015 Please remove the requirement of Artificial Intelligence on mechatronics/robotics, in hind sight it is not needed Quote Link to comment Share on other sites More sharing options...
CaptainKipard Posted May 2, 2015 Share Posted May 2, 2015 Whew this took FOREVER.https://github.com/ChrisAdderley/CommunityTechTree/tree/master/GameData/CommunityTechTree/TreeTest release with layout and positioning. Comment, note bugs, etc. No proper icons yet, that's the next step. In fact, if anyone want to go through the tree, assign fitting icons to each tech, I'd love that (just submit a PR). Would save me lots of time.Where do I put this? Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted May 2, 2015 Share Posted May 2, 2015 Where do I put this?I placed it in a subfolder that I then placed in GameData Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 2, 2015 Share Posted May 2, 2015 @Nertea - I'll be tossing in a pull request in a bit, essentially I am adding a storage and logistics node at the bottom of the tree to take folks through all of my tanks, containers, logistics modules, and capstoning with the MKS hub Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 2, 2015 Share Posted May 2, 2015 Another addendum - moved Off World Manufacturing up to the rest of the construction tree as part of the path to orbital assembly (i.e. EL) Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 2, 2015 Author Share Posted May 2, 2015 That's a good solution to the problem of many tech nodes. I'll work on editing this today. In fact, hope to have a version actually released today....Please remove the requirement of Artificial Intelligence on mechatronics/robotics, in hind sight it is not neededHmm, didn't think I put that in! Will fix.Another addendum - moved Off World Manufacturing up to the rest of the construction tree as part of the path to orbital assembly (i.e. EL)Roger! Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 2, 2015 Share Posted May 2, 2015 You'll have another node incoming - Colonization (which is for my upcoming Mk-IV modules). Just testing it now I expect MKS will be the worst of these since it has the most unique bits. Quote Link to comment Share on other sites More sharing options...
CaptainKipard Posted May 2, 2015 Share Posted May 2, 2015 Where do I put this?I placed it in a subfolder that I then placed in GameDataSo it doesn't matter where it is? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 2, 2015 Author Share Posted May 2, 2015 Nope! Just make sure you have the latest version of ModuleManager. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 2, 2015 Author Share Posted May 2, 2015 Mostly final version on Git. Some naming changes and such as per above (the ones that aren't in, I didn't like). Once this is approved I will hide all the nodes and release. Also a new ForModders.txt specifying the new method to use to integrate. Quote Link to comment Share on other sites More sharing options...
Olympic1 Posted May 2, 2015 Share Posted May 2, 2015 There is a duplicate nodeName on line 1421.Change the duplicate "ct_plasmaPropulsion" to "ct_colonization". Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 2, 2015 Author Share Posted May 2, 2015 Forgot to commit yayy. Should be correct now. Quote Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 (edited) Uh, I downloaded the github version from https://github.com/ChrisAdderley/CommunityTechTree and put it in my gamedata and theres no new tech tree showing up....EDIT: Waaiiitt, do I need the main download from this thread as well?? Going to try that.Edit2: Nvm, it's just that one file. Edited May 3, 2015 by smjjames Quote Link to comment Share on other sites More sharing options...
Morberis Posted May 3, 2015 Share Posted May 3, 2015 So how does this work with mods like TAC Life support that aren't listed as officially or unofficially supported? Quote Link to comment Share on other sites More sharing options...
RoverDude Posted May 3, 2015 Share Posted May 3, 2015 I expect the TAC stuff remains wherever they put it, until/unless someone makes an alternate config Quote Link to comment Share on other sites More sharing options...
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