toric5 Posted May 18, 2015 Share Posted May 18, 2015 not sure whats going on, but would there be any way to fix this?it seems that it only populates the nodes used, not the nodes necessary to get to it... Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted May 18, 2015 Share Posted May 18, 2015 not sure whats going on, but would there be any way to fix this?http://i.imgur.com/VUiix1x.pngit seems that it only populates the nodes used, not the nodes necessary to get to it...It was changed to show all nodes in the last version. So either you are using a previous version or it's a bug, or someone is going behind CTTs back and hiding some nodes. Quote Link to comment Share on other sites More sharing options...
bmyers831 Posted May 19, 2015 Share Posted May 19, 2015 Hi all,I see somebody else posted something about missing MKS drills.I'm seeing the same thing with some KAS parts (closed powered hinge for instance) too. Not sure where the bug is so I'm posting this here and in the MKS thread.RoverDude I see you replied to the other post saying you already posted a patch. I'll go look for it but I'm using 30.1 for what it's worth.My steps may be a little general....1) Use MKS/OKS. Build a station, launch it etc. This means you need to research the required tech, buy the required part, etc. OR build something using the KAS Closed Powered Hinge2) install Community Tech TreeResult: You can see the parts you used to build your station/base in the tech tree (advanced construction) as being available for use. Your station/base is still deployed. You will be able to load the station in the VAB and see the parts but not launch it (parts unavailable). Look for the parts in the parts list and you won't find them. I saw this happen to every module I used to build the station. Tubes, Kerbitat, Aeroponics, PDU, Hubs, etc.Interestingly you can't see the missing parts even on a fresh sandbox game. Bryan Quote Link to comment Share on other sites More sharing options...
DaPatman Posted May 19, 2015 Share Posted May 19, 2015 Have some unofficial patches:Taurus HCVStation ScienceRealChute (Note: this is the same as the RealChute patch I posted before, I'm just reposting it here because Nertea appears to have missed it for adding to the first post.) Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 19, 2015 Share Posted May 19, 2015 Have some unofficial patches:Taurus HCVStation ScienceRealChute (Note: this is the same as the RealChute patch I posted before, I'm just reposting it here because Nertea appears to have missed it for adding to the first post.)On the Taurus patches, the folder no longer has an "&" in it -- it's just "RSCapsuledyne" now. Otherwise, thanks! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted May 19, 2015 Share Posted May 19, 2015 KW Rocketry recently got an unofficial patch for the stock tree if anyone wants to use is as a jumping-off point for a CTT patch. Quote Link to comment Share on other sites More sharing options...
DaPatman Posted May 19, 2015 Share Posted May 19, 2015 On the Taurus patches, the folder no longer has an "&" in it -- it's just "RSCapsuledyne" now. Otherwise, thanks!Thanks, should be fixed now. Quote Link to comment Share on other sites More sharing options...
Hevak Posted May 20, 2015 Share Posted May 20, 2015 Just a couple quick questions. I read through the thread and didn't see this answered specifically,(I could of missed it if it was), but I think from what I did see through the thread that my answers are a yes to my questions.just wondering if I install this mod, is it useable on a per save basis? If I install it while in the middle of a career will my current game be fine?so basically I can just install this mod and start a new career and use this tech tree to see what it's like? And then continue my other career with just the stock tree if I wanted to right?im just not a real heavy mod user so I'm not sure if this is something that fits well for my game is all. It's a great mod for sure, and nice to see a bunch of modders come together to work on improving things together. Nice job to all involved. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 20, 2015 Author Share Posted May 20, 2015 There's no functionality to select trees on a per-mod basis at the moment. We would need an additional plugin to do this unfortunately. Quote Link to comment Share on other sites More sharing options...
Hevak Posted May 20, 2015 Share Posted May 20, 2015 (edited) There's no functionality to select trees on a per-mod basis at the moment. We would need an additional plugin to do this unfortunately.Ok the per-mod part kind of confuses me lol. Sorry. I don't intend to change anything based on certain mods. Just can I have one saved game running all my mods but with CTT, and then another saved game separate with same mods using the stock tree? Or is it like most other mods where once I install CTT all saved games whether new or existing will be forced into using CTT?i saw mention of selecting which tech tree to use when starting a game in some posts which why I ask. Edited May 20, 2015 by Hevak Quote Link to comment Share on other sites More sharing options...
Yemo Posted May 20, 2015 Share Posted May 20, 2015 Ok the per-mod part kind of confuses me lol. Sorry. I don't intend to change anything based on certain mods. Just can I have one saved game running all my mods but with CTT, and then another saved game separate with same mods using the stock tree? Or is it like most other mods where once I install CTT all saved games whether new or existing will be forced into using CTT?Selecting TechTrees on a per save basis was possible in 0.90 tech tree modding using TechManager.It is a "feature" of ksp 1.0.x tech tree modding, that this is not possible anymore, since TechManager is "replaced" by MM modding of the stock tech tree config. Quote Link to comment Share on other sites More sharing options...
Hevak Posted May 20, 2015 Share Posted May 20, 2015 Selecting TechTrees on a per save basis was possible in 0.90 tech tree modding using TechManager.It is a "feature" of ksp 1.0.x tech tree modding, that this is not possible anymore.ok I gotcha now, thank you for clarifying that for me, I appreciate it. I'll just make some backups then and see how this works Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 20, 2015 Author Share Posted May 20, 2015 Sorry, I'm on my phone. That was supposed to say per-save basis Quote Link to comment Share on other sites More sharing options...
Hevak Posted May 20, 2015 Share Posted May 20, 2015 Sorry, I'm on my phone. That was supposed to say per-save basis No worries Quote Link to comment Share on other sites More sharing options...
Yemo Posted May 20, 2015 Share Posted May 20, 2015 ok I gotcha now, thank you for clarifying that for me, I appreciate it. I'll just make some backups then and see how this worksI recommend just making one total copy of your KSP folder for stock and one for a modded savegame. Quote Link to comment Share on other sites More sharing options...
Hevak Posted May 20, 2015 Share Posted May 20, 2015 I recommend just making one total copy of your KSP folder for stock and one for a modded savegame.Thanks that what I did just backed up the whole game folder.and I took the plunge and installed and started a new game to check this out. And I was initially concerned that since I don't use a lot of mods that I would have a lot of empty nodes I'd have to research along the line.I'm not sure if I just got lucky, or if it was good planning, I'm going with great planning on designing this. because even with a low mod count I do have quite a lot of empty nodes, but they are all in chains that are completely empty so it's actually no issue.its really nice to see good community based projects such as this, and seeing collaboration amongst different modders that produce great things like this. Many thanks and kudos to all who helped with this, and all who support this tree with their mods. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted May 21, 2015 Share Posted May 21, 2015 Hello.I made a tech tree with this.It created a .cfg file where I had nodes like these:} NODE { name = Flight1 techID = Flight1 pos = -3150,1950,-1 icon = STABILITY cost = 10 title = Flight description = We found a plane relatively intact. We'll refurbish it for a cost. anyParent = False hideIfEmpty = False hideIfNoBranchParts = False parents = Start PARTS { name = JetEngine name = turboFanEngine name = Mark2Cockpit name = Mark1Cockpit name = fuelLine name = fuelTankSmallFlat name = fuelTankSmall name = fuelTank name = MK1Fuselage name = fuelTank_long name = GearFixed name = GearFree name = radialDrogue name = parachuteRadial name = parachuteDrogue name = parachuteSingle name = telescopicLadderBay name = SmallGearBay name = dockingPort3 name = parachuteLarge name = basicFin name = standardNoseCone name = rocketNoseCone name = airbrake1 name = winglet name = wingConnector4 name = wingConnector5 name = structuralWing4 name = delta_small name = noseCone name = wingConnector3 name = structuralWing3 name = pointyNoseConeA name = pointyNoseConeB name = StandardCtrlSrf name = smallCtrlSrf name = wingStrake name = wingConnector name = wingConnector2 name = structuralWing name = structuralWing2 name = sweptWing1 name = sweptWing2 name = elevon2 name = tailfin name = winglet3 name = deltaWing name = sweptWing name = R8winglet name = elevon3 name = airplaneTail name = airplaneTailB name = CircularIntake name = MK1IntakeFuselage name = elevon5 name = airScoop name = nacelleBody name = ramAirIntake name = smallHardpoint name = Mk1FuselageStructural }followed by MM patches like these:@PART[solarPanels3]:FINAL{@TechRequired = Electrical2}@PART[solarPanels2]:FINAL{@TechRequired = Electrical2}@PART[solarPanels1]:FINAL{@TechRequired = Electrical2}However, if I put this file in GameData, the game starts with the stock nodes and the parts distributed all over the place.How can I entirely replace the stock tree with my .cfg? Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted May 21, 2015 Share Posted May 21, 2015 However, if I put this file in GameData, the game starts with the stock nodes and the parts distributed all over the place.How can I entirely replace the stock tree with my .cfg?Look in the CTT download, at it's only config. Look how it uses @TechTree and @RDNode. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted May 21, 2015 Share Posted May 21, 2015 Look in the CTT download, at it's only config. Look how it uses @TechTree and @RDNode.Thank you. It confirms that the code I was using, as displayed in the module manager thread, was actually correct, but does not explain why parts do not appear in them. RDNode { id = Offworld1 title = Offworld Habitation description = Technology to live and work in space. Recruits are lining up to become Space Miners. cost = 50 hideEmpty = False nodeName = Pod1 anyToUnlock = False icon = RDicon_rocketry-general pos = -2200,1800,-1 scale = 0.6 Parent { parentID = Flight1 lineFrom = RIGHT lineTo = LEFT } } @PART[MKS_RadialTank]: FINAL{ @TechRequired = Offworld1} Quote Link to comment Share on other sites More sharing options...
futrtrubl Posted May 21, 2015 Share Posted May 21, 2015 Thank you. It confirms that the code I was using, as displayed in the module manager thread, was actually correct, but does not explain why parts do not appear in them. RDNode { id = Offworld1 title = Offworld Habitation description = Technology to live and work in space. Recruits are lining up to become Space Miners. cost = 50 hideEmpty = False nodeName = Pod1 anyToUnlock = False icon = RDicon_rocketry-general pos = -2200,1800,-1 scale = 0.6 Parent { parentID = Flight1 lineFrom = RIGHT lineTo = LEFT } } @PART[MKS_RadialTank]: FINAL{ @TechRequired = Offworld1}Is that a space before the FINAL? KSP really hates spaces where they shouldn't be. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted May 22, 2015 Share Posted May 22, 2015 Is that a space before the FINAL? KSP really hates spaces where they shouldn't be.I'll try this:@RDNode:HAS[#id[start] { @id = start @title = Tools from the Bunker @description = This is what we've salvaged from the bunkers. @cost = 0 @hideEmpty = False @nodeName = start @anyToUnlock = False @icon = RDicon_start @pos = -2600,1200,-1 @scale = 0.6 }alongside the stock tech tree. I set all the unused nodes to be hidden like this:@RDNode:HAS[#id[experimentalelectrics] { hideempty = true }and I'll remove the spaces before FINAL. Quote Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted May 22, 2015 Share Posted May 22, 2015 I'll try this:@RDNode:HAS[#id[start] { @id = start @title = Tools from the Bunker @description = This is what we've salvaged from the bunkers. @cost = 0 @hideEmpty = False @nodeName = start @anyToUnlock = False @icon = RDicon_start @pos = -2600,1200,-1 @scale = 0.6 }alongside the stock tech tree. I set all the unused nodes to be hidden like this:@RDNode:HAS[#id[experimentalelectrics] { hideempty = true }and I'll remove the spaces before FINAL.You've got open brackets that aren't closed in those patches -- they should be "@RDNode:HAS[#id[whatever]]". Quote Link to comment Share on other sites More sharing options...
Crzyrndm Posted May 22, 2015 Share Posted May 22, 2015 you will also want to use "%hideempty = true" in the experimental electrics patch to avoid duplicate values (% operator is edit or create depending on whether the value exists or not) Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted May 22, 2015 Share Posted May 22, 2015 You've got open brackets that aren't closed in those patches -- they should be "@RDNode:HAS[#id[whatever]]".I closed the brackets.you will also want to use "%hideempty = true" in the experimental electrics patch to avoid duplicate values (% operator is edit or create depending on whether the value exists or not)I wrote @hiddenempty = True Module Manager patches for everything I don't use and %hiddenempty = true for experimentalelectrics....And f*** me, because pouring 6 hours into a single damned tech tree is not enough.Here's the bloody techtree:TechTree{ @RDNode:HAS[#id[start]] { @id = start @title = Tools from the Bunker @description = This is what we've salvaged from the bunkers. @cost = 0 @hideEmpty = False @nodeName = start @anyToUnlock = False @icon = RDicon_start @pos = -2600,1200,-1 @scale = 0.6 } @RDNode:HAS[#id[basicrocketry]] { @id = Flight1 @title = Flight @description = We found a plane relatively intact. We'll refurbish it for a cost. @cost = 10 @hideEmpty = False @nodeName = Flight1 @anyToUnlock = False @icon = RDicon_stability @pos = -2400,1400,-1 @scale = 0.6 @Parent { parentID = start lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[engineering101]] { @id = Structural1 @title = Basic Structures @description = We don't need the Bunker anymore. Let's dismantle it. @cost = 10 @hideEmpty = False @nodeName = Structural1 @anyToUnlock = False @icon = RDicon_stability @pos = -2400,1200,-1 @scale = 0.6 @Parent { parentID = start lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[survivability]] { @id = Electrical1 @title = Battery Technology @description = I bet these are more useful in your hands than in these flashlights. @cost = 10 @hideEmpty = False @nodeName = Electrical1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2400,1000,-1 @scale = 0.6 @Parent { parentID = start lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[stability]] { @id = Flight2 @title = Supersonic Flight @description = A half-molten jet engine buried in sand? Perfect for taking to the skies. @cost = 50 @hideEmpty = False @nodeName = Flight2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,1400,-1 @scale = 0.6 @Parent { parentID = Flight1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[generalrocketry]] { @id = Landing1 @title = Landing @description = We threw table legs and some hydraulic pistons at the R&D team, and they returned with these. @cost = 30 @hideEmpty = False @nodeName = Flight2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2300,1300,-1 @scale = 0.6 @Parent { parentID = Structural1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[aviation]] { @id = Landing2 @title = Heavy Landing @description = If you put enough of these together, you can land anything. @cost = 75 @hideEmpty = False @nodeName = Landing2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2100,1300,-1 @scale = 0.6 @Parent { parentID = Landing1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[basicscience]] { @id = Structural2 @title = Better Structures @description = Engineers were the most valued people underground. Let's see them put their skills to use. @cost = 50 @hideEmpty = False @nodeName = Structural2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,1200,-1 @scale = 0.6 @Parent { parentID = Structural1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[flightcontrol]] { @id = Electrical2 @title = Solar Energy @description = Relics of our kind's last-ditch efforts to save the planet. @cost = 50 @hideEmpty = False @nodeName = Electrical2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,1000,-1 @scale = 0.6 @Parent { parentID = Electrical1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advRocketry]] { @id = Science1 @title = Scientific Experiments @description = Going over the notes we brought with us into the bunkers again and again isn't going to teach us anything new. We need fresh data. @cost = 50 @hideEmpty = False @nodeName = Science1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,800,-1 @scale = 0.6 @Parent { parentID = Electrical1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[generalconstruction]] { @id = Science2 @title = Laboratory Experiments @description = We've put our equipment in a sealed container. Now to find scientist willing to follow you into space... @cost = 100 @hideEmpty = False @nodeName = Science2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,800,-1 @scale = 0.6 @Parent { parentID = Science1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[propulsionsystems]] { @id = Probe1 @title = Salvaged Computers @description = We've wiped the files of all 'bunker entertainment', despite protests. @cost = 50 @hideEmpty = False @nodeName = Probe1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,600,-1 @scale = 0.6 @Parent { parentID = Electrical1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[spaceexploration]] { @id = Control1 @title = Control Mechanisms @description = These used to be toys. @cost = 50 @hideEmpty = False @nodeName = Control1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,400,-1 @scale = 0.6 @Parent { parentID = Electrical1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advflightcontrol]] { @id = Control2 @title = Large Control @description = Our pilots complain that 'more gyroscopes' is not a substitute for a stable design. @cost = 100 @hideEmpty = False @nodeName = Probe1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,400,-1 @scale = 0.6 @Parent { parentID = Control1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[landing]] { @id = Flight3 @title = Large Aircraft @description = This passenger plane met a terrible fate. Let's make the best of it. @cost = 100 @hideEmpty = False @nodeName = Flight3 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,1400,-1 @scale = 0.6 @Parent { parentID = Flight2 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[aerodynamicsystems]] { @id = Rocket1 @title = Basic Rocketry @description = We're going to need engines better suited for space travel. Try these. @cost = 100 @hideEmpty = False @nodeName = Rocket1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,1600,-1 @scale = 0.6 @Parent { parentID = Flight2 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[electrics]] { @id = Structural3 @title = Large Aircraft @description = We've got a wealth of scrap lying just under the surface. With the right tools, we can make just about anything. @cost = 100 @hideEmpty = False @nodeName = Rocket1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,1200,-1 @scale = 0.6 @Parent { parentID = Structural2 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[heavyrocketry]] { @id = Electrical3 @title = Nuclear power @description = Hot, radioactive and heavy. Just what you need on your delicate spacecraft. @cost = 100 @hideEmpty = False @nodeName = Electrical3 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,1000,-1 @scale = 0.6 @Parent { parentID = Electrical2 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[fuelsystems]] { @id = Probe2 @title = Advanced Probes @description = You'd be amazed at what a few bored geeks can do to a circuit board after a hundred years underground. @cost = 100 @hideEmpty = False @nodeName = Probe2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,600,-1 @scale = 0.6 @Parent { parentID = Probe1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advconstruction]] { @id = Rocket2 @title = Heavy Rockets @description = By changing the scale on these diagrams, we can build bigger things. @cost = 200 @hideEmpty = False @nodeName = Rocket2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1800,1600,-1 @scale = 0.6 @Parent { parentID = Rocket1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[miniaturization]] { @id = Rocket3 @title = Advanced Rockets @description = I think we know what we're doing by now. @cost = 400 @hideEmpty = False @nodeName = Rocket3 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1600,1600,-1 @scale = 0.6 @Parent { parentID = Rocket2 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[actuators]] { @id = Rocket4 @title = Huge Rockets @description = I'm just an Engineer. I'll leave refuelling these beasts in your hands. @cost = 800 @hideEmpty = False @nodeName = Rocket4 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1400,1600,-1 @scale = 0.6 @Parent { parentID = Rocket3 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[commandModules]] { @id = Probe3 @title = High Performance Computing @description = We've copied the Bunker's AI over to these computers. Nothing will go wrong once we put a rocket under its control, I promise. @cost = 200 @hideEmpty = False @nodeName = Rocket4 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1800,600,-1 @scale = 0.6 @Parent { parentID = Probe2 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[heavierrocketry]] { @id = Rocket5 @title = Electric Rockets @description = Silent, efficient electric propulsion. The best solution to start saving fuel, don't you think? @cost = 200 @hideEmpty = False @nodeName = Rocket4 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1800,1200,-1 @scale = 0.6 @Parent { parentID = Electrical3 lineFrom = RIGHT lineTo = LEFT } @Parent { parentID = Structural2 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[precisionEngineering]] { @id = Rocket6 @title = Advanced Electric Propulsion @description = Our newly formed 'Space Engineers' corp tell me that this is the technology of the future. @cost = 400 @hideEmpty = False @nodeName = Rocket5 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1600,1200,-1 @scale = 0.6 @Parent { parentID = Rocket5 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advExploration]] { @id = Rocket7 @title = Plasma Rockets @description = We had to shut down power to the facility to test these. The Space Engineers tell me it's well worth it. @cost = 800 @hideEmpty = False @nodeName = Rocket6 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1400,1200,-1 @scale = 0.6 @Parent { parentID = Rocket6 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[specializedcontrol]] { @id = Electrical4 @title = Advanced Nuclear Reactors @description = It wasn't hard to find nuclear cores still active after all these years. Just follow the trail of molten, radioactive slag. @cost = 200 @hideEmpty = False @nodeName = Electrical4 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1800,1000,-1 @scale = 0.6 @Parent { parentID = Electrical3 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advlanding]] { @id = Rocket8 @title = Tiny Rockets @description = These rockets are very small...but it is one way to save on fuel. @cost = 150 @hideEmpty = False @nodeName = Rocket8 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1900,1700,-1 @scale = 0.6 @Parent { parentID = Rocket1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[supersonicflight]] { @id = Pod1 @title = Space Pods @description = Aeroplane cockpits are fragile and it's a lot of hassle making them space-worthy. These pods were made from the ground-up as orbital vehicles. @cost = 150 @hideEmpty = False @nodeName = Pod1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1900,1500,-1 @scale = 0.6 @Parent { parentID = Rocket1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advfuelsystems]] { @id = Pod2 @title = Command Modules @description = These are better suited for space travel, but they're unlikely to survive a landing. @cost = 250 @hideEmpty = False @nodeName = Pod1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -1700,1500,-1 @scale = 0.6 @Parent { parentID = Pod1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[advelectrics]] { @id = Offworld1 @title = Offworld Habitation @description = Technology to live and work in space. Recruits are lining up to become Space Miners. @cost = 50 @hideEmpty = False @nodeName = Pod1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,1800,-1 @scale = 0.6 @Parent { parentID = Flight1 lineFrom = RIGHT lineTo = LEFT } } @RDNode:HAS[#id[specializedconstruction]] { @id = Offworld2 @title = Colonization technology @description = I think it's time to move on from this dead planet. @cost = 100 @hideEmpty = False @nodeName = offworld2 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2000,1800,-1 @scale = 0.6 @Parent { parentID = Offworld1 lineFrom = RIGHT lineTo = LEFT } }///////////////////////////////////////////////////////////////// @RDNode:HAS[#id[precisionPropulsion]] { @hideempty = true } @RDNode:HAS[#id[advaerodynamics]] { @hideempty = true } @RDNode:HAS[#id[heavylanding]] { @hideempty = true } @RDNode:HAS[#id[scienceTech]] { @hideempty = true } @RDNode:HAS[#id[unmannedtech]] { @hideempty = true } @RDNode:HAS[#id[nuclearPropulsion]] { @hideempty = true } @RDNode:HAS[#id[advmetalworks]] { @hideempty = true } @RDNode:HAS[#id[fieldscience]] { @hideempty = true } @RDNode:HAS[#id[highaltitudeflight]] { @hideempty = true } @RDNode:HAS[#id[largevolumecontainment]] { @hideempty = true } @RDNode:HAS[#id[composites]] { @hideempty = true } @RDNode:HAS[#id[electronics]] { @hideempty = true } @RDNode:HAS[#id[largeElectrics]] { @hideempty = true } @RDNode:HAS[#id[heavyAerodynamics]] { @hideempty = true } @RDNode:HAS[#id[ionPropulsion]] { @hideempty = true } @RDNode:HAS[#id[hypersonicflight]] { @hideempty = true } @RDNode:HAS[#id[nanolathing]] { @hideEmpty = True } @RDNode:HAS[#id[advunmanned]] { @hideempty = true } @RDNode:HAS[#id[metamaterials]] { @hideempty = true } @RDNode:HAS[#id[veryHeavyRocketry]] { @hideempty = true } @RDNode:HAS[#id[advsciencetech]] { @hideempty = true } @RDNode:HAS[#id[advancedMotors]] { @hideempty = true } @RDNode:HAS[#id[specializedElectrics]] { @hideempty = true } @RDNode:HAS[#id[highPerformanceFuelSystems]] { @hideempty = true } @RDNode:HAS[#id[experimentalAerodynamics]] { %hideempty = true } @RDNode:HAS[#id[automation]] { @hideempty = true } @RDNode:HAS[#id[aerospacetech]] { @hideempty = true } @RDNode:HAS[#id[largeUnmanned]] { @hideempty = true } @RDNode:HAS[#id[experimentalScience]] { %hideempty = true } @RDNode:HAS[#id[experimentalmotors]] { @hideEmpty = True } @RDNode:HAS[#id[experimentalelectrics]] { %hideempty = true }}and here's the goddamned part assignment: @PART[spotLight1]: FINAL{ @TechRequired = Start} @PART[spotLight2]: FINAL{ @TechRequired = Start} @PART[ServiceBay_125]: FINAL{ @TechRequired = Start} @PART[heatPipe]: FINAL{ @TechRequired = Start} @PART[JetEngine]: FINAL{ @TechRequired = Flight1} @PART[turboFanEngine]: FINAL{ @TechRequired = Flight1} @PART[Mark2Cockpit]: FINAL{ @TechRequired = Flight1} @PART[Mark1Cockpit]: FINAL{ @TechRequired = Flight1} @PART[fuelLine]: FINAL{ @TechRequired = Flight1} @PART[fuelTankSmallFlat]: FINAL{ @TechRequired = Flight1} @PART[fuelTankSmall]: FINAL{ @TechRequired = Flight1} @PART[fuelTank]: FINAL{ @TechRequired = Flight1} @PART[MK1Fuselage]: FINAL{ @TechRequired = Flight1} @PART[fuelTank_long]: FINAL{ @TechRequired = Flight1} @PART[GearFixed]: FINAL{ @TechRequired = Flight1} @PART[GearFree]: FINAL{ @TechRequired = Flight1} @PART[radialDrogue]: FINAL{ @TechRequired = Flight1} @PART[parachuteRadial]: FINAL{ @TechRequired = Flight1} @PART[parachuteDrogue]: FINAL{ @TechRequired = Flight1} @PART[parachuteSingle]: FINAL{ @TechRequired = Flight1} @PART[telescopicLadderBay]: FINAL{ @TechRequired = Flight1} @PART[SmallGearBay]: FINAL{ @TechRequired = Flight1} @PART[dockingPort3]: FINAL{ @TechRequired = Flight1} @PART[parachuteLarge]: FINAL{ @TechRequired = Flight1} @PART[basicFin]: FINAL{ @TechRequired = Flight1} @PART[standardNoseCone]: FINAL{ @TechRequired = Flight1} @PART[rocketNoseCone]: FINAL{ @TechRequired = Flight1} @PART[airbrake1]: FINAL{ @TechRequired = Flight1} @PART[winglet]: FINAL{ @TechRequired = Flight1} @PART[wingConnector4]: FINAL{ @TechRequired = Flight1} @PART[wingConnector5]: FINAL{ @TechRequired = Flight1} @PART[structuralWing4]: FINAL{ @TechRequired = Flight1} @PART[delta_small]: FINAL{ @TechRequired = Flight1} @PART[noseCone]: FINAL{ @TechRequired = Flight1} @PART[wingConnector3]: FINAL{ @TechRequired = Flight1} @PART[structuralWing3]: FINAL{ @TechRequired = Flight1} @PART[pointyNoseConeA]: FINAL{ @TechRequired = Flight1} @PART[pointyNoseConeB]: FINAL{ @TechRequired = Flight1} @PART[StandardCtrlSrf]: FINAL{ @TechRequired = Flight1} @PART[smallCtrlSrf]: FINAL{ @TechRequired = Flight1} @PART[wingStrake]: FINAL{ @TechRequired = Flight1} @PART[wingConnector]: FINAL{ @TechRequired = Flight1} @PART[wingConnector2]: FINAL{ @TechRequired = Flight1} @PART[structuralWing]: FINAL{ @TechRequired = Flight1} @PART[structuralWing2]: FINAL{ @TechRequired = Flight1} @PART[sweptWing1]: FINAL{ @TechRequired = Flight1} @PART[sweptWing2]: FINAL{ @TechRequired = Flight1} @PART[elevon2]: FINAL{ @TechRequired = Flight1} @PART[tailfin]: FINAL{ @TechRequired = Flight1} @PART[winglet3]: FINAL{ @TechRequired = Flight1} @PART[deltaWing]: FINAL{ @TechRequired = Flight1} @PART[sweptWing]: FINAL{ @TechRequired = Flight1} @PART[R8winglet]: FINAL{ @TechRequired = Flight1} @PART[elevon3]: FINAL{ @TechRequired = Flight1} @PART[airplaneTail]: FINAL{ @TechRequired = Flight1} @PART[airplaneTailB]: FINAL{ @TechRequired = Flight1} @PART[CircularIntake]: FINAL{ @TechRequired = Flight1} @PART[MK1IntakeFuselage]: FINAL{ @TechRequired = Flight1} @PART[elevon5]: FINAL{ @TechRequired = Flight1} @PART[airScoop]: FINAL{ @TechRequired = Flight1} @PART[nacelleBody]: FINAL{ @TechRequired = Flight1} @PART[ramAirIntake]: FINAL{ @TechRequired = Flight1} @PART[smallHardpoint]: FINAL{ @TechRequired = Flight1} @PART[Mk1FuselageStructural]: FINAL{ @TechRequired = Flight1} @PART[mk2SpacePlaneAdapter]: FINAL{ @TechRequired = Structural1} @PART[radialDecoupler2]: FINAL{ @TechRequired = Structural1} @PART[structuralIBeam3]: FINAL{ @TechRequired = Structural1} @PART[strutCube]: FINAL{ @TechRequired = Structural1} @PART[strutOcto]: FINAL{ @TechRequired = Structural1} @PART[structuralIBeam2]: FINAL{ @TechRequired = Structural1} @PART[trussPiece1x]: FINAL{ @TechRequired = Structural1} @PART[structuralPanel1]: FINAL{ @TechRequired = Structural1} @PART[strutConnector]: FINAL{ @TechRequired = Structural1} @PART[structuralIBeam1]: FINAL{ @TechRequired = Structural1} @PART[adapterSmallMiniShort]: FINAL{ @TechRequired = Structural1} @PART[adapterSmallMiniTall]: FINAL{ @TechRequired = Structural1} @PART[stackDecouplerMini]: FINAL{ @TechRequired = Structural1} @PART[stackDecoupler]: FINAL{ @TechRequired = Structural1} @PART[stackBiCoupler]: FINAL{ @TechRequired = Structural1} @PART[stackSeparatorMini]: FINAL{ @TechRequired = Structural1} @PART[largeAdapter2]: FINAL{ @TechRequired = Structural1} @PART[largeAdapter]: FINAL{ @TechRequired = Structural1} @PART[decoupler1-2]: FINAL{ @TechRequired = Structural1} @PART[radialDecoupler]: FINAL{ @TechRequired = Structural1} @PART[batteryPack]: FINAL{ @TechRequired = Electrical1} @PART[batteryBankMini]: FINAL{ @TechRequired = Electrical1} @PART[ksp_r_largeBatteryPack]: FINAL{ @TechRequired = Electrical1} @PART[FuelCell]: FINAL{ @TechRequired = Electrical1} @PART[batteryBank]: FINAL{ @TechRequired = Electrical1} @PART[batteryBankLarge]: FINAL{ @TechRequired = Electrical1} @PART[battery-125]: FINAL{ @TechRequired = Electrical1} @PART[battery-375]: FINAL{ @TechRequired = Electrical1} @PART[battery-25]: FINAL{ @TechRequired = Electrical1} @PART[FuelCellArray]: FINAL{ @TechRequired = Electrical1} @PART[MKS_DockingPort]: FINAL{ @TechRequired = Offworld1} @PART[MKS_RadialTank]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Storage_ILM]: FINAL{ @TechRequired = Offworld1} @PART[OKS_AgModule]: FINAL{ @TechRequired = Offworld1} @PART[OKS_HabRing]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Workspace]: FINAL{ @TechRequired = Offworld1} @PART[RadialDrill]: FINAL{ @TechRequired = Offworld1} @PART[ISRU]: FINAL{ @TechRequired = Offworld1} @PART[OKS_PDU]: FINAL{ @TechRequired = Offworld1} @PART[SmallTank]: FINAL{ @TechRequired = Offworld1} @PART[LargeTank]: FINAL{ @TechRequired = Offworld1} @PART[crewCabin]: FINAL{ @TechRequired = Offworld1} @PART[OKS_ColonyHub]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Kerbitat]: FINAL{ @TechRequired = Offworld1} @PART[MK3_FuelRefinery]: FINAL{ @TechRequired = Offworld1} @PART[MK3_Refinery]: FINAL{ @TechRequired = Offworld1} @PART[MK3_Fabricator]: FINAL{ @TechRequired = Offworld1} @PART[MKS_EL_LaunchPad]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Aeroponics]: FINAL{ @TechRequired = Offworld1} @PART[MKS_OctoLander]: FINAL{ @TechRequired = Offworld1} @PART[MKS_PDU]: FINAL{ @TechRequired = Offworld1} @PART[MKS_ModuleBase]: FINAL{ @TechRequired = Offworld1} @PART[MKS_MobileBase]: FINAL{ @TechRequired = Offworld1} @PART[MKS_Workspace]: FINAL{ @TechRequired = Offworld1} @PART[MKS_Storage_ILM]: FINAL{ @TechRequired = Offworld1} @PART[MKS_HabDome]: FINAL{ @TechRequired = Offworld1} @PART[MKS_AgModule]: FINAL{ @TechRequired = Offworld1} @PART[MKS_ExpandoTube_Mini]: FINAL{ @TechRequired = Offworld1} @PART[MKS_ExpandoTube4]: FINAL{ @TechRequired = Offworld1} @PART[MKS_ExpandoTube_XL]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Cap]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Hub]: FINAL{ @TechRequired = Offworld1} @PART[OKS_LgHub]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Tube]: FINAL{ @TechRequired = Offworld1} @PART[OKS_Tube_Lg]: FINAL{ @TechRequired = Offworld1} @PART[MKS_RigidTube]: FINAL{ @TechRequired = Offworld1} @PART[MKS_FlexOTube]: FINAL{ @TechRequired = Offworld1} @PART[nuclear-recycler-25]: FINAL{ @TechRequired = Offworld2} @PART[MKS_DRILL_01]: FINAL{ @TechRequired = Offworld2} @PART[MKS_DRILL_02]: FINAL{ @TechRequired = Offworld2} @PART[MKS_Kerbitat]: FINAL{ @TechRequired = Offworld2} @PART[MKS_ColonyHub]: FINAL{ @TechRequired = Offworld2} @PART[MK3_Akademy]: FINAL{ @TechRequired = Offworld2} @PART[MKS_LogisticsHub]: FINAL{ @TechRequired = Offworld2} @PART[MKS_Aeroponics]: FINAL{ @TechRequired = Offworld2} @PART[MKS_EL_OrbitalDock]: FINAL{ @TechRequired = Offworld2} @PART[RAPIER]: FINAL{ @TechRequired = Flight2} @PART[mk2Cockpit_Standard]: FINAL{ @TechRequired = Flight2} @PART[mk2Cockpit_Inline]: FINAL{ @TechRequired = Flight2} @PART[mk2CargoBayS]: FINAL{ @TechRequired = Flight2} @PART[dockingPortLateral]: FINAL{ @TechRequired = Flight2} @PART[mk2CargoBayL]: FINAL{ @TechRequired = Flight2} @PART[mk2CrewCabin]: FINAL{ @TechRequired = Flight2} @PART[dockingPort2]: FINAL{ @TechRequired = Flight2} @PART[mk2DockingPort]: FINAL{ @TechRequired = Flight2} @PART[mk2FuselageShortLFO]: FINAL{ @TechRequired = Flight2} @PART[mk2FuselageShortLiquid]: FINAL{ @TechRequired = Flight2} @PART[mk2FuselageShortMono]: FINAL{ @TechRequired = Flight2} @PART[mk2_1m_Bicoupler]: FINAL{ @TechRequired = Flight2} @PART[mk2_1m_AdapterLong]: FINAL{ @TechRequired = Flight2} @PART[mk2FuselageLongLFO]: FINAL{ @TechRequired = Flight2} @PART[mk2Fuselage]: FINAL{ @TechRequired = Flight2} @PART[IntakeRadialLong]: FINAL{ @TechRequired = Flight2} @PART[wingShuttleStrake]: FINAL{ @TechRequired = Flight2} @PART[wingShuttleElevon2]: FINAL{ @TechRequired = Flight2} @PART[radialEngineBody]: FINAL{ @TechRequired = Flight2} @PART[wingShuttleRudder]: FINAL{ @TechRequired = Flight2} @PART[wingShuttleDelta]: FINAL{ @TechRequired = Flight2} @PART[shockConeIntake]: FINAL{ @TechRequired = Flight2} @PART[wingShuttleElevon1]: FINAL{ @TechRequired = Flight2} @PART[AdvancedCanard]: FINAL{ @TechRequired = Flight2} @PART[CanardController]: FINAL{ @TechRequired = Flight2} @PART[structuralPylon]: FINAL{ @TechRequired = Flight2} @PART[ladder1]: FINAL{ @TechRequired = Landing1} @PART[miniLandingLeg]: FINAL{ @TechRequired = Landing1} @PART[telescopicLadder]: FINAL{ @TechRequired = Landing1} @PART[landingLeg1]: FINAL{ @TechRequired = Landing1} @PART[roverWheel2]: FINAL{ @TechRequired = Landing1} @PART[roverWheel1]: FINAL{ @TechRequired = Landing1} @PART[GrapplingDevice]: FINAL{ @TechRequired = Structural2} @PART[noseConeAdapter]: FINAL{ @TechRequired = Structural2} @PART[adapterLargeSmallQuad]: FINAL{ @TechRequired = Structural2} @PART[structuralMiniNode]: FINAL{ @TechRequired = Structural2} @PART[launchClamp1]: FINAL{ @TechRequired = Structural2} @PART[adapterLargeSmallBi]: FINAL{ @TechRequired = Structural2} @PART[adapterLargeSmallTri]: FINAL{ @TechRequired = Structural2} @PART[stackTriCoupler]: FINAL{ @TechRequired = Structural2} @PART[stationHub]: FINAL{ @TechRequired = Structural2} @PART[stackSeparator]: FINAL{ @TechRequired = Structural2} @PART[stackPoint1]: FINAL{ @TechRequired = Structural2} @PART[stackQuadCoupler]: FINAL{ @TechRequired = Structural2} @PART[solarPanels5]: FINAL{ @TechRequired = Electrical2} @PART[solarPanels4]: FINAL{ @TechRequired = Electrical2} @PART[solarPanels3]: FINAL{ @TechRequired = Electrical2} @PART[solarPanels2]: FINAL{ @TechRequired = Electrical2} @PART[solarPanels1]: FINAL{ @TechRequired = Electrical2} @PART[battery-rad-125]: FINAL{ @TechRequired = Electrical2} @PART[largeSolarPanel]: FINAL{ @TechRequired = Electrical2} @PART[battery-0625]: FINAL{ @TechRequired = Electrical2} @PART[GooExperiment]: FINAL{ @TechRequired = Science1} @PART[science_module]: FINAL{ @TechRequired = Science1} @PART[sensorThermometer]: FINAL{ @TechRequired = Science1} @PART[sensorBarometer]: FINAL{ @TechRequired = Science1} @PART[sensorAccelerometer]: FINAL{ @TechRequired = Science1} @PART[sensorGravimeter]: FINAL{ @TechRequired = Science1} @PART[SurfaceScanner]: FINAL{ @TechRequired = Science1} @PART[OrbitalScanner]: FINAL{ @TechRequired = Science1} @PART[probeCoreSphere]: FINAL{ @TechRequired = Probe1} @PART[probeCoreOcto]: FINAL{ @TechRequired = Probe1} @PART[probeCoreHex]: FINAL{ @TechRequired = Probe1} @PART[roverBody]: FINAL{ @TechRequired = Probe1} @PART[longAntenna]: FINAL{ @TechRequired = Probe1} @PART[sasModule]: FINAL{ @TechRequired = Control1} @PART[advSasModule]: FINAL{ @TechRequired = Control1} @PART[asasmodule1-2]: FINAL{ @TechRequired = Control1} @PART[avionicsNoseCone]: FINAL{ @TechRequired = Control1} @PART[mk3Cockpit_Shuttle]: FINAL{ @TechRequired = Flight3} @PART[mk3CargoBayM]: FINAL{ @TechRequired = Flight3} @PART[mk3CargoBayL]: FINAL{ @TechRequired = Flight3} @PART[mk3CrewCabin]: FINAL{ @TechRequired = Flight3} @PART[mk3CargoBayS]: FINAL{ @TechRequired = Flight3} @PART[airlinerCtrlSrf]: FINAL{ @TechRequired = Flight3} @PART[airlinerTailFin]: FINAL{ @TechRequired = Flight3} @PART[airlinerMainWing]: FINAL{ @TechRequired = Flight3} @PART[adapterMk3-Mk2]: FINAL{ @TechRequired = Flight3} @PART[adapterMk3-Size2]: FINAL{ @TechRequired = Flight3} @PART[adapterMk3-Size2Slant]: FINAL{ @TechRequired = Flight3} @PART[mk3FuselageLFO_25]: FINAL{ @TechRequired = Flight3} @PART[mk3FuselageLF_25]: FINAL{ @TechRequired = Flight3} @PART[mk3FuselageMONO]: FINAL{ @TechRequired = Flight3} @PART[mk3FuselageLFO_50]: FINAL{ @TechRequired = Flight3} @PART[mk3FuselageLF_50]: FINAL{ @TechRequired = Flight3} @PART[mk3FuselageLFO_100]: FINAL{ @TechRequired = Flight3} @PART[mk3FuselageLF_100]: FINAL{ @TechRequired = Flight3} @PART[elevonMk3]: FINAL{ @TechRequired = Flight3} @PART[solidBooster_sm]: FINAL{ @TechRequired = Rocket1} @PART[radialLiquidEngine1-2]: FINAL{ @TechRequired = Rocket1} @PART[liquidEngine]: FINAL{ @TechRequired = Rocket1} @PART[liquidEngine2]: FINAL{ @TechRequired = Rocket1} @PART[dockingPort1]: FINAL{ @TechRequired = Rocket1} @PART[fairingSize1]: FINAL{ @TechRequired = Rocket1} @PART[landingLeg1-2]: FINAL{ @TechRequired = Landing2} @PART[GearLarge]: FINAL{ @TechRequired = Landing2} @PART[wheelMed]: FINAL{ @TechRequired = Landing2} @PART[roverWheel3]: FINAL{ @TechRequired = Landing2} @PART[GearMedium]: FINAL{ @TechRequired = Landing2} @PART[Size3to2Adapter]: FINAL{ @TechRequired = Structural3} @PART[MKS_375_OCTO]: FINAL{ @TechRequired = Structural3} @PART[radialDecoupler1-2]: FINAL{ @TechRequired = Structural3} @PART[trussAdapter]: FINAL{ @TechRequired = Structural3} @PART[trussPiece3x]: FINAL{ @TechRequired = Structural3} @PART[structuralPanel2]: FINAL{ @TechRequired = Structural3} @PART[size3Decoupler]: FINAL{ @TechRequired = Structural3} @PART[stackSeparatorBig]: FINAL{ @TechRequired = Structural3} @PART[radiator-fixed-1]: FINAL{ @TechRequired = Electrical3} @PART[heatInsulator-125-1]: FINAL{ @TechRequired = Electrical3} @PART[heatInsulator-25-1]: FINAL{ @TechRequired = Electrical3} @PART[heatInsulator-375-1]: FINAL{ @TechRequired = Electrical3} @PART[radiator-universal-1]: FINAL{ @TechRequired = Electrical3} @PART[radiator-conformal-1]: FINAL{ @TechRequired = Electrical3} @PART[radiator-conformal-2]: FINAL{ @TechRequired = Electrical3} @PART[radiator-conformal-3]: FINAL{ @TechRequired = Electrical3} @PART[radiator-universal-2]: FINAL{ @TechRequired = Electrical3} @PART[reactor-0625]: FINAL{ @TechRequired = Electrical3} @PART[rtg]: FINAL{ @TechRequired = Electrical3} @PART[rtg-0625]: FINAL{ @TechRequired = Electrical3} @PART[reactor-125]: FINAL{ @TechRequired = Electrical3} @PART[nuclearfuel-0625]: FINAL{ @TechRequired = Electrical3} @PART[nuclearfuel-125]: FINAL{ @TechRequired = Electrical3} @PART[Large_Crewed_Lab]: FINAL{ @TechRequired = Science2} @PART[SurveyScanner]: FINAL{ @TechRequired = Science2} @PART[sensorAtmosphere]: FINAL{ @TechRequired = Science2} @PART[MKS_Antenna]: FINAL{ @TechRequired = Science2} @PART[mk2DroneCore]: FINAL{ @TechRequired = Probe3} @PART[probeStackSmall]: FINAL{ @TechRequired = Probe3} @PART[probeCoreOcto2]: FINAL{ @TechRequired = Probe3} @PART[mediumDishAntenna]: FINAL{ @TechRequired = Probe3} @PART[linearRcs]: FINAL{ @TechRequired = Control2} @PART[RCSBlock]: FINAL{ @TechRequired = Control2} @PART[vernierEngine]: FINAL{ @TechRequired = Control2} @PART[rcsTankMini]: FINAL{ @TechRequired = Control2} @PART[radialRCSTank]: FINAL{ @TechRequired = Control2} @PART[rcsTankRadialLong]: FINAL{ @TechRequired = Control2} @PART[RCSFuelTank]: FINAL{ @TechRequired = Control2} @PART[RCSTank1-2]: FINAL{ @TechRequired = Control2} @PART[solidBooster]: FINAL{ @TechRequired = Rocket2} @PART[liquidEngine1-2]: FINAL{ @TechRequired = Rocket2} @PART[solidBooster1-1]: FINAL{ @TechRequired = Rocket2} @PART[dockingPortLarge]: FINAL{ @TechRequired = Rocket2} @PART[fairingSize2]: FINAL{ @TechRequired = Rocket2} @PART[adapterSize2-Mk2]: FINAL{ @TechRequired = Rocket2} @PART[adapterSize2-Size1]: FINAL{ @TechRequired = Rocket2} @PART[adapterSize2-Size1Slant]: FINAL{ @TechRequired = Rocket2} @PART[liquidEngineMini]: FINAL{ @TechRequired = Rocket3} @PART[liquidEngine2-2]: FINAL{ @TechRequired = Rocket3} @PART[toroidalAerospike]: FINAL{ @TechRequired = Rocket3} @PART[engineLargeSkipper]: FINAL{ @TechRequired = Rocket3} @PART[MassiveBooster]: FINAL{ @TechRequired = Rocket3} @PART[Size2LFB]: FINAL{ @TechRequired = Rocket3} @PART[fuelTank2-2]: FINAL{ @TechRequired = Rocket3} @PART[fuelTank1-2]: FINAL{ @TechRequired = Rocket3} @PART[fuelTank4-2]: FINAL{ @TechRequired = Rocket3} @PART[fuelTank3-2]: FINAL{ @TechRequired = Rocket3} @PART[Size3EngineCluster]: FINAL{ @TechRequired = Rocket4} @PART[Size3AdvancedEngine]: FINAL{ @TechRequired = Rocket4} @PART[Size3LargeTank]: FINAL{ @TechRequired = Rocket4} @PART[Size3MediumTank]: FINAL{ @TechRequired = Rocket4} @PART[Size3SmallTank]: FINAL{ @TechRequired = Rocket4} @PART[nuclearEngine]: FINAL{ @TechRequired = Rocket4} @PART[fairingSize3]: FINAL{ @TechRequired = Rocket4} @PART[HeatShield3]: FINAL{ @TechRequired = Rocket4} @PART[adapterSize3-Mk3]: FINAL{ @TechRequired = Rocket4} @PART[InterstellarGasTank-PB-X50R]: FINAL{ @TechRequired = Rocket4} @PART[InterstellarGasTank_PB-Stack]: FINAL{ @TechRequired = Rocket4} @PART[probeCoreCube]: FINAL{ @TechRequired = Probe3} @PART[probeStackLarge]: FINAL{ @TechRequired = Probe3} @PART[commDish]: FINAL{ @TechRequired = Probe3} @PART[ionArgon-0625]: FINAL{ @TechRequired = Rocket5} @PART[ionArgon-0625-2]: FINAL{ @TechRequired = Rocket5} @PART[ionXenon-0625]: FINAL{ @TechRequired = Rocket5} @PART[ionXenon-0625-2]: FINAL{ @TechRequired = Rocket5} @PART[ionXenon-125]: FINAL{ @TechRequired = Rocket5} @PART[ionXenon-0625-3]: FINAL{ @TechRequired = Rocket5} @PART[ionArgon-125]: FINAL{ @TechRequired = Rocket5} @PART[ionXenon-25]: FINAL{ @TechRequired = Rocket5} @PART[ionEngine]: FINAL{ @TechRequired = Rocket5} @PART[capacitor-rad-0625]: FINAL{ @TechRequired = Rocket5} @PART[capacitor-0625]: FINAL{ @TechRequired = Rocket5} @PART[capacitor-rad-0625-2]: FINAL{ @TechRequired = Rocket5} @PART[capacitor-125]: FINAL{ @TechRequired = Rocket5} @PART[capacitor-25]: FINAL{ @TechRequired = Rocket5} @PART[argon-radial-0625-1]: FINAL{ @TechRequired = Rocket5} @PART[argon-radial-125-1]: FINAL{ @TechRequired = Rocket5} @PART[argon-25-1]: FINAL{ @TechRequired = Rocket5} @PART[argon-25-2]: FINAL{ @TechRequired = Rocket5} @PART[argon-25-3]: FINAL{ @TechRequired = Rocket5} @PART[argon-0625-3]: FINAL{ @TechRequired = Rocket5} @PART[argon-0625-2]: FINAL{ @TechRequired = Rocket5} @PART[argon-125-3]: FINAL{ @TechRequired = Rocket5} @PART[argon-0625-1]: FINAL{ @TechRequired = Rocket5} @PART[argon-125-2]: FINAL{ @TechRequired = Rocket5} @PART[xenon-radial-125-1]: FINAL{ @TechRequired = Rocket5} @PART[argon-125-1]: FINAL{ @TechRequired = Rocket5} @PART[xenon-125-3]: FINAL{ @TechRequired = Rocket5} @PART[xenonTank]: FINAL{ @TechRequired = Rocket5} @PART[xenonTankRadial]: FINAL{ @TechRequired = Rocket5} @PART[xenon-125-2]: FINAL{ @TechRequired = Rocket5} @PART[xenon-125-1]: FINAL{ @TechRequired = Rocket5} @PART[xenon-25-3]: FINAL{ @TechRequired = Rocket5} @PART[xenon-25-2]: FINAL{ @TechRequired = Rocket5} @PART[xenon-25-1]: FINAL{ @TechRequired = Rocket5} @PART[xenonTankLarge]: FINAL{ @TechRequired = Rocket5} @PART[pit-25]: FINAL{ @TechRequired = Rocket6} @PART[pit-125]: FINAL{ @TechRequired = Rocket6} @PART[pit-0625]: FINAL{ @TechRequired = Rocket6} @PART[reactor-25]: FINAL{ @TechRequired = Electrical4} @PART[reactor-375]: FINAL{ @TechRequired = Electrical4} @PART[reactor-25-2]: FINAL{ @TechRequired = Electrical4} @PART[nuclearfuel-25]: FINAL{ @TechRequired = Electrical4} @PART[vasimr-25]: FINAL{ @TechRequired = Rocket7} @PART[vasimr-125]: FINAL{ @TechRequired = Rocket7} @PART[vasimr-0625]: FINAL{ @TechRequired = Rocket7} @PART[mpdt-25]: FINAL{ @TechRequired = Rocket7} @PART[mpdt-125]: FINAL{ @TechRequired = Rocket7} @PART[mpdt-0625]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-10-1]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-125-1]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-125-2]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-25-2]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-375-1]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-25-3]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-25-1]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-375-2]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-375-3]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-radial-125-1]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-radial-25-1]: FINAL{ @TechRequired = Rocket7} @PART[hydrogen-radial-375-1]: FINAL{ @TechRequired = Rocket7} @PART[sepMotor1]: FINAL{ @TechRequired = Rocket8} @PART[microEngine]: FINAL{ @TechRequired = Rocket8} @PART[radialEngineMini]: FINAL{ @TechRequired = Rocket8} @PART[omsEngine]: FINAL{ @TechRequired = Rocket8} @PART[smallRadialEngine]: FINAL{ @TechRequired = Rocket8} @PART[liquidEngine3]: FINAL{ @TechRequired = Rocket8} @PART[miniFuelTank]: FINAL{ @TechRequired = Rocket8} @PART[toroidalFuelTank]: FINAL{ @TechRequired = Rocket8} @PART[LaunchEscapeSystem]: FINAL{ @TechRequired = Rocket8} @PART[mk1pod]: FINAL{ @TechRequired = pod1} @PART[Mark1-2Pod]: FINAL{ @TechRequired = pod1} @PART[HeatShield1]: FINAL{ @TechRequired = pod1} @PART[seatExternalCmd]: FINAL{ @TechRequired = start} @PART[landerCabinSmall]: FINAL{ @TechRequired = start} @PART[cupola]: FINAL{ @TechRequired = start} @PART[mk2LanderCabin]: FINAL{ @TechRequired = start} @PART[HeatShield2]: FINAL{ @TechRequired = start} @PART[ServiceBay_250]: FINAL{ @TechRequired = start}The R&D screen shows as completely empty, even zoomed out to maximum it's just blue without any visible nodes. I give up on this for tonight. Quote Link to comment Share on other sites More sharing options...
MatterBeam Posted May 22, 2015 Share Posted May 22, 2015 Tried something new, by trying to to stock to stock node games. Tech tree persists on not showing up at all. @RDNode:HAS[#id[advelectrics]] { //id = Offworld1 @title = Offworld Habitation @description = Technology to live and work in space. Recruits are lining up to become Space Miners. @cost = 50 @hideEmpty = False //nodename = Pod1 @anyToUnlock = False @icon = RDicon_rocketry-general @pos = -2200,1800,-1 @scale = 0.6 @Parent { @parentID = basicrocketry @linefrom = RIGHT @lineto = LEFT } } @PART[ServiceBay_125]:FINAL{ @TechRequired = Start} Quote Link to comment Share on other sites More sharing options...
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