Wyzard Posted July 5, 2018 Share Posted July 5, 2018 18 hours ago, MigsG said: https://imgur.com/8xTstJA <-- Pic of the Interstellar Mod Files (I renamed the file itself, it was originally GameData-7. Note that there is no folder called "GameData.") Those are all things that should go directly into your KSP installation's GameData folder. (Not a subfolder.) Quote Link to comment Share on other sites More sharing options...
JDCollie Posted July 22, 2018 Share Posted July 22, 2018 Does anyone happen to know if there is a gui out there for editing tech trees in CTT without having to jump into the text files? Quote Link to comment Share on other sites More sharing options...
GrubbyZebra Posted August 1, 2018 Share Posted August 1, 2018 On 7/22/2018 at 7:19 PM, JDCollie said: Does anyone happen to know if there is a gui out there for editing tech trees in CTT without having to jump into the text files? You have to jump into text files. There really isn't any other way. (the KSP Tech Tree Editor program doesn't like CTT-style trees because they are not complete trees, only MM patches to move/alter stock nodes + new new nodes). Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 7, 2018 Author Share Posted August 7, 2018 1.4.5 officially supported now - no new download! Quote Link to comment Share on other sites More sharing options...
TheAngryHulk Posted August 18, 2018 Share Posted August 18, 2018 (edited) None of the mod links to populate the tech tree in your original post work. Is there a new list of part mods I can use? Edited August 18, 2018 by TheAngryHulk Quote Link to comment Share on other sites More sharing options...
4x4cheesecake Posted August 18, 2018 Share Posted August 18, 2018 @TheAngryHulk Just the links are broken, the mods still exists. Here are some working links (the last mod of this list is not updated to 1.4) Near Future Technologies (all 1.02 compatible packs) [adds to ion propulsion, construction, heat management and nuclear power branches] Stockalike Station Parts Expansion [adds to construction and habitation branches] Cryogenic Engines [adds to Rocketry branch] KSP Interstellar Extended [adds to many branches and late game tech nodes] SpaceY Heavy Lifters [adds to Rocketry branch] Modular Rocket Systems [adds to Rocketry branch] USI Life Support [adds to Life Support branch] USI OKS/MKS [adds to construction, colonization, life support and much more] Alcubierre Warp Drive [adds to warp drive nodes] Quote Link to comment Share on other sites More sharing options...
TheAngryHulk Posted August 18, 2018 Share Posted August 18, 2018 Thanks so much. I've only been to Minmus and the stock tech tree is almost done. I'd hate to stop playing because I unlocked everything before I went interplanetary. Quote Link to comment Share on other sites More sharing options...
Hydrothermalventclam Posted October 4, 2018 Share Posted October 4, 2018 (edited) Someone might have already asked this, but what happens if I am mostly through the stock tech tree, and I install this mod? Do I lose a bunch, or all of my already unlocked parts? And would ships with those parts on them stop existing? Edited October 4, 2018 by Hydrothermalventclam Quote Link to comment Share on other sites More sharing options...
Tonka Crash Posted October 4, 2018 Share Posted October 4, 2018 @Hydrothermalventclam I haven't done this, but I would expect is that all existing craft will be fine. The parts exist in your save file and is in on a craft, it doesn't really matter how it got there. Even in the stock game you could install parts intended for a "Test" on as many craft as you want until you test it. Once you do the test, any existing craft using the "Test" part don't disappear. What should happen is that you will have a bunch of parts you had previously unlocked are now locked in the editor until you unlock the new tech nodes. When I decided I wanted to use CTT I did it from a fresh save. Quote Link to comment Share on other sites More sharing options...
Hydrothermalventclam Posted October 4, 2018 Share Posted October 4, 2018 (edited) Thank you very much @Tonka Crash Edited October 4, 2018 by Hydrothermalventclam Quote Link to comment Share on other sites More sharing options...
Wyzard Posted October 5, 2018 Share Posted October 5, 2018 However, mod parts often appear in different places in the tech tree depending on whether CTT is installed. If you've already unlocked a part, and then installing CTT causes it to move to a different tech node, it'll end up appearing in both places: the "old" node where you've already unlocked it, and the "new" node where it's now meant to be. Shouldn't actually hurt anything, (and you'll still be able to use the part), but you might end up accidentally paying to unlock it again in the new node, and the little badge numbers on the "old" node (that shows how many locked parts are in it) may be incorrect. Quote Link to comment Share on other sites More sharing options...
Artemonim Posted October 14, 2018 Share Posted October 14, 2018 (edited) @Nertea, mods can support CTT only through *.cfg file with @PART[*]:NEEDS[CommunityTechTree] or no? I would like to add support for several mods, but not sure they need it. Edited October 14, 2018 by Artemonim Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 15, 2018 Author Share Posted October 15, 2018 On 10/14/2018 at 9:05 AM, Artemonim said: @Nertea, mods can support CTT only through *.cfg file with @PART[*]:NEEDS[CommunityTechTree] or no? I would like to add support for several mods, but not sure they need it. Yes that is the best way to do it. If you want to add support for other mods, always nice to ask them first though! Quote Link to comment Share on other sites More sharing options...
Artemonim Posted October 15, 2018 Share Posted October 15, 2018 (edited) 23 minutes ago, Nertea said: ask them first I think to create Git pull requests for each mod that use Git and wait for author to accept it. If author don't react to pull request for a week => create standalone CTT patch for the mod. I'm not breaking community rules, am I? And one more question - CTT can work only with parts? Edited October 15, 2018 by Artemonim Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 17, 2018 Author Share Posted October 17, 2018 Minor patch update to mark 1.5 compatibility. Quote Link to comment Share on other sites More sharing options...
Ocid Posted October 19, 2018 Share Posted October 19, 2018 Hi, I see the list for mods to fill in the tech tree nodes. Does anyone know of mods that fill in the later nodes in science that isn't Interstellar. Thanks Quote Link to comment Share on other sites More sharing options...
Tyko Posted October 19, 2018 Share Posted October 19, 2018 1 hour ago, Ocid said: Hi, I see the list for mods to fill in the tech tree nodes. Does anyone know of mods that fill in the later nodes in science that isn't Interstellar. Thanks Near Future Technologies collection of mods includes many later tech nodes Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 20, 2018 Author Share Posted October 20, 2018 6 hours ago, Ocid said: Hi, I see the list for mods to fill in the tech tree nodes. Does anyone know of mods that fill in the later nodes in science that isn't Interstellar. Thanks Not as far as I know Quote Link to comment Share on other sites More sharing options...
Ocid Posted October 20, 2018 Share Posted October 20, 2018 Yeah I thought so. Tried looking but didn't find anything. So thought I'd ask. Thanks for letting me know. Quote Link to comment Share on other sites More sharing options...
Nertea Posted October 20, 2018 Author Share Posted October 20, 2018 No issue with this in 1.5.1, by the way. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 5, 2018 Author Share Posted November 5, 2018 Small update to remove the MiniAVC dll from the mod, for consistency. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 17, 2019 Author Share Posted January 17, 2019 CTT 3.3.5 KSP 1.6.x support With this update, CKAN will be supported officially. Also please note the removal of the Dropbox D/L. It was annoying to update, if you want you can now get it from the Github releases page. Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 21, 2019 Author Share Posted January 21, 2019 3.3.6 Added German translation (Three_Pounds) OP is less ugly Quote Link to comment Share on other sites More sharing options...
BlackHat Posted January 21, 2019 Share Posted January 21, 2019 6 minutes ago, Nertea said: 3.3.6 OP is less ugly Heat Control [adds to Heat management branch] Heat Control [adds to Heat management branch] Is listed twice in OP Quote Link to comment Share on other sites More sharing options...
Nertea Posted January 21, 2019 Author Share Posted January 21, 2019 Very useful feedback, I'm still editing the post :| Quote Link to comment Share on other sites More sharing options...
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