Vadym Posted May 2, 2019 Share Posted May 2, 2019 I also thought so, but other technologies can be unlocked, but these are not. Quote Link to comment Share on other sites More sharing options...
Vadym Posted May 2, 2019 Share Posted May 2, 2019 Everything is working. I figured out the reason. Quote Link to comment Share on other sites More sharing options...
GamerGuest64 Posted May 4, 2019 Share Posted May 4, 2019 Does anyone know any more mods that can add parts to CTT tech tree nodes? Quote Link to comment Share on other sites More sharing options...
Friznit Posted May 4, 2019 Share Posted May 4, 2019 (edited) 2 hours ago, GamerGuest64 said: Does anyone know any more mods that can add parts to CTT tech tree nodes? There's a list in the OP Edited May 4, 2019 by Friznit Quote Link to comment Share on other sites More sharing options...
GamerGuest64 Posted May 4, 2019 Share Posted May 4, 2019 1 hour ago, Friznit said: There's a list in the OP Sorry, i meant besides those. Quote Link to comment Share on other sites More sharing options...
leosefcik Posted June 16, 2019 Share Posted June 16, 2019 I don’t know why but the MK1 fuselage and the MK1 fuselage with the intake are missing, even though i have the whole tech tree... Quote Link to comment Share on other sites More sharing options...
Nertea Posted June 18, 2019 Author Share Posted June 18, 2019 On 6/16/2019 at 8:25 AM, leosefcik said: I don’t know why but the MK1 fuselage and the MK1 fuselage with the intake are missing, even though i have the whole tech tree... This mod does not affect part locations, so you should track down whatever is moving them and look there. Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted July 17, 2019 Share Posted July 17, 2019 I have an idea for a custom icon for the "Faster Than Light" node, and for a new "Cryonics" node for DeepFreeze. Would you be interested in me making them, @Nertea? Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 17, 2019 Author Share Posted July 17, 2019 33 minutes ago, Tonas1997 said: I have an idea for a custom icon for the "Faster Than Light" node, and for a new "Cryonics" node for DeepFreeze. Would you be interested in me making them, @Nertea? I don't think we have a faster than light node, it's a larger umbrella under Ultra High Energy Physics. New nodes are limited. See this from the OP: Quote Q: I want to add a new node for my mod, can you add it?A: To avoid tree bloat (a problem in the past), I have a strict requirement that at minimum 2 mods must want a node before I will consider adding it. Take your node idea, talk to other relevant mod authors to see if they'd use it, then come to me with approvals from the stakeholders and we will work towards that Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted July 17, 2019 Share Posted July 17, 2019 (edited) 5 hours ago, Nertea said: I don't think we have a faster than light node, it's a larger umbrella under Ultra High Energy Physics. New nodes are limited. See this from the OP: Thanks for the reply! Just checked the files and that node is added by KSPI-E; to be honest, I was not aware that those nodes were *added* by other mods EDIT: Is there a tool for designing/readjusting the tech tree, or do I have to eyeball node positions with just numeric coordinates? EDIT EDIT: Did you make the icons in Photoshop? I'd like to replicate the emboss/deboss effect you use for the sake of uniformity. Edited July 17, 2019 by Tonas1997 Quote Link to comment Share on other sites More sharing options...
RobertaME Posted August 13, 2019 Share Posted August 13, 2019 I wanted to give something back to the KSP community, so I quickly whipped up this corrected chart of the Community Tech Tree. I completed all the branches and verified all the prerequisites, making sure every line was correct. I also made sure that lines that cross are broken so it's obvious that it's not a node of intersecting parent lines. I made this up while re-working my own tech tree to make sense. (I mean, why is the Aviation and Flight branch so darn hard to reach? Subsonic Flight should come WAY earlier in the tech advancement... like right alongside Engineering 101 as another prerequisite to Stability instead of Basic Rocketry... that sort of idea) Anyway, I hope people find it useful. Feel free to use it in the OP in place of the outdated one. And THANK YOU @Nertea for maintaining this mod. Quote Link to comment Share on other sites More sharing options...
Gordon Dry Posted August 13, 2019 Share Posted August 13, 2019 @RobertaME hey, thanks. But it seems you posted the preview pic - not the original pic. It should be much bigger to be able to read anything. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted August 14, 2019 Share Posted August 14, 2019 @RobertaME Thank you. as what @Gordon Dry says - may we kindly have a link to a massively hi-res version? Thank you in advance! Quote Link to comment Share on other sites More sharing options...
RobertaME Posted August 14, 2019 Share Posted August 14, 2019 Here is the link to the full image. https://postimg.cc/14Tmtbq1 Format is 2510 x 1623. Let me know if there are any issues. Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 17, 2019 Share Posted August 17, 2019 (edited) @Nertea I propose we extend the nuclear propulsion branch with another tier 12 technode (4000 science). Which would give the more extreme nuclear rockets like Nuclear Salt Water Rocket more room. I suggest we call it extreme nuclear propulsion. RDNode { id = extremeNuclearPropulsion title = #LOC_CTT_extremeNuclearPropulsion_title // #LOC_CTT_extremeNuclearPropulsion_title = Extreme Nuclear Propulsion description = #LOC_CTT_extremeNuclearPropulsion_description // #LOC_CTT_extremeNuclearPropulsion_description = Research into the strangest, weirdest, all all-out extreme forms of nuclear propulsion. cost = 4000 hideEmpty = False nodeName = ct_extremeNuclearPropulsion anyToUnlock = True icon = ct_exoticNuclearPropulsion pos = -354,1693,-1 scale = 0.6 Parent { parentID = exoticNuclearPropulsion lineFrom = RIGHT lineTo = LEFT } } Edited August 17, 2019 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 18, 2019 Author Share Posted August 18, 2019 On 11/17/2014 at 12:14 AM, Nertea said: Q: I want to add a new node for my mod, can you add it?A: To avoid tree bloat (a problem in the past), I have a strict requirement that at minimum 2 mods must want a node before I will consider adding it. Take your node idea, talk to other relevant mod authors to see if they'd use it, then come to me with approvals from the stakeholders and we will work towards that. I think this still applies - can you point to >= 1 other mod that wants to use such as node? Quote Link to comment Share on other sites More sharing options...
dlrk Posted August 18, 2019 Share Posted August 18, 2019 Any mods recommnded for the specialized science tech branch? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted August 19, 2019 Share Posted August 19, 2019 11 hours ago, dlrk said: Any mods recommnded for the specialized science tech branch? Quote Link to comment Share on other sites More sharing options...
horngeek Posted September 1, 2019 Share Posted September 1, 2019 To check- exactly how badly would I break a save by adding this mod? :P Quote Link to comment Share on other sites More sharing options...
kcs123 Posted September 1, 2019 Share Posted September 1, 2019 2 hours ago, horngeek said: To check- exactly how badly would I break a save by adding this mod? Depending how much of stock tech tree nodes/parts you have already unlocked in stock career game. You might have some parts already unlocked that should be unlocked much later using Ctt. For parts that you are not already researched/unlocked you should not have any issues. Nothing will be ultimative broken, that would make game unplayable, but you will get the most fun and gameplay experience with any customized tech tree node if you start new career. Quote Link to comment Share on other sites More sharing options...
flart Posted October 1, 2019 Share Posted October 1, 2019 Consider these empty tech nodes with Tech level number from UnKerballedStart. I think they are pretty neat. Through hide-empty-tech-tree-nodes hides them, but that is another problem. Quote Link to comment Share on other sites More sharing options...
Azalen Posted November 6, 2019 Share Posted November 6, 2019 does this work in 1.8.1? Quote Link to comment Share on other sites More sharing options...
Cruesoe Posted November 6, 2019 Share Posted November 6, 2019 26 minutes ago, Azalen said: does this work in 1.8.1? Seems to work fine for me but I suggest you just try it and find out. Quote Link to comment Share on other sites More sharing options...
WifeSponsor Posted November 10, 2019 Share Posted November 10, 2019 (edited) I've tried it with 1.8.1 as well, and I can't seem to make it work unfortunately. EDIT: Disregard this. Working, I had just goofed up Edited November 10, 2019 by WifeSponsor Quote Link to comment Share on other sites More sharing options...
Idleness Posted November 10, 2019 Share Posted November 10, 2019 Working for me in 1.8.1 Quote Link to comment Share on other sites More sharing options...
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