r3_141592654 Posted February 26, 2020 Share Posted February 26, 2020 Is there somewhere that keeps a list of what mods will fill in which nodes on the tree? If not, can someone make one. I like having all of the extra tech, but sifting through the thousands of mods to find which ones fill which nodes to quite daunting. For example, I looked at my Hydroponics node and the only thing in it was a heat shield. Seems odd to me that a heat shield would have anything to do with Hydroponics. Thanks Quote Link to comment Share on other sites More sharing options...
Subnautica Memes Posted February 29, 2020 Share Posted February 29, 2020 why does my tech tree's first starter node not include any means of propulsion? And the only commad pod is the russian probe? Quote Link to comment Share on other sites More sharing options...
r3_141592654 Posted March 4, 2020 Share Posted March 4, 2020 On 2/29/2020 at 9:11 AM, Subnautica Memes said: why does my tech tree's first starter node not include any means of propulsion? And the only commad pod is the russian probe? They are trying to simulate the natural progression from flight to spaceflight and thus you should start with a simple airplane. Quote Link to comment Share on other sites More sharing options...
WarriorSabe Posted March 31, 2020 Share Posted March 31, 2020 I wonder, has anyone actually gone and summed up how much science it takes to fill out? Quote Link to comment Share on other sites More sharing options...
Tonas1997 Posted May 27, 2020 Share Posted May 27, 2020 Suggestion: a Cryonics node for DeepFreeze Quote Link to comment Share on other sites More sharing options...
DStaal Posted May 27, 2020 Share Posted May 27, 2020 21 minutes ago, Tonas1997 said: Suggestion: a Cryonics node for DeepFreeze Probably best to make that suggestion in the DeepFreeze mod's thread first... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted May 27, 2020 Share Posted May 27, 2020 37 minutes ago, Tonas1997 said: Suggestion: a Cryonics node for DeepFreeze I disagree. There is only one cryonics mod, and it only has 3-4 parts. I dont think it is worth making a mode for one mod. If there were more, then maybe Quote Link to comment Share on other sites More sharing options...
DirtyFace83 Posted June 25, 2020 Share Posted June 25, 2020 (edited) EDIT/Nevermind: So apparently, for some really bizarre reason, I had a copy of the entire CTT folder hidden inside another mod. I'm having an issue with some tech nodes duplicating. Since they are perfect duplicates, one node sits directly on top of the other and all the same parts are available in each. In order to advance in the Tech Tree, it's necessary to unlock both nodes. And the only reason you would ever know the duplicate is there is because of the little green circle indicator telling you how many parts are available to unlock, which is also the only way to click on the duplicate node in order to unlock it. The nodes are 100% identical, even in ModuleManager.TechTree It's happening with multiple nodes all over the tree, but here's an example from that file: Spoiler Line 2899: RDNode { id = storageTech title = Storage Technology description = For those times when a cardboard box just won't do! cost = 90 hideEmpty = False nodeName = ct_storageTech anyToUnlock = False icon = CommunityTechTree/UI/ctt_icon_storageTech pos = -1724,260,-1 scale = 0.6 Parent { parentID = basicScience lineFrom = RIGHT lineTo = LEFT } } Line 4535: RDNode { id = storageTech title = Storage Technology description = For those times when a cardboard box just won't do! cost = 90 hideEmpty = False nodeName = ct_storageTech anyToUnlock = False icon = CommunityTechTree/UI/ctt_icon_storageTech pos = -1724,260,-1 scale = 0.6 Parent { parentID = basicScience lineFrom = RIGHT lineTo = LEFT } } They are not duplicated in the CTT Tree file, and all the parts that use MM configs to require the above (and other) techs appear to use the correct tech id. I usually play with whatever the setting is called where you have to unlock each part with Kerbal Bucks. In the first node, I unlock the node and all the parts, but in the duplicate node, even once the node is unlocked, the parts in the node are 'unbought', but can be unlocked. This is really odd, because in the VAB, once you unlock both sets of identical parts in both identical nodes, the parts themselves are not duplicated. Edited June 25, 2020 by DirtyFace83 Solved I guess. Quote Link to comment Share on other sites More sharing options...
NoahGoldFox Posted July 2, 2020 Share Posted July 2, 2020 I know these questions arent liked much, but does anybody know what mods fill in the "gigantic rocketry" and "colossal rocketry" nods? I have pretty much every other node filled except those 2. (and specialized command modules) Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted July 12, 2020 Share Posted July 12, 2020 I'm having problems with this mod in 1.10 (and I think that's probably obvious as to why with some of the recent changes but I wanted to ask just on the off chance I'm slow lol). I can upload a log if needed, but I'm less worried about knowing why it's not working, and more wanting to know if it's broken in 1.10. If not broken it likely was just my end being dumb and I'll try to sort through it before coming back for more info. Quote Link to comment Share on other sites More sharing options...
Nertea Posted July 13, 2020 Author Share Posted July 13, 2020 On 7/12/2020 at 5:32 AM, StoneWolfPC said: I'm having problems with this mod in 1.10 (and I think that's probably obvious as to why with some of the recent changes but I wanted to ask just on the off chance I'm slow lol). I can upload a log if needed, but I'm less worried about knowing why it's not working, and more wanting to know if it's broken in 1.10. If not broken it likely was just my end being dumb and I'll try to sort through it before coming back for more info. There's no fundamental reason why there should be any issues with 1.10, however I'm not providing support for anything post 1.9 right now. Quote Link to comment Share on other sites More sharing options...
KSPrynk Posted July 13, 2020 Share Posted July 13, 2020 On 7/12/2020 at 8:32 AM, StoneWolfPC said: I'm having problems with this mod in 1.10 (and I think that's probably obvious as to why with some of the recent changes but I wanted to ask just on the off chance I'm slow lol). I can upload a log if needed, but I'm less worried about knowing why it's not working, and more wanting to know if it's broken in 1.10. If not broken it likely was just my end being dumb and I'll try to sort through it before coming back for more info. What's the problem? I'm using CTT 3.4.1 in KSP 1.10 x64, with MKS loaded, and didn't notice anything amiss. Quote Link to comment Share on other sites More sharing options...
StoneWolfPC Posted July 21, 2020 Share Posted July 21, 2020 On 7/13/2020 at 2:40 PM, KSPrynk said: What's the problem? I'm using CTT 3.4.1 in KSP 1.10 x64, with MKS loaded, and didn't notice anything amiss. I'm not sure why I didn't get a notification for your reply nor Nertea's. I uninstalled all mods and reinstalled and the issue is entirely resolved lmao. I suspected that would happen when I was looking at my log files. Thanks! Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 1, 2020 Author Share Posted August 1, 2020 Version bump to 1.10. KSP 1.10.x Additional updates to Chinese localization by WC12366 Quote Link to comment Share on other sites More sharing options...
etmoonshade Posted August 2, 2020 Share Posted August 2, 2020 On 7/1/2020 at 11:11 PM, NoahGoldFox said: I know these questions arent liked much, but does anybody know what mods fill in the "gigantic rocketry" and "colossal rocketry" nods? I have pretty much every other node filled except those 2. (and specialized command modules) Try stuff from SpaceY and SpaceY Heavy Lifters. Quote Link to comment Share on other sites More sharing options...
Qubyte Posted August 6, 2020 Share Posted August 6, 2020 I just tried installing this mod, and went to R&D, and didn't see any of the new tech tree nodes (though all my modded parts were there). After a bit too much digging around, I realized that I forgot to install the mod before launching KSP! D'oh. Well, thanks @Nertea for this awesome tech tree mod! I always felt that the stock tech tree was a bit lacking. Quote Link to comment Share on other sites More sharing options...
Kerminator K-100 Posted August 20, 2020 Share Posted August 20, 2020 @Nertea the gliffy link in the OP doesn't work. (Sorry, no screenshots, the picture won't let me upload) Quote Link to comment Share on other sites More sharing options...
Nertea Posted August 20, 2020 Author Share Posted August 20, 2020 You have failed me for the last time, gliffy. Quote Link to comment Share on other sites More sharing options...
NotMyProblem Posted October 6, 2020 Share Posted October 6, 2020 For some reason, I have the urge to download this and every mod of every node. Quote Link to comment Share on other sites More sharing options...
vmatt1203 Posted October 12, 2020 Share Posted October 12, 2020 Stupid question: I usually like playing with CTT but this time around I wanted to just use the stock tree after seeing the prices and just how many branches there are since my last play through. I have deleted CTT and for some reason the tree is not reverting back to stock. I also deleted all the config files for MM to start with a fresh load. Idk what I'm doing wrong here can someone direct me? Quote Link to comment Share on other sites More sharing options...
PocketBrotector Posted November 14, 2020 Share Posted November 14, 2020 I'm not quite sure where to report this bug, but I'm hoping folks here may be able to point me in the right direction, as I think this is a tech-tree related issue. I've notice some weird behavior with the costs associated "Purchase [All] Parts" button in R&D. (This button only appears with the "No Entry Purchase Required on Research" option unchecked, typically on Moderate or higher difficulties.) Here, you can see that I have three parts left to purchase in High-Performance Fuel Systems, which should cost a total of $875k per the display. Spoiler I should be able to afford that with my current bank of $1.39M, so I press the button, and my funds drop to $-325k! Spoiler I have a single wild-eyed guess about what might be causing this... I have a number of fine mods from Nertea installed, including Restock/Restock Plus and Near Future Launch Vehicles; also, I have Making History. This means that a number of duplicative parts from RS+ and MH are hidden via ModuleManager, but maybe their unlock costs are getting added to purchase-all-parts-in-this-node behavior, leading to higher total costs than anticipated. If that's the case, this could well be a stock bug that's only seen with a certain combination of settings and mods. Anyway, here's a log. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 14, 2020 Author Share Posted November 14, 2020 Yeah... I can't see how this mod would cause that behaviour. Your theory sounds correct. Quote Link to comment Share on other sites More sharing options...
udaryap9 Posted November 15, 2020 Share Posted November 15, 2020 i downloaded it but the parts dont show up in the tech tree Quote Link to comment Share on other sites More sharing options...
Wyzard Posted November 15, 2020 Share Posted November 15, 2020 4 hours ago, udaryap9 said: i downloaded it but the parts dont show up in the tech tree What parts are you looking for? This mod doesn't add any parts by itself. It just adds more nodes to the tech tree, which other mods can put parts into. Quote Link to comment Share on other sites More sharing options...
Wyzard Posted November 15, 2020 Share Posted November 15, 2020 19 hours ago, PocketBrotector said: This means that a number of duplicative parts from RS+ and MH are hidden via ModuleManager, but maybe their unlock costs are getting added to purchase-all-parts-in-this-node behavior, leading to higher total costs than anticipated. I'm pretty sure I've discovered this in the past too, so I think you're right. All of Squad's deprecated parts have "entryCost = 0" (in addition to "TechHidden = True"), presumably for this reason. Deprecated mod parts ought to be doing the same thing. @Nertea, I checked and MH+ has "entryCost = 0" for the deprecated Mallet, Striker, and Anvil SRBs, but not for the 1.875m nosecone, mini claw, or MakingHistoryPartHiding patch. It's a pretty simple fix, so I'll submit a pull request. Quote Link to comment Share on other sites More sharing options...
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