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[1.12.x] Community Tech Tree (August 13)


Nertea

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  • 2 weeks later...
On 8/3/2024 at 8:15 AM, bphft said:

Where's the mod(s) that fill the nuke power nodes? Do they not exist because nobody made them? 

Nuclear power is well covered by Near Future Electrical

Release 3.4.5

  • Versioning update
  • Fixed a long standing issue that caused the longTermScienceTech node to have an incorrect icon
  • Added Portugese translation (gui8515)
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On 12/14/2024 at 2:56 AM, q250 said:

what is minimal list of mods to fully fill ctt?

I think this question is too open-ended to answer. There's just too many possible combinations of mods, and even restricting to "essentials", different people are going to have different definitions of essential, and even similar definitions are going to have pretty different mod recommendations. 

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4 hours ago, Grenartia said:

I think this question is too open-ended to answer. There's just too many possible combinations of mods, and even restricting to "essentials", different people are going to have different definitions of essential, and even similar definitions are going to have pretty different mod recommendations. 

So friggin' true. 

I have been wanting to give Sandcastle a go for a bit and am trying to go back through to see what all I used on my last  Extended Launch Pad experience.

I am still having a hard time picking my "core" mod package.

The visual enhancements and OPM are a must... I love Chatterer and other immersion mods. I swear my *essential* mod list grows each playthrough.

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maybe you dont get it. i want minimal, in quantity, list of mods that fully fill CTT, ie no empty nodes - at least one new part per node, quality, matter of essentiality is not primary goal. if there are several such combinations  post them all in order mods with latest update first, total sum of dates, + if 2 combination have equal sum of dates then lexicographically.  again pure combinatorial problem.  also dont think that list would be enormous, only one mod that fill gigantic and colossal rocketry - behemoth aerospace, only 5 ftl mods etc.

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3 minutes ago, q250 said:

maybe you dont get it. i want minimal, in quantity, list of mods that fully fill CTT, ie no empty nodes - at least one new part per node, quality, matter of essentiality is not primary goal. if there are several such combinations  post them all in order mods with latest update first, total sum of dates, + if 2 combination have equal sum of dates then lexicographically.  again pure combinatorial problem.  also dont think that list would be enormous, only one mod that fill gigantic and colossal rocketry - behemoth aerospace, only 5 ftl mods etc.


As long as you're using academic-adjacent words such as "lexicographically" and "combinatorial problem", allow me to drop another word frequently used in academia: "Non-trivial". 

If that doesn't convey any meaning to you, why don't you try filling your request yourself, and you'll quickly learn the meaning of the term.

Edited by Grenartia
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1 minute ago, q250 said:

maybe you dont get it. i want minimal, in quantity, list of mods that fully fill CTT, ie no empty nodes - at least one new part per node, quality, matter of essentiality is not primary goal. if there are several such combinations  post them all in order mods with latest update first, total sum of dates, + if 2 combination have equal sum of dates then lexicographically.  again pure combinatorial problem.  also dont think that list would be enormous, only one mod that fill gigantic and colossal rocketry - behemoth aerospace, only 5 ftl mods etc.

Maybe you don't get it. CTT is a stand alone mod it does not come bundled with mods, nor does it even specify that mods be used to fill any or all added Tech nodes. It is almost more for other modders to fill in the Tech nodes if they see fit to do so. Think of it like a choose your own adventure for adding mods to fill out the tech tree. Either way, no such list currently exists that I'm aware of. 

You may be interested in the Hide Empty Tech nodes mod.

Cheers,

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