Nertea Posted May 3, 2015 Author Share Posted May 3, 2015 So how does this work with mods like TAC Life support that aren't listed as officially or unofficially supported?Nothing happens .Uh, I downloaded the github version from https://github.com/ChrisAdderley/CommunityTechTree and put it in my gamedata and theres no new tech tree showing up....EDIT: Waaiiitt, do I need the main download from this thread as well?? Going to try that.Edit2: Nvm, it's just that one file.Do you have MM version 2.6.2+? Quote Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 Oh, I have 2.6.1, I didn't realize there was an update out for it. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2015 Author Share Posted May 3, 2015 Yup, that's the problem . 2.6.2 was when we got the ability to edit the tree. Quote Link to comment Share on other sites More sharing options...
autumnalequinox Posted May 3, 2015 Share Posted May 3, 2015 Let's say I wanted to play a super-duper ultimate MEGA career mode (gonna do that next). Would picking up all of the official mods (I have some already) fully flesh out this gorgeously massive tech tree? Quote Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 Yeah, once the other mods get their CTT configs set up for the new one.Not sure if KSP interstellar is updated completely. but the Near Future one isn't fully updated yet. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2015 Author Share Posted May 3, 2015 Yeah everyone will need to redo their configs slightly. I'll send out some PMs once we update.You have until noon PST tomorrow to file your complains, everyone . Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2015 Author Share Posted May 3, 2015 (edited) Ok, I uploaded 2.0... Hope things go well!The list of supported mods has been reset to what I know, because CTT configs will need to be looked at. If you previously had an unofficial patch for a mod you like, you need to edit it as per the first post, then inform me here. Edited May 3, 2015 by Nertea Quote Link to comment Share on other sites More sharing options...
Sandworm Posted May 3, 2015 Share Posted May 3, 2015 (edited) Smallish bug on new save with cheated-in science. I'm not seeing the nanolaything and recycling nodes, which is locking out their child nodes. It might be a capitalization error, checking now.On second look I appear to be missing all the new nodes, locking out their child nodes. (ubuntu 64bit) I do have a pile of mods installed, but nothing tree-related. Edited May 3, 2015 by Sandworm Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2015 Author Share Posted May 3, 2015 Nodes are invisible unless used by a mod. That appears to be an issue with my config with near future construction, which *should* be putting something in nanolathing. Grr. Quote Link to comment Share on other sites More sharing options...
Sandworm Posted May 3, 2015 Share Posted May 3, 2015 (edited) Nodes are invisible unless used by a mod. That appears to be an issue with my config with near future construction, which *should* be putting something in nanolathing. Grr.I do have the three latest NF packs installed. I am seeing the more advanced nodes and they do have NF parts in them (orbital assembly etc) but am also missing nodes that aren't connected to NF such as simpleCommandModules, a parent to commandModules.I'm combing through the cgfs looking for errors and haven't found any. I am missing many many nodes. Some of the lines are there, and when lines are missing there are gaps mades.orbitalMegastructuresorbitalAssemblysimpleCommandModuleshydroponicsrecyclinglogisticsadvPVMaterialsstorageTech Edited May 3, 2015 by Sandworm Quote Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 Ok, I uploaded 2.0... Hope things go well!The list of supported mods has been reset to what I know, because CTT configs will need to be looked at. If you previously had an unofficial patch for a mod you like, you need to edit it as per the first post, then inform me here.RoverDudes stuff has CTT support in it, though he needs to update the configs to the new CTT 2.0- - - Updated - - -I do have the three latest NF packs installed. I am seeing the more advanced nodes and they do have NF parts in them (orbital assembly etc) but am also missing nodes that aren't connected to NF such as simpleCommandModules, a parent to commandModules.I'm combing through the cgfs looking for errors and haven't found any. I am missing many many nodes. Some of the lines are there, and when lines are missing there are gaps mades.orbitalMegastructuresorbitalAssemblysimpleCommandModuleshydroponicsrecyclinglogisticsadvPVMaterialsstorageTechAll of those except recycling, simple command modules, and advPVmaterials are from MKS.I'm not using the Near Future stuff, however, with what I have, I am seeing missing nodes and the lines are there. I'm not seeing any major gaps or anything.Nodes that are missing for me and showing the lines:simplecommandmodules (which mod is this one?)recycling (Extraplanetary Launchpads I believe)Exotic AlloysExperimential ActuatorsSpecialized Science tech has a minor bug in it where it has a second line that doesn't go anywhere and the arrow just points back to itself. Well, it's a left pointing arrow on the right side of the node. Quote Link to comment Share on other sites More sharing options...
rabidninjawombat Posted May 3, 2015 Share Posted May 3, 2015 RoverDudes stuff has CTT support in it, though he needs to update the configs to the new CTT 2.0.All it really needs is for the NEEDS: Techmanager tag to be removed from the config and you should be all good. This is probably true in the case of alot of configs im gonna assume And thanks for all the work updating this Nertea! You rock Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 3, 2015 Author Share Posted May 3, 2015 @smjjames, this is normal. Though we can hide non-used nodes, we can't hide their node connections, which seem to show up. Those nodes appear missing, but they are just unused (except for the NFC one). The only way around this would be to require mods to construct the node connections themselves, and that adds a lot to their burden. Quote Link to comment Share on other sites More sharing options...
johnsonwax Posted May 4, 2015 Share Posted May 4, 2015 Your price for advSolarTech is off a bit. Should be 550 instead of 500. I'm working on a flowchart that uses the node ids to make it easier to figure out what modders need to turn on and off. Should have it done by tomorrow. It's based off the actual tech tree and not the gliffy doc. I think it's all correct. I'll be putting some MM files together to rearrange parts into the new tree. I cannot stand that I need to go 6 nodes deep into the tree in order to get a ladder that will let me get back into a plane. I've been to Minmus 4 times, and I still don't have that ladder. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 4, 2015 Author Share Posted May 4, 2015 Ah ok, thanks! I'll prepare to add it to the OP . Quote Link to comment Share on other sites More sharing options...
FreakyCheeseMan Posted May 4, 2015 Share Posted May 4, 2015 Just a quick check, didn't see this on the front page: What happens to me if I install this in the middle of a game? Does my tree reset or anything? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted May 4, 2015 Share Posted May 4, 2015 (edited) Dammit, didn't 't knew you were going to release, a simple quick change is required:- Advanced Fusion Reactor requires both Fusion Power and Fusion Rockets. You will need both branches of the techtree researched before you can have access to technology that outclasses them all.- Exotic Alloys should be optionaly be unlocked from Meta Materials Edited May 4, 2015 by FreeThinker Quote Link to comment Share on other sites More sharing options...
Lorunification Posted May 4, 2015 Share Posted May 4, 2015 I installed the tree and encountered the following once i entered R&D at a fresh science mode game.Module Manager 2.6.2 is installed. Can anyone tell me what went wrong? Quote Link to comment Share on other sites More sharing options...
FreeThinker Posted May 4, 2015 Share Posted May 4, 2015 Nothings wrong.It's simply a mod maker which seems to have forgotten to activate the required technologies. Please contact them and and ask them to activate all preceding technodes with MM script ASAP Quote Link to comment Share on other sites More sharing options...
Lorunification Posted May 4, 2015 Share Posted May 4, 2015 The part in the highlighted node is a station part from nertea's Station Part Expansion Mod that is officially supported by CTT. Also, the requirements are shown in the node. The nodes are just not present within the tree I assume because they are empty? Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 4, 2015 Author Share Posted May 4, 2015 I think I made a mistake somewhere. Please wait... Quote Link to comment Share on other sites More sharing options...
Lorunification Posted May 4, 2015 Share Posted May 4, 2015 No need to hurry! I just wanted to provide the information and wanted to know if it is my installation or something else.Thank you anyway for maintaining this. Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 4, 2015 Author Share Posted May 4, 2015 No problem. I confirmed that the problem is a file that didn't propagate correctly in the SSPX 3.1 release, there will be a new one up shortly. Quote Link to comment Share on other sites More sharing options...
Lorunification Posted May 4, 2015 Share Posted May 4, 2015 Hey,Thank you for the quick fix.Unfortunately, there are still some nodes that show odd behaviour. Hope i am not too annoying I don't really know to which thread i should post this, since this seems to be related to near future packs as well as CTT. Do you want these in the respective mod's thread or here since it affects CTT?Regards,Lorunification Quote Link to comment Share on other sites More sharing options...
Nertea Posted May 4, 2015 Author Share Posted May 4, 2015 Can't fix those. Going to add a note to the OP. They don't do anything, but they look ugly. Quote Link to comment Share on other sites More sharing options...
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