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Zero cost Tech Tree nodes make parts impossible to unlock #180
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Thanks for the report - it would be helpful to have a simple MM patch I could drop into my GameData for testing. |
Here you go, this will create a new node to the left of the start node and place the Mk1-3 Pod, Kickback booster, and Mystery Goo Experiment in the node's parts |
JonnyOThan
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JonnyOThan
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* New KSP QoL/performance patch : [**LowerMinPhysicsDTPerFrame**](#175) : Allow a min value of 0.02 instead of 0.03 for the "Max Physics Delta-Time Per Frame" main menu setting. This was already possible by manually editing the `settings.cfg` file, but changes would revert when going into the settings screen. * Add tooltip describing the "Max Physics Delta-Time Per Frame" main menu setting * merging master to dev (#181) * zh-cn localization for ManufacturerFixes.cfg (#178) * Remove ENABLE_PROFILER define that got added recently --------- Co-authored-by: zhangyuesai <zhangyuesai@live.com> * Fix #182: ModulePartInventory now accounts for changes to a part's mass or volume -for example, changing a part's variant (rcs thruster blocks, structural tube) or its resource level could change its mass, but when you store it in inventory the mass would always use the value from the prefab * oops, revert a couple changes to the csproj that made it into the last commit by accident * Fix #185: calculate the correct mass for parts when picking them up off the ground in EVA construction * Fix #104 : set dead kerbals to missing when loading a game and respawning is enabled * Standardize spaces for indent in .editorconfig and add it to the SLN (note personally I'd prefer tabs for indents, but all the existing code in here that didn't come from me uses spaces and consistency is more important) * Change tabs -> spaces in the few files that used it Whitespace-only change. (note most of these were originally authored by me, but the project as a whole uses spaces pretty consistently) * Fix #180: add ZeroCostTechNode patch * Better editor undo redo (#176) * BetterEditorUndoRedo : Exploratory fix for undo/redo state, doesn't work because of VesselCrewManifest side effects See #172 * BetterEditorUndoRedo : functional, obvious issues fixed, still likely to cause side effects. * disable BetterEditorUndoRedo by default --------- Co-authored-by: JonnyOThan <jonnyothan@gmail.com> * PAWGroupMemory is no longer per-window, but rather per-group (#186) * Fix #50: PAWGroupMemory is no longer per-PAW, but stores the expansion state for all windows and is not cleared on scene changes -possible future work: persist the collapse state to disk * collapse or expand PAW groups when the PAW is shown * Fix #179: ModulePartVariants now applies node position changes in all scenes * enable BetterEditorUndoRedo by default * Merge master -> dev (#187) * zh-cn localization for ManufacturerFixes.cfg (#178) * Remove ENABLE_PROFILER define that got added recently --------- Co-authored-by: zhangyuesai <zhangyuesai@live.com> * update readme with the new fixes --------- Co-authored-by: gotmachine <24925209+gotmachine@users.noreply.github.com> Co-authored-by: zhangyuesai <zhangyuesai@live.com>
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If you write a custom tech tree, such as via a patch file, with tech tree nodes other than the
start
node that have a cost of 0 those nodes will be "researched" at the start of the game. Meaning that the icon turns green, and child nodes become unlockable. This is all as you would expect. However, the parts in that node will not have been made available to purchase. The right-click information of the parts does not have the button to pay the unlock cost. The "Purchase X Parts [amount$]" Button below the node parts list does nothing when clicked. And none of those parts are included in the editor parts list like parts which have been researched, but not unlocked, usually do. This makes the parts impossible to ever use, since they're stuck in a state of researched, but not purchased, with no way to purchase them.I highly suspect that some code is being run specifically for the root node of the tech tree,
id = start
, that allows the parts in it to be unlocked at the beginning of the game, and that is not being run for any other node.Some pertinent code is the
Load(ConfigNode node)
function inRDTech.cs
, which includes the linesSetting the tech node to
Available
(which I believe means "researched") if it has a cost of 0.The text was updated successfully, but these errors were encountered: