MAM tree common to several mods

My next mod will be composed of several mods (like my Architecture+ mod). Items will be unlockable via a tree in the MAM. In the base mod (01), there will be the main tree. In the following mods (02, 03, etc.), I would like to be able to add items to the main tree of the base mod (01). The following mods will of course have mod 01 as a dependency How can I achieve this? (Without posting a new version of the base mod 01 for each subsequent mod) For now, I'm creating another tree in the MAM.
19 Replies
Jarno
Jarno3mo ago
Each mod could provide its own mam tree's Or you could have 1 mam tree's in the base mod that gets modified by the other mods by cdo editing
Jean Michel
Jean MichelOP3mo ago
"Or you could have 1 mam tree's in the base mod that gets modified by the other mods by cdo editing" Good idea, but how do you do it?
Jarno
Jarno3mo ago
i think contentlib can be used to add mam tree schematics to existing tree's that might be simplest the other way would be in blueprint, like the base mod could expose a method to add a node, and then its a matter of altering the TreeNode graph cdo
Jean Michel
Jean MichelOP3mo ago
OK, thank you for these suggestions. I think I'll stick to one tree per mod.
Rex
Rex3mo ago
You already have a common lib mod, right? Oh, but for research trees you'd need to register nodes dynamically from the mods Or CDO edit stuff into otherwise blank nodes... Eugh
Robb
Robb3mo ago
dynamic mam stuff is doable but pretty involved yeah. if you want to go down that route then looking at what the tree editor utility does might help maybe I should write a library mod that lets you merge 2 trees at runtime... later™
Jean Michel
Jean MichelOP3mo ago
With this ?
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Jean Michel
Jean MichelOP3mo ago
Yes, if you could help me because I have no idea how to do it.
Robb
Robb3mo ago
I don't know what is providing those nodes, can you send a screenshot of the hover tooltip too? I wouldn't be able to get to said library mod for more than a week, not sure if you want to wait that long
Jean Michel
Jean MichelOP3mo ago
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Robb
Robb3mo ago
if you double click on them does it successfully open visual studio or fail to? if successful it's base game
Jean Michel
Jean MichelOP3mo ago
Yes I can wait a few days, I've been on this mod for several months, and I still have at least another month to go Yes it's open VS
Rex
Rex3mo ago
Looks like those are functions on FGResearchTree I don't know
Jarno
Jarno3mo ago
contentlib already lets you create mam nodes at run time right?
Robb
Robb3mo ago
I am not sure, it is totally untested by me not sure if @McGalleon | [FexPan / SF+] has tried with it much
McGalleon
McGalleon3mo ago
Yep. But not the roads between them. At least not with the Json only ContentLib UE may still be needed for that But nodes with dependancies and such? Definitely possible So a tree without any lines is the best you could get from ContentLib
Robb
Robb3mo ago
do you know offhand if the code has somehthing that is supposed to work for roads, but doesn't, or if roads are totally ignored right now
Jean Michel
Jean MichelOP3mo ago
I found this in ContentLib, I will study it
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Jean Michel
Jean MichelOP3mo ago
Here's what I'd like to do, as in the example (but with multiple mods): On the left, the tree for mod 01, then elsewhere, the smaller trees for the other mods, unrelated to tree 01.
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