Master of Orion

Master of Orion

Split Tech Tree (5X Addon)
133 Comments
Spud Dastardly  [author] 30 Aug @ 4:25pm 
Create your own mod with a TechTree.yaml file, copy over the tech node keys you want to modify, and add the techs. For more info on modding, see my Modding Basics guide: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=772694134
71~073~ 30 Aug @ 1:30pm 
what's the correct way to add techs to the tree when using this mod? i have several other mods i'd like to adapt for this but after much testing i really don't know how
Spud Dastardly  [author] 28 Aug @ 10:09am 
It's within the realm of possibility to code a randomizer for this. I do not possess such coding ability.
Narnyay 28 Aug @ 8:59am 
i was just thinking would it be possible to have a random tech tree thats created at the start of each new game with new interesting choices to to be made on what to research. There's a mod in moo2 that does this and it really spices things up. Otherwise I feel like I make the same tech choices each time in every game. It's probably not possible to implement in this game but thought I'd propose it!
Last Knight 14 Apr @ 11:18pm 
We are waiting for the fix. Thank you so much!
Spud Dastardly  [author] 4 Jan @ 10:46am 
@Tyee Thanks for the report and for including your mod list. You are correct, that starting tech is broken in STT due to a missing line in the files. I will fix it at some point.
Tyee 3 Jan @ 7:44pm 
Seems that with the latest updates, if we enable Split Tech Tree then some of the race attributes do not work correctly. If Split Tech Tree is enabled, then for example the "starts with cloaking device tech" option does not result in starting with that tech. Noticed that with Darlok, also with custom race using that attribute. We are using 5x, UCP, DSMP, 5xCPC, Split Tech Tree, then Custom 5x and DSMP assets. If Split Tech Tree is disabled, then "starts with cloaking device tech" option does work (as do other starts with tech options).
Montera 30 Sep, 2024 @ 1:16pm 
Ah OK, thx for the Info.
Spud Dastardly  [author] 30 Sep, 2024 @ 12:58pm 
Atmospheric renewer was removed from 5XCPC as well as STT as a part of pollution and structure balancing. I don't remember exactly when it was done, but it has been the case for a while. 5X without UCP still uses it because the pollution balance is different.
Montera 30 Sep, 2024 @ 3:59am 
Hi i just reliazed that you set "technode_chemistry1" to "isHiddenTech: true".
you have moved the "techapp_modifications_nuclear_missile" to checm-root, howewer the "techapp_atmospheric_renewer" is nowhere to be found.

was there a reason for that, or did you overlook that technology?
Montera 25 Sep, 2024 @ 10:43am 
For anyone interested in the "solution" for my AUtoBuildQueue issue ... It seems that there is none.

Duing my latest game i saw that all my planets actually auto-built that item, except my homeworld. After checking the moral, i realiezed that my homeworld was at 100%, while all others were at 65%. So just like with some planets not building pollution infrastructure (due to not needing it) some planets also do not build moral infrastructure if moral is high enough.
Montera 24 Sep, 2024 @ 9:57am 
Thx for the info ... i have added this to 2 of my autobuild queues and none of them wants to build it , also made sure it's not already built. I also asked this same question in the other 2 discussions threads ... maybe some1 there might have an answer.

Thx though for your time :)
Spud Dastardly  [author] 24 Sep, 2024 @ 9:53am 
structure_pleasure_dome_mod is the right one for 5X. It is system unique, so if it's already on another planet in the system, it won't be built. Other than that, I'm not sure why it would not be built.

I actually don't have much experience setting up and testing the auto build queues, so you might find some more helpful answers if you ask on the UCP thread in the main forums.
Montera 24 Sep, 2024 @ 9:11am 
Hi, i am using 5X, UCP, 5XCPC, Splt Tech Tree and have added my custom AudoBuildQueue. Everything seems to work fine,m however i can not get the Pleaure Dome to autobuild. Any1 have an idea why?

SInce i m unsure which is the correct one, i added all 3 versions, yet it still does not autobuild
- item: structure_pleasure_dome #400
- item: structure_pleasure_dome_mod #350
- item: structure_pleasure_dome_5x #200
Rex Bellator 5 Mar, 2024 @ 1:21pm 
Can't thank you enough, Spud, you've done more than I would have expected. Cheers 🍻
Spud Dastardly  [author] 5 Mar, 2024 @ 8:45am 
Confirmed, it's Tactical Mod. Will forward the issue to Vaaish (TM author)
Rex Bellator 4 Mar, 2024 @ 10:55pm 
Here you go. Maybe it's tactical mod? It's the only one that might touch the tech tree, I'm not sure. Sorry to bug ya with this, I appreciate your help though!

https://postimg.cc/4H6Sd8F9
Spud Dastardly  [author] 4 Mar, 2024 @ 7:39pm 
I've checked the mods, and the issue in your screenshot is not caused by 5X or Split Tech Tree. It must be another mod. If you post your full mod list I can help track down the issue.
Rex Bellator 4 Mar, 2024 @ 7:18pm 
Found this issue with bomber bays entry (Chemistry VI) https://postimg.cc/ThT1mbHJ
Rex Bellator 27 Feb, 2024 @ 12:52pm 
lol nice! Glad I said something. Thanks Spud, you'da best! :grwheart:
Spud Dastardly  [author] 27 Feb, 2024 @ 12:15pm 
No, but here's the crazy part. It's fixed in my local version but not the Steam version. The fix dates back to March 2021. I just never uploaded it. Oops. I'll upload it with my 5X update on Friday. Thanks for letting me know!
Rex Bellator 27 Feb, 2024 @ 6:14am 
Using 5x and UCP I started a quick hyper advanced start - is it normal for the chemistry tree to be completely un-researched? I have the mods loaded in the order suggested and not using any other mods that touch the tech tree.
Spud Dastardly  [author] 10 Nov, 2023 @ 10:39am 
Split Tech Tree is up to date and compatible with 5X v5.3 and UCP v6.4. It will continue to be compatible with 5X 5.4 and UCP 6.4a and should remain compatible with future versions as well. If you encounter any issues with the mod, you should first look to see that you have the mod order correct and UCP installed properly.

STT no longer contains the government building as of v2.0. Deep sea cooling and subterranean farms are not in the original 5X tree or STT. They were removed from 5X to fit the balance of that mod.
DWS 10 Nov, 2023 @ 9:02am 
is it still recommended to be used with UCP 6.4?

Also I wonder if the tech tree with STT is incomplete or not up to date anymore, see the comments below.
Kiyohime 20 Jan, 2023 @ 3:12pm 
what happened to deep sea cooling and subturrenean farms? I dont see them in the tech tree file being unlocked meanhwhile 5X has still it on their colony structures.
Stupid Sexy Jes 3 Jul, 2022 @ 8:41am 
does this mod put the government centre back in? 5x seems to remove it for some reason
Chippoka 12 Feb, 2022 @ 6:58pm 
FYI: Any other mod which changes the Tree Tree may create problems with your Split Tech Tree, SpicyShaksuka.
SpicyShakshuka 12 Feb, 2022 @ 4:13pm 
P.S Could be that Mike's new races and STT do not want to play together?
SpicyShakshuka 12 Feb, 2022 @ 4:11pm 
Not sure what it is, but something is wrong with the techtree. There seem to be some techs that are off the screen to the bottom. Would appreciate some help in finding out what might be causing it..
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2751810821
Spud Dastardly  [author] 27 Oct, 2021 @ 8:30pm 
@Steppa this mod requires the unofficial code patch. Installing that will add the necessary extra room to that screen. Note that it has to be installed manually, so it's more than just subscribing. See the UCP page for instructions.
Steppa 27 Oct, 2021 @ 11:48am 
Dragon...great work, really enjoying the updates you've put in the game. My only issue right now is that in character creation, the possible choices run off the right side of the screen. There's at least one column over there, chopped off after the first couple of letters. I can still pick things like Lucky and they go against my available points, but having them off the screen can't be right, lol.
Dragon 8 Jul, 2021 @ 1:35pm 
oh ok thanks for the info and it sounds like I have it in order then =D
Spud Dastardly  [author] 8 Jul, 2021 @ 1:27pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2541321359
I did it in your order and I started with computers 1 and biology 1. This is the expected result since the way starting techs work is you have to research the prerequisite tech first, and then the starting tech is unlocked. So physics 1 will unlock once I get pre warp physics. I was unable to reproduce starting with physics or physics being under construction 1 though.
Dragon 8 Jul, 2021 @ 12:56pm 
isn't this the right way to play the game?
Dragon 8 Jul, 2021 @ 12:41pm 
Mods in order
5X - The Ultimate Balance Mod v5.1.1
Unofficial Code Patch
Unofficial Code Patch Steam Workshop
Diverse Specials and Massive Planets v2.5 - 5X/UCP Compatible
5X UCP Compatibility Mod (5XCPC)
Split Tech Tree (5X Addon) v2.0
Tactical Mod 3.2a
All AI + 5X Galaxies v1.7
Custom 5X and DSMP Assets
Assets
Spud Dastardly  [author] 8 Jul, 2021 @ 11:55am 
@Dragon That doesn't happen when I do it. Most likely there is a mod conflict: either you have your mods in the wrong order or you are using an incompatible mod. What is your full list of mods?
Dragon 8 Jul, 2021 @ 11:33am 
so I was playing a game where I started with Computers 1, Construction 1, Biology 1, and Physics 1, from a pre-warp game. However I only started with Biology 1 and Physics 1, but for some reason Physics is listed under Construction 1, weird is there away to get a patch the fix the weird starting tech mess ups?
Albinator 17 Jun, 2021 @ 11:09pm 
These techs are rewards when you kill the guardian of Orion ;)
Dragon 17 Jun, 2021 @ 9:27pm 
uh oh, looks like some tech mentions other tech like the Death Ray or Black Hole Generator, but none of those techs are in the game =( the Fields 15 tech branch mentions those 2 but I can't find either of those techs, any plans on adding them in or is it a typo?
Spud Dastardly  [author] 14 Jun, 2021 @ 4:58am 
Should be in fields 7. You can use the search bar on the tech tree to find it by searching for multistate insulator
Dragon 13 Jun, 2021 @ 10:34pm 
So the original MoO game had a tech that allowed you to traverse the red space lanes, I can't seem to fine that tech in my game where I started on a cluster map and I'm having difficulty trying to research the tech to traverse the red lanes, wormholes is ez, considering that we can just traverse wormholes, but the red lane kinda blocks me from expanding. Any thoughts?
Spud Dastardly  [author] 19 Mar, 2021 @ 1:01am 
Chemistry 1 does not exist in version 2.0.
TurtleGOAT 18 Mar, 2021 @ 4:53pm 
For whatever reason the Chemistry 1 tech doesn't appear for me. I have 5X, UCP, 5XCPC, and DSMP loaded. I believe I have them in the proper load order. Any Ideas for fixes?
Spud Dastardly  [author] 3 Mar, 2021 @ 8:28am 
That's a mistake in the hyper advanced starting age. Thanks for reporting it. I'll have to fix it.
Albinator 3 Mar, 2021 @ 8:04am 
Hey, just noticed a weird behavior : started a new game with the level right after Advanced ( maybe the 2nd next, can't remember), but the "chemistry" branch was level 0. Have to start again that branch beginning with the prewarp tech ( but all other branch are around level 7-8). Could it be a csv problem ?
Chippoka 22 Jan, 2021 @ 1:18pm 
Thanks, problem solved, Sensei.
Sensei 20 Jan, 2021 @ 10:06am 
Idea: Try using a mod that removes one of the starting techs (one after another) you get from post-warp and write down which ones cause this problem.
I doubt this changes on different settings, but you also might want to check on a different seed or other settings
Spud Dastardly  [author] 19 Jan, 2021 @ 6:29am 
The tricky thing is you can only have one choice with up to 3 techs per node. It's hard to fit it all in. Also I prefer if the choices are meaningful ones, like it's hard to come up with something that would be worth choosing over microlite construction, and no one should choose electronic computer over research lab. This was an issue in MoO2 where there were techs you would just never get because there's a much better one in the node. The AI also isn't the best at making choices and wouldn't be able to decide intelligently between resource techs for example, and an uncreative race like Klackons may end up never getting crucial technologies like better armor.

I'd like to think I've got a good middle ground going with regard to these issues, but I'm open to specific suggestions on tech tree changes to give more interesting choices.
Albinator 19 Jan, 2021 @ 5:20am 
Hey, maybe you've already tried to do it, but what about forcing tech choices, as in MoO2, so you never get more than one tech in each node ? There may be exception (or not), as for the food techs which depends on biome, but we could also force a choice here, depending of the galaxy age, your race traits, and colonies you have...
The only tech you can't ignore are "passive" techs, like miniaturizations or weapons modifications for instance. Those tech would be "forced", but you would still have to make a choice on the other techs which are on these nodes. What do you think about it ?
Spud Dastardly  [author] 15 Jan, 2021 @ 8:00am 
Version 2.0 has been released. This mod is now fully DSMP compatible with all DSMP techs appearing in the tech tree! It is optional, but if you are going to use DSMP, then make sure your load order is

5X
UCP
DSMP
5XCPC
STT