===========================
REMODELED TECH TREE v.0.1.6
===========================

This is a customized Tech Tree designed to remodel the Stock and Community Tech Tree for a more challenging Science game while logically grouping related
items into similar Nodes. Some Node Titles and the tree structure was changed to reflect areas I felt were deficient or used poorly. Forty-three Mods
are currently supported.

Forum thread: https://forum.kerbalspaceprogram.com/index.php?/topic/188286-173-remodeled-tech-tree-v016/

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INSTALLATION
============

To install, place the GameData folder inside your Kerbal Space Program folder. If asked to overwrite files, do so. Note this Mod does NOT replace any
files in other Mods. To uninstall, simply delete the 'zzzRemodeledTechTree' folder and your Tech Tree will revert to as it was before.

This mod is only a Tech Tree and related icon files. It requires the correct version of ModuleManager for your KSP version to function. It also
requires Community Tech Tree as many of the icons used come from that Mod. This only supersedes CTT's tree structure and some names and descriptions.

NOTE: Because CTT is a dependency, none of the MM code in this Mod checks for its presence as it is assumed. Failure to install CTT with this Mod will
result in a massive number of errors. Grounded is no longer a dependency by way of introducing two new parts to the game if you don't have Grounded
installed... a Prototype QBE (2x the size, 20x the weight, 20x the EC requirement, 50km range for the internal antenna, and no SAS) and Prototype Z-10
battery. (same size and weight as the Z-100 but 1/10th the power) Both are made obsolete once you research Physics & Chemistry.

COMMUNITY TECH TREE AND MODULE MANAGER ARE ALL REQUIREMENTS TO USE THIS MOD!

Additionally, it requires the Mods to support it for their parts to be added. I have included definitions only for those Mods I use frequently. If you
wish to adapt this Mod for use with your own preferred Mods, simply add your own Module Manager re-definition lines for the parts you wish to move around
the Tech Tree. Since I did not change the internal ID designations of any existing CTT or Stock nodes, unsupported Mods will still populate within the
tree, just in odd places that may not make any sense given what parts are already there.

DLC NOTE: This Mod has NOT been balanced against either the Making History or Breaking Ground DLC and those parts, while still present in the tech tree,
have not been moved to their corrected nodes. Unfortunately, short of me getting money from somewhere unexpected or someone providing me the internal
CFGs of all the parts included in both packs, this will not be fixed any time soon.

List of 43 currently supported Mods: (all working under KSP v.1.7.3)

Aircraft Carrier Accessories v.1.5.1
AirplanePlus v.26.1
AlphaMensaes Modular Launch Pads v.2.0.4
AmpYear v.1.5.5.0
AviationLights v.4.0.8
BonVoyage v.0.5.3
Cormorant Aeronology v.1.5.1
Cormorant Aeronology - Mk3 Block II v.0.2
DeepFreeze v.0.26.0.0
Extraplanetary Launchpads v.6.6.1
FASA v.7.2.5
Feline Utility Rovers v.1.2.10
Firespitter v.7.13
Firespitter Extended Version 1
Grounded - Modular Vehicles v.5.0
HeatControl v.0.4.12
Heisenberg Airship Parts Pack v.2.16.1
Hooligan Labs Airships v.6.3.1
HullcamVDS Continued v.0.1.13
InfernalRobotics - Next v.3.0.2
IR Sequencer v.3.0.1_KSP_1.6
Its the little things v.2
KAS v.1.4
Kerbal Planetary Base Systems v.1.6.9
KIS v.1.22
KSP SDHI Strobeomatic v.1.0.1
Mandatory RCS Part Pack v.1.4_KSP1.7
MOARdVPlus v.1.0.0
Near Future Propulsion v.1.1.1
Near Future Solar v.1.0.4
OPT Spaceplane Parts (Lagacy) v.1.4.0
OPT Reconfig v.1.6.1
PEBKAC Industries Launch Escape System v.1.4.1.4
RasterPropMonitor v.0.30.6
RecycledParts-1.7.2 v.0.1.7
RN Skylab v.1.8.3
SCANsat v.18.13
SEP v.2.7.1
SmartParts v.1.9.13.8
Station Parts Expansion Redux v.1.2.1
SurfaceLights v.1.13
TacLifeSupport v.0.13.13

Note that dependencies for these Mods such as Community Resource Pack and others are not listed, nor are supported partless Mods like TweakScale or EVE.

The issue regarding the Recycled Parts Mod has been fixed and is working correctly, so no action is required on this now.
Likewise, BonVoyage is now fixed so the upgrades are moved to their correct nodes.

Labs have also been re-balanced against one another to have a more realistic progression. (more advanced Labs yield more/less Science per point, use
less power, operate faster, etc.)

Mobile Processing Lab (Squad) - Unchanged. All other Labs are noted relative to the Stock lab.
Manned Orbital Lab (FASA) - Heavier, Higher Science Cap, Faster Data Processing Rate (DPR), Higher EC/s usage
GondoLab (Heisenberg Airship) - Lighter, Portable, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s use, Only 2-to-1 Science conversion
Big "G" Science Bay (FASA) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Higher EC/s usage, Only 3-to-1 Science conversion
SPT-7 "Iglet" (Cormorant Aeronology) - Lighter, Lower Data Storage and Science Cap, Faster DPR, Lower EC/s usage, Only 4-to-1 Science conversion
SPB-HUGE-3 Science Bay (Recycled Parts / R&S CAPSULDYNE) - Heavier, Higher Data and Science Cap, Faster DPR, Higher EC/s, 6-to-1 Science conversion
Lynx Mobile Lab (Feline Utility Rover) - Lighter, Lower Data Storage and Science Cap, Much lower EC/s usage, Only 4-to-1 Science conversion
SPT-14 "Igloo" (Cormorant Aeronology) - Heavier, Faster DPR, Much lower EC/s usage
'Stail' Mobile Processing Lab (OPT Legacy) - Heavier, Higher Data and Science Cap, Much lower EC/s usage, 6-to-1 Science conversion
PXL-2 'Fate' D-S Lab Module (Station Parts Expansion Redux) - Heavier, Higher Data & Science Cap, Lower EC/s usage, 3x DPR, 6-to-1 Science conversion
Planetary Lab (Kerbal Planetary Base Systems) - 2x DPR, Much lower EC/s usage, 7-to-1 Science conversion
Planetary Central Hub (Kerbal Planetary Base Systems) - Heavier, Lower Data & Science Cap, 2x DPR, Much lower EC/s usage, Only 4-to-1 Science conversion

While the later labs may seem to be sort of OP, they are so far down the Tech Tree that by the time you get them you're going to NEED them as each Node
starts to cost tens of thousands of Science each. (just getting the Fate lab requires at minimum 2,000 Science to unlock, not to mention the additional
science needed to actually put it in orbit, which can be thousands of Science more)

======
EXTRAS
======

Within the RTT_MM_QOL_Mods.cfg file are several tweaks for some Mods that are put there for game balance purposes, but also some Quality of Life
improvements to some parts. For an example of modification for game balance is the creation of 'soft dependencies' on some technologies that could
otherwise be reached without following a logical path to get them. (such as removing the fuel from the K&K Nuclear Reactor and Centrifuge so you
can't actually USE them without having researched the Nuclear Fuel Systems node, etc.) An example of one of the QOL modifications, if you have TAC Life
Support installed, you'll note the addition of three new Containers and three new Hexcans to add Wastewater, Waste, and CO2 only containment for
specialized uses. Also, if you also have TweakScale AND TACLS installed, this Mod hides the duplicate Containers and Hexcans for larger/smaller sizes,
reducing build menu clutter. I also have implemented a new mechanic for handing entryCost to be equal to 3x part cost for all parts. (Extraplanetary
Launchpads is excluded from this mechanic as it causes numerous errors. (known issue with this Mod)

I have included a customized version of the Community Tech Tree PNG file that has been completed and corrected for this Mod to easily show the remodeled
tree structure outside of the game. It uses the same style and branching as the CTT version. (as a bonus, I have included a completed copy of the CTT
tree PNG due to the fact that the one on the CTT page is incomplete and outdated in some places)

I have also included the XLS file that I created to quickly restructure the tree to my own tastes. You can open it in most any spreadsheet program
(Excel, OpenOffice, etc.) and are free to use it to add additional Nodes, delete ones you don't like, alter the Science cost progression, or redefine
Parent Nodes to your liking. It saved me quite a lot of work by putting everything on one page that I could search, edit, and modify in minutes rather
than hours. NOTE: This file does NOT go in the KSP directory structure. Place it wherever you like for easy access or if you don't intend to use it,
simply leave it in the ZIP file.

To use the spreadsheet, simply make the changes to the tree as you like on the 'Custom Tree' tab. You can review Node positions (though not branching)
using the 'New Tree' tab to see the relative positions of your nodes. Finally you can use the 'Tech Tree Output' tab to copy-paste a completely new
tree into a CFG file. The 'Unmodified Table' tab shows the default tech tree using the same format as the 'Custom Tree' tab for reference and the
'Old Tree' tab shows the default Node positions. I have not yet incorporated a tab to quickly edit the parts that populate within each node. (WIP)

============
LOCALIZATION
============

This mod does not include localization support, and includes translations for English only. Since it erases the Stock and CTT titles and descriptions,
existing Tech Tree Localization with those Mods are discarded. If anyone wants Localization support, provide me with translations for each tech node and
I will try to add it at some point.

=====
NOTES
=====

I know it is not a 'best practice' to use FINAL directives in a distributed Mod, but since I need this tree structure to supersede tree modifications
made by other Mods (i.e. OPT, Modular Launch Pads, Recycled Parts, etc.) and cannot predict what future Mods may include Tech Tree re-definitions, I have
employed the FINAL directive to ensure that all Techtree node operations are run BEFORE this mod, then deleted, and finally replaced with the desired tree
structure. The same applies to PART operations. (though I have included at least one FOR directive to properly index this Mod with Module Manager)

I have no intentions of altering this behavior. If you don't like it, feel free to change it in your own copy, but note that I will NOT provide support
for installs that do not use the FINAL directive as I cannot predict what interactions any given Mod may have on the tree structure and PART locations
after this Mod has been initialized.

Though Modular Launch Pads is not required for this Mod, the tree structure has been altered to include and fully incorporate the Tech Nodes of that
Mod. Since it just used Stock icons, and I have subsequently replaced those with my own, no resources from that Mod are used or required.

Lastly, for those wanting to make changes to this Mod to suit their own style, I have included EVERY part (to the best of my ability) in the listed Mods
within the RTT_MM_Part_Configs.cfg file, even if I didn't move it to a new node. In this way, so long as you know the internal name of the part you want
to move, you can just search for it and do a cut-paste to its new node. Soon (hopefully) I will have this all automated and you'll be able to use the XLS
file to restructure your parts within the Tech Tree to your liking using the XLS file and simply copy-paste the new part definitions from the spreadsheet.
(I know that using a spreadsheet for this purpose is unusual and it would be better to just write an actual program to create the CFG files for you, but
I'm a wife and mother and don't have time to code out a full program... and an XLS spreadsheet works and was quicker to make, so... there it is!)

=========================
LICENSING CC-BY-NC-SA-4.0
=========================

The contents of this pack are distributed under a Creative Commons Attribution-NonCommercial 4.0 International License
(http://creativecommons.org/licenses/by-nc-sa/4.0/legalcode).

You are free to share and adapt the materials only for non-commercial purposes and when providing appropriate attribution.
Any derivatives must be distributed under the same license.

All new Icons are of my own creations based loosely on other's works posted publicly online over the past thirty years. No claim of originality should
be inferred, but they are not direct duplicates of any work.

The 'Cutting-Edge Aeronautics' icon is from the OPT Reconfig produced by author JadeOfMaar and is used under the CC-BY-NC-SA-4.0 License.
No claim of ownership or original design is implied nor should be inferred.

Community Tech Tree produced by ChrisAdderley (aka Nertea) and is used under the CC-BY-NC-SA-4.0 License.