RimWorld

RimWorld

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Research Tree (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
830.857 KB
Sep 3, 2023 @ 1:05pm
May 26 @ 11:43am
57 Change Notes ( view )

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Research Tree (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of Fluffys mod https://steamcommunity.com/sharedfiles/filedetails/?id=1266570759

Added features
  • Added research-infocard, visible by Rightclick
  • Research can now be added/moved to the front of the queue with Ctrl+Leftclick
  • Added the current progress values on not finished projects
  • Locked camera when opening the research-window
  • Original research-window can be opened by holding shift
  • Added mod-option for when the tree should be generated, the default is now during game start
  • Added mod-option to pause the game when the tree is open
  • Added some caching of the research-nodes to avoid stuttering with large research-trees
  • Added scroll-wheel scrolling when holding Ctrl
  • Adapted some of the graphical tricks in ResearchPowl
  • Added a scroll-bar for the research-queue to be able to see all queued projects
  • Added dragging to reorder the search-queue, thanks to JiaRG
  • Added option to hide the "Missing Meme"-warning when selecting research
  • Fixed check for hiddenRequirements
  • Added selectable background color
  • Added option to not generate a research-tree, but still use the queue mechanic in the vanilla tree. Thanks to JiaRG

Compatibilities


[dsc.gg]
[github.com]


A better research tree.

Features
- automatically generated to maximize readability*. - shows research projects, buildings, plants and recipes unlocked by each research project. - projects can be queued, and colonists will automatically start the next project when the current research project completes. - search functionality to quickly find research projects.

FAQ
Can I add/remove this from an existing save? You can add it to existing saves without problems. Removing this mod will lead to some errors when loading, but these should not affect gameplay - and will go away after saving.

Why is research X in position Y? Honestly, I have no idea. The placement of projects (nodes) is automated to minimize the number of crossings between dependencies (edges), and reduce the total length of these edges. There are many possible scenarios in which this can lead to placements that may appear non-optimal. Sometimes they really are non-optimal, sometimes they just appear to be so. See also the technical section below for more information.

Can I use this with mod X Most likely, yes. Added researches and their requirements are automatically parsed and the tree layout will be updated accordingly. ResearchPal implements a lot of the same functionality as this mod, and the research queue will likely not work correctly if both mods are loaded.

This looks very similar to ResearchPal Yep. ResearchPal is based on a legacy version of this mod that was kept up-to-date by SkyArkAngel in the HCSK modpack. I haven’t worked on this mod in a long time, but I recently had some spare time and decided to give it another go. Feel free to use whichever you like better (ResearchPal has an entirely different layout algorithm). You can run both mods side by side to check out the different tree layouts, but be aware that the research queue will not work correctly if both mods are loaded.

Known Issues
- Layouts are not perfect, if you have experience with graph layouts - please do feel free to look at the source code, and/or implement a Sugiyama layout algorithm for me that runs in C

Contributors
- Templarr: Russian translation - Suh. Junmin: Korean translation - rw-chaos: German translation - 53N4: Spanish translation - Silverside: Fix UI scaling bug for vertical text - shiuanyue: Chinese (traditional) translation - notfood: Implement techprint requirements - HanYaodong: Add simplified Chinese translation

License
All original code in this mod is licensed under the MIT license[opensource.org]. Do what you want, but give me credit. All original content (e.g. text, imagery, sounds) in this mod is licensed under the CC-BY-SA 4.0 license[creativecommons.org].

Parts of the code in this mod, and some content may be licensed by their original authors. If this is the case, the original author and license will either be given in the source code, or be in a LICENSE file next to the content. Please do not decompile my mods, but use the original source code available on GitHub[github.com], so license information in the source code is preserved.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: queue, tree
807 Comments
Ur so MAD just cause ur BAD May 26 @ 8:29am 
Thx I found the log. I'll post an issue on discord
Mlie  [author] May 26 @ 7:25am 
@Ur so MAD just cause ur BAD Adjusting game window widget? Do you mean the adjusting the window size? Yes, that causes a regen of the research tree.
Logfiles for the current and last game are always in the game directory
Ur so MAD just cause ur BAD May 26 @ 7:03am 
Adjusting game window widget leads to infinite loading. Had to completely restart the game and already leads to lost of progression. Cant access logs until restart (and they're gone)
WJSabey May 24 @ 10:55am 
Yeah, no dice. With only the Research Tree mod loaded, the tree is already generated by the time I get into the game even using the dev quicktest. It's not a huge deal, at least it didn't freeze up the game permanently like it used to. It was just unexpected.
WJSabey May 22 @ 10:28pm 
I can try, though with minimal mods the tree will generate way faster than it does with 650 mods loaded, likely before I can get into the game.
Mlie  [author] May 21 @ 11:21pm 
@WJSabey Last I tried it worked at least, can you try to reproduce it with a minimal set of mods?
WJSabey May 21 @ 11:15pm 
Might be a bug with shift-clicking on the research button while the tree is yellow and generating? I just did that, and the game froze for like ten minutes before opening the mod research tree. Is that expected?I would have expected shift-click to always give the vanilla tree.
FleetOfWarships May 18 @ 12:22pm 
I've got a particular issue with engine industries, the first tech in its tree is stuck in the queue even after being completed, I can't remove it from the queue, only move it further back in the queue.
elGiras May 17 @ 3:22pm 
@eorenn you can use the start without tech mod :D
https://steamcommunity.com/sharedfiles/filedetails/?id=2550777561
Mlie  [author] May 17 @ 10:42am 
@eorenn Sorry, I have no idea what collection or mods you are talking about.