RimWorld

RimWorld

Research Tree (Continued)
992 Comments
l0v3rm4n69420 Oct 23 @ 12:03pm 
How do yopu Shift-Click?
I accidentaly added a research i couldnt do, and it says shift-click to remove, but holding shift and left/right clicking doesnt work
Cranberry Oct 12 @ 10:31pm 
thanks
Mlie  [author] Oct 11 @ 12:50pm 
@Cranberry You should be able to avoid it by changing the generation option to trigger when opening the research window the first time instead.
Cranberry Oct 11 @ 12:47pm 
Also when it does revert the change, it has to re'build' the research tree a second time
Cranberry Oct 11 @ 12:47pm 
perhaps make it wait until after you hit the 'keep' button to start that process?
Cranberry Oct 11 @ 12:46pm 
takes longer*
Cranberry Oct 11 @ 12:46pm 
Whenever I try to change my resolution, the "building research tree" screen pops up, which keeps me from hitting the "keep" rather then "revert" option. It takes long to build the research tree to 'build' then the timer to count down, so it always reverts to the previous resolution..
Mlie  [author] Oct 11 @ 9:00am 
@pfe No
pfe Oct 11 @ 8:51am 
Can you support Anomaly research pane too?
Mlie  [author] Oct 8 @ 9:33am 
@sabsuda_san What?
sabsuda_san Oct 8 @ 8:39am 
Added support for multi-faction multiplayer mode
zza_angus Sep 25 @ 1:09pm 
@dragonheck Find FluffySearchTree.Queue in the archive file and clear the li tag from it
Mlie  [author] Sep 17 @ 12:47am 
@SaWiX Correct
SaWiX Sep 17 @ 12:17am 
it gets so laggy when using it with a lot of mods with their own research trees
TurtleShroom Sep 12 @ 8:14pm 
Is this compatible with the Dubs Mint Menu Mod?
Mlie  [author] Sep 10 @ 2:45am 
@Neothardus All options show up in the tooltip when you hover over a research
Neothardus Sep 10 @ 1:24am 
Is it possible to delete a research which is queued ?
dragonheck Sep 9 @ 2:57pm 
@Eheieh to fix the extra tab issue just add the " UI Not Included: Customizable UI Overhaul " mod it fixes the issue right up plus it cleans up a lot of other extra tabs you dont need or want
Pvt. Conscriptovic Aug 31 @ 10:07pm 
@.Klima ya same issues. Keep having to manually cancel then restart research
.Klima ヤコブ Aug 29 @ 6:02am 
Let's say I forcefully resolve problem via debug, thanks for great work for this mod, and all other resurrected mods, cheers!
Mlie  [author] Aug 29 @ 5:27am 
@.Klima ヤコブ Please see the Reporting Issues section described above
.Klima ヤコブ Aug 29 @ 5:18am 
Hi, problem that's bother me is when my pawn finish research it stays in queue so he can't do another research project, I need to move manually the finished project to the end of the queue
Eheieh Aug 29 @ 3:35am 
Another issue is that when used together with Organized Research Tab (Continued), an additional research tab appears on the far left. Functionally, it doesn’t seem to cause any problems, but I often misclick when trying to select buildings.
Eheieh Aug 28 @ 8:25pm 
I'm experiencing the same issue. When I enable pre-generation, the game becomes unresponsive during loading. Also, when I turned on background generation and left the game paused for about four hours, the tech tree still didn't generate. However, when I gave up on pre-generation and played normally, it surprisingly generated successfully in a short time without me even noticing.

Additionally, while I really like the design of the tech tree, it does get quite messy and laggy when there are many mods installed. It would be perfect if there were a way to reduce the number of research projects displayed on a single page—perhaps a configurable filter that allows me to select which mods’ tech trees I want to generate. This would help filter out research I’ve already completed or content I’m not currently interested in. I believe this could significantly alleviate issues caused by too much research content without making the mod more complicated.
Mlie  [author] Aug 26 @ 11:38am 
@limbo When I test the mod with only it loaded, the tree is finished loading before I have a chance of opening it. With a list of about 200 mods, it takes about 20 seconds before its complete.
So you will have to find out what mod in your list that is causing your issue.
limbo Aug 26 @ 11:12am 
in passive, i.e. background mode, it's just a very long loading, if i enable the loading of the tree when you first open it, then the game just freezes for 1.5-2 hours, no crashes.
I have nowhere to get the error log, because it's just generating the tree anew every time I log into the game, and each generation is very long.
Mlie  [author] Aug 26 @ 10:10am 
@limbo Please see the Reporting Issues section described above
limbo Aug 26 @ 10:02am 
Hello, i have such problem: every time i log into the game, the research tree is generated anew, and it takes about 1.5-2 hours
coochieparade Aug 21 @ 8:32am 
this is amazing you're a lifesaver! I had so many mods I couldn't even see a lot of my research. and I don't think the lag is too bad and I'm on steam deck it's definitely perfectly usable for me!
Delta Aug 21 @ 4:22am 
I reset it in the settings and it fixed it.
Delta Aug 21 @ 3:46am 
For reasons unknown to me, the research interface has reverted to vanilla.
Mlie  [author] Aug 20 @ 6:45am 
@ChixenCounter No
CalamaBanana Aug 20 @ 6:40am 
I believe the compatibility with "Semi Random Research"
and with "Semi Random Research: Progression Fork" you mention in the description broke somewhere along the line. Neither of those open the Research Tree for me, only the vanilla tech tree.
ChixenCounter Aug 20 @ 6:11am 
Does this force 1.5 UI Scale?
Mlie  [author] Aug 19 @ 10:20am 
@Morcalvin No
Morcalvin Aug 19 @ 10:17am 
Does this display anomaly projects in the tree?
Mlie  [author] Aug 17 @ 1:23pm 
If it caused lag while playing the game I would look into it sooner but if its just when panning around in the research tree it will get a pretty low prio on the todo list tbh.
wildbuffalo Aug 17 @ 1:17pm 
yea until the lag is fixed I think I'll stick to semi random research, also the only reason I don't like the lag is because I can play with 280+ mods and almost zero lag but this one mod makes it go down by about 30 fps when its open
Lemniscate_Mike Aug 17 @ 8:39am 
Does this add a second research tab for anyone else(for me it's in front of Architect)?

I used Cherry Picker to turn it off, which it says it is off, yet it's not.
I can turn off Vanilla's one normally and thought about swapping them, but this second one ONLY opens vanilla's tree...
Slop Aug 16 @ 7:07pm 
@SKEL @wildbuffalo @LordDeTracy I've reported this issue to Miles through his discord, they're aware of this and are most likely working on it when they get time to.
wildbuffalo Aug 16 @ 5:12pm 
@SKEL I have the same issue
LordDeTracy Aug 16 @ 1:15pm 
@SKEL its so laggy for me that i cant even get it to open.
SKEL Aug 15 @ 6:07pm 
Is this laggy while open only for me?
Mlie  [author] Aug 14 @ 2:06pm 
@LordDeTracy Please see the Reporting Issues section described above
LordDeTracy Aug 14 @ 2:00pm 
Whenever i click research tab to open it, a very small text comes up mid screen and freezes my game. it says reducing crossings.....
Only happens with this mod.
Mlie  [author] Aug 13 @ 10:05pm 
@Halcyel No idea, Im sure the devs had their reason for it. Perhaps something with the dev-ui being a new layer.
Halcyel Aug 13 @ 4:19pm 
@Mlie Oh, I see, so there's not much to it. Do you happen to know why switching to dev mode switches from full screen to windowed?
Mlie  [author] Aug 12 @ 10:45pm 
@Starempire42 Anomaly research is not part of this mod
Lemniscate_Mike Aug 12 @ 5:07pm 
Any chance we could get separate tabs in the info for stuff unlocked later?
Like if you need another prereq. it could list it similar to vanilla in red: "Needs Microelectronics"? Or Even better(I think) would be a box we could check to show the later unlocks listed with the other prereqs.?

I dunno if I'm making good sense. =T
Starempire42 Aug 12 @ 5:06pm 
For some reason click anomaly research on the top right corner defaults to the old menu (unless this is a known bug)