Space Engineers

Space Engineers

Research System Framework
48 Comments
jTurp  [author] 20 May, 2024 @ 5:44pm 
@Tokin Reaper

Yes, this is still a valid framework. I would recommend checking out the AQD Research mod before you try to build something from scratch - it has a way to build a custom tech tree (and uses this mod on the backend)
Tokin Reaper 11 May, 2024 @ 8:34pm 
Is this mod still available/able to be used with the current version of the game? I'm working on revamping a server, and doing research into a list of mods that our group could use.

Having a true progression tree with research requirements, coupled with custom ores/components is on the list of wants.

Thank you in advance!
jTurp  [author] 10 Dec, 2022 @ 7:19am 
@Ugga

Yeah, I think there's a bug with that option that I haven't gotten around to fixing yet. Apparently the PlayerRespawned event fires even for initial spawn.. which is counterintuitive. I'm going to have to add a check for how many times a player has spawned and only clear the settings if the count isn't zero.
Ugga 8 Dec, 2022 @ 1:39pm 
@jTurp @enenra Hi! Your research mod is the best of them all. Great job.
Is it possible to do something so that the option
<ClearOnDeath>true</ClearOnDeath>
on a Dedicated Server did not reset all technologies on any re-attachment to the server?
Ugga 27 Oct, 2022 @ 11:58am 
Yes. Two mods having an entry for the same thing get combined in the settings.
Cannot change AQD - Armor Expansion mod.
Unfortunately I can't provide a world for testing. Already fixed the problem in my tests.
Temporarily inserted AQD - Armor Expansion mod into my test Research mod.
There is a table https://docs.google.com/spreadsheets/d/1O6Ce6kHtIyIIVsOTWFy1OEnSve0L_FviFCFYZ-U5k6w/edit#gid=0
AQD_Tech_ARM_F1 is merged with AQD_Tech_ARM_A1
AQD_Tech_ARM_F2 is ok
jTurp  [author] 27 Oct, 2022 @ 10:40am 
Please provide your world for testing if so, and I'll see what happens with them :)
jTurp  [author] 27 Oct, 2022 @ 10:40am 
@Ugga

Not sure what you mean. OverwriteOthers simply overwrites the entry in the dictionary I keep, which is what I use to do the unlocking and such.

Are you saying that two mods having an entry for the same thing get combined in the settings?
Ugga 27 Oct, 2022 @ 10:37am 
@jTurp @enenra [OverwriteOthers]true[/overwriteothers] does not work
When the SubtypeId matches, the SubtypeId of the two mods is merged.
Chuckination 27 Aug, 2022 @ 10:14pm 
After lots of looking into this, and despite how cool of a system this is, I don't think it's within my capacity to figure out how to do Nexus support either at this time. Really cool work, though, and I do have some ideas down the road that may work with this.
jTurp  [author] 22 Aug, 2022 @ 12:35pm 
I do not plan to support Nexus development. A plugin can sync the info without altering this mod.
Chuckination 22 Aug, 2022 @ 12:09pm 
Yeah, I know Dracverse (Sigma Draconis v5) had it syncing, and I have the Nexus Mod API in my hand. I may have to hack it in... If I do, I'll send the changes up to you like before.
jTurp  [author] 22 Aug, 2022 @ 10:42am 
@Chuckination

The server keeps tabs on all player settings. You can simply sync that between the servers I'd imagine
Chuckination 22 Aug, 2022 @ 9:59am 
Do you have a clue how to keep various torch instances in sync with progression when running in a nexus cluster?
Primelock 31 Jul, 2022 @ 3:22pm 
Ill try that, thanks!
jTurp  [author] 31 Jul, 2022 @ 2:12pm 
@Primelock

This mod turns Progression off anyways, so no worries there.

You'll need to toggle the Creative Mode setting in the config file, and then delete your Player settings for everything to update properly (or turn on ClearAfterDeath and suicide).

Note that this mod doesn't do anything by itself, it's just the framework for other mods to use, such as AQD Research.
Primelock 31 Jul, 2022 @ 1:35pm 
I've created a world first in creative and didn't select enable progression.

I want to try your mod but i'm trying to reset the progression tree. Any idea how to do that?
Viral 19 Jun, 2022 @ 12:56am 
@jTurp

Researched that when i reconnect to server with enabled ClearOnDeath i lost all progress even on new clean dedicated server that has 4 mods in order:
Block Restrictions
Research System Framework
AQD - Research
AQD - Vanilla Tech Tree
jTurp  [author] 12 Jun, 2022 @ 7:53am 
@Viral

I'll have a look and see when I can
Viral 12 Jun, 2022 @ 4:21am 
Hi
Im trying to run dedicated server with this mod and aqd-research, and it works, but every time as me or my friend disconnected from server, all blocks discovered earlier forgotten.
It is really annoying to take in hands all schemes when connect to the server again and again.
ServerSaveData contains our researched techs, but logs tells on connecting 2 strings at the same time for 1 connected person:
"Settings came with 785 already unlocked"
and
"Settings came with 0 already unlocked"
Is it a bug or smth undertuned?
Thank you in advance
jTurp  [author] 26 Apr, 2022 @ 2:15pm 
@MonsterHunter_43

I do validate that your hot bar doesn’t contain any locked block when you exit a seat bc I open everything up when you sit down in order to use weapons / tools you may not have unlocked yet. The only way to do that currently is to force the character to switch to each item and each page, which makes that sound. Keen would need to allow more toolbar access to do it differently, unfortunately. I do feel your pain there, tho
MonsterCock69 12 Apr, 2022 @ 6:12am 
hey, i have a problem, whenever i jump down ANY seat the game freezes for 0.01 seconds and makes a VERY ANNOYING sound like the sound of clicking on a interface button but like 8 times in a millisecond and your framework gives the prestations error

do you know why?
Synirr 23 Mar, 2022 @ 2:11pm 
@jTurp Thanks for clearing that up.

The removal of the item on unlock would really expand the use of the framework for more complex trees.

Thanks for the reply :)
jTurp  [author] 23 Mar, 2022 @ 11:21am 
@Synirr

Only the server knows about what's been unlocked, the client cannot change anything without access to the server files, or admin status.

As for removing the item, it is possible, and is on my TODO for a future update.
Synirr 23 Mar, 2022 @ 10:43am 
Also would it be possible to add a server config that removes the item from a player inventory when they unlock the block? Is that possible?
Synirr 23 Mar, 2022 @ 10:30am 
What stops a player from telling the server it has already unlocked a block via modifying the mod?
enenra  [author] 22 Feb, 2022 @ 8:06am 
@PaleAngel

All of that is doable with a tech tree mod pretty much. But you'll likely need to edit the output of the spreadsheet manually a bunch.
Since researching is really "just" producing things in a special assembler, you can absolutely switch out the research material for any other source item and you can also add recipes to convert schematics to something else.
BigNose 21 Feb, 2022 @ 11:20pm 
Sorry, didn't get a chance to reply.
And yes, sorry, I probably wanted to ask about editing the mod "AQD - Research".
I want to remove the normal resources from the research materials, and add special items to them that can only be obtained in special places. And make special research materials for some individual blocks.
I would also like to add the ability to parse research material into "scientific data" from which other research materials that would not otherwise be obtained could be assembled.
If this can be done WITHOUT re-uploading, I will be very happy and sorry for bothering :)
I would make a mod without a picture and a name so that there is no confusion. I would leave a link to you in the description. The edited mod won't be useful outside of the server, so few will use it.
I could describe the future gameplay on the server, if you're interested.
jTurp  [author] 15 Feb, 2022 @ 1:40pm 
@PaleAngel

There are no reuploads, sorry. This is just a framework. I think you're more looking to use something like Research to setup the tech tree stuff.

And to your question about the sbc, you would create a mod that has the sbc in its Data folder. This mod then checks for and loads the sbc during world load.

What is it you're looking to do for your server?
BigNose 15 Feb, 2022 @ 4:19am 
I want to make my own server and I want to use your mod. But it needs to be changed to the needs of the server, can i do it? With all the credits on you of course
BigNose 15 Feb, 2022 @ 3:22am 
Hi
Please tell me where to put the file "EntityComponents.SBC"?
To the folder your mod "\Data\Scripts\ProgressionFramework", or to the folder "Data" of other mods that I want to add to the tech tree?
Himori 2 Jan, 2022 @ 8:53am 
It seems to be loading the definitions correctly, i can see them in the dev log without any warnings and or errors
jTurp  [author] 2 Jan, 2022 @ 8:48am 
@Akanixon

The Framework log does log everything that it loads. Check for it in the world storage folder in the Saves folder
Himori 2 Jan, 2022 @ 8:41am 
Got a Research tree ready and it seems to have problems loading the definitions but there is nothing in the logs. I just doesn't get applied
jTurp  [author] 6 Apr, 2021 @ 2:13pm 
@Salix

Please send me the server log and the mod log to my Discord handle (jTurp#7926) and I'll see if anything sticks out. The error below is during unload, which is when exiting the game.. could be just a side effect of whatever the actual cause is (ie another mod crashes and this mod has an issue cleaning itself up)
Salix 6 Apr, 2021 @ 2:05pm 
...at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
--- End of inner exception stack trace ---
at Sandbox.Game.World.MySession.UnloadDataComponents(Boolean beforeLoadWorld)
at Sandbox.Game.World.MySession.Unload()
at Sandbox.MySandboxGame.UnloadData_UpdateThread()
at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
at VRage.Dedicated.DedicatedServer.RunInternal(String instanceName)
at VRage.Dedicated.DedicatedServer.RunMain(String instanceName, String customPath, Boolean isService, Boolean showConsole, Boolean checkAlive)
at VRage.Dedicated.DedicatedServer.ProcessArgs(String[] args)
at VRage.Dedicated.DedicatedServer.Run(String[] args, Action`1 initializeServices)
at SpaceEngineersDedicated.MyProgram.Main(String[] args)
Salix 6 Apr, 2021 @ 2:05pm 
I have been using these series of mods (with AQD - Vanilla Tech Tree) on a dedicated server and it's been great, I added a couple extra mods (namely Build Vision) and the server worked momentarily, but now won't start (even after removing the additional mods) and keeps giving the error:

Exception occurred: VRage.Game.ModAPI.ModCrashedException: Mod crashed! ---> System.NullReferenceException: Object reference not set to an instance of an object.
at ProgressionFramework.Session.UnloadData()

Any thoughts?
jTurp  [author] 25 Mar, 2021 @ 1:43pm 
If you’ve just used the unlock all command (without the true option) then you just need to F5 reload
jTurp  [author] 25 Mar, 2021 @ 1:42pm 
@zcaalock

Easiest way is to set ClearOnDeath to true and then suicide.

Second option is to delete your player config in the ServerSaveData file (which is by steam id)
zcaalock 25 Mar, 2021 @ 8:43am 
how to reset progression?
jTurp  [author] 23 Feb, 2021 @ 7:14pm 
@All

Small Update:

* [With Block Restrictions] Fixed issue where turning on creative tools unlocked all blocks until game was reloaded. Now, turning creative off will relock blocks appropriately on the framework side
jTurp  [author] 3 Feb, 2021 @ 9:41pm 
@All

Small update:

* Blocks hidden by SBC are now automatically set to restricted for the mod
jTurp  [author] 30 Jan, 2021 @ 10:01pm 
@All

Small update:

* Fixed an issue with default settings not being received properly
* Projectors now tell you which block was found when they encounter a forbidden / locked block in the projection
jTurp  [author] 7 Dec, 2020 @ 5:17pm 
@All

Small update:

* Fixed issue where not all blocks a schematic unlocked were listed in the mouse-over tooltip
* Fixed issue where the player's toolbar wasn't being checked after death in single player mode
[501st] 1Lt. Blightwall 6 Dec, 2020 @ 4:05pm 
star wars weapons!!! do eeeettt!
jTurp  [author] 3 Dec, 2020 @ 9:30pm 
My pleasure :)

There may be a way to get them to cooperate via mod messaging - I'll have to play with it and see how feasible it is
Spite 3 Dec, 2020 @ 9:09pm 
Ahh well, I guess that just means two playtthroughs!

Thanks for the excellent stuff you put on the workshop JTurp :steamhappy:
jTurp  [author] 3 Dec, 2020 @ 5:37pm 
@Spite

The two are not compatible. Both mods set blocks to public / hidden based on their own save data config, so they would conflict with one another.
Spite 3 Dec, 2020 @ 5:16pm 
Awesome! I'll definitely be using this (with the AQD research & vanilla tech tree mods).

One quick question, is this mod, together with the AQD ones, compatible with your earlier "Block Progression - Schematic Hunter" mod?

As in, if I install them all (this one, schematic hunter, AQD research & vanilla tech tree), could I unlock stuff by either finding the datapad schematics or using the Research Lab block? Or would the two unlocking systems mess with each other?