RimWorld

RimWorld

1,153 ratings
Research Tree (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
975.086 KB
3 Sep, 2023 @ 1:05pm
22 Jul @ 2:22am
60 Change Notes ( view )

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Research Tree (Continued)

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

Update of Fluffys mod https://steamhost.cn/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


[discord.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.

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 the Log Uploader 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
929 Comments
Mlie  [author] 3 Aug @ 12:16am 
@viirinsoftworks No, Anomaly uses its own research queue, so I will not duplicate the features of the mod just for the small amount of Anomaly research.
viirinsoftworks 2 Aug @ 4:08pm 
Very helpful mod, makes it so mods and vanilla techs have a seriously necessary vertical scroll bar.
However, if you look at Anomaly, then the anomaly techs aren't fixed. Can you update this to include Anomaly, please?
irilis 2 Aug @ 10:56am 
@Mlie I know what's missing, I just want for there to be an arrow from MultiAnalizer tech, instead of it being in the same column without any visible link (that is, if tech has MultiAnalyzer in <requiredResearchFacilities>, I want it to have MultiAnalyzer in <prerequisites>, either directly or indirectly).

On the other hand, it looks like both thechs I noticed with that problem came from mods, so may be it's better to just fix dependencies on those mods side.
Mlie  [author] 2 Aug @ 12:11am 
@irilis Just hover over them, the tooltip shows whats missing. Or right click to show the full window with the info
irilis 2 Aug @ 12:09am 
@Mlie Can you please add an option to show techs that unlock hi-tech research bench and multi-analizer as prerequisites for techs that require them? Right now they're just grayed out if you havent't built them.
Paulaswam 1 Aug @ 12:51pm 
In case anyone has the same problem: Found that removing the mod below fixes a visual bug with the research menu. (Disappearing research/menu closing it's self once a research is selected)

Salted Meat: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2233817757
kahvipensas 31 Jul @ 1:40am 
For me the tech tree is maybe a bit laggy, the way it has always been if there are a lot of techs added by mods, but by no means is it any kind of problem. I'm using the "after game load on background" option, and don't experience much slowing down of the game on load.
I have a setup with midtier GPU, a lot of RAM and an absolute garbage of a CPU, so I'm not on some godtier setup.
Slop 31 Jul @ 1:36am 
Alright let me take some time and do that for ya.:steamthumbsup:
Mlie  [author] 31 Jul @ 1:20am 
@Slop So far noone has done any of the steps under the reporting issues section so there is little I can do about it
Slop 31 Jul @ 1:01am 
Any idea about the lag? Im getting it just the same as a few others here reporting that. seems to be a 1.6 thing as I didnt have any issue in 1.5