RimWorld

RimWorld

Research Tree
Nianor 13 Jan, 2018 @ 9:24pm
Crash on entering the Research Screen
I don't know if this is an incompatibility with a certain mod, but my game stops responding when I open the research window and the end of my log looks like this:
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
ResearchTree :: CAL_UtilityAlloys has a lower techlevel than (one of) it's prerequisites
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
ResearchTree :: Automated gun turrets(111.0, 119.0) is not at layer 109
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
ResearchTree :: Self-loading actions(111.0, 111.0) is not at layer 110
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Exception from long event: System.Exception: Can't swap nodes on different layers
at FluffyResearchTree.Tree.Swap (FluffyResearchTree.Node A, FluffyResearchTree.Node B) [0x00000] in <filename unknown>:0
at FluffyResearchTree.Tree.EdgeLengthSweep_Local_Layer (Int32 l, Boolean in) [0x00000] in <filename unknown>:0
at FluffyResearchTree.Tree.EdgeLengthSweep_Local (Int32 iteration) [0x00000] in <filename unknown>:0
at FluffyResearchTree.Tree.MinimizeEdgeLength () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
String too long for TextMeshGenerator. Cutting off characters.
(Filename: Line: 224)
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Showing 1-15 of 15 comments
big fool 18 Jan, 2018 @ 8:18am 
Me too. It says "Fluffy.ResearchTree.PreparingTree.CrossingReduction" and then rimworld stops responding
big fool 19 Jan, 2018 @ 2:56am 
Originally posted by Jack Reaver:
Originally posted by fefefs:
Me too. It says "Fluffy.ResearchTree.PreparingTree.CrossingReduction" and then rimworld stops responding
Probably have a lot to load, just don't click and it will load eventually.
So just tab out for a bit.
Yeah I thought so too but I left and came back and it was still not responding. I just subbed to a dif research screen mod thats based on fluffys one
Nianor 20 Jan, 2018 @ 7:58pm 
Originally posted by Jack Reaver:
Originally posted by fefefs:
Me too. It says "Fluffy.ResearchTree.PreparingTree.CrossingReduction" and then rimworld stops responding
Probably have a lot to load, just don't click and it will load eventually.
So just tab out for a bit.
I tabbed out for 20 minutes. It probably shouldn't take that long.
VoidRose 29 Jan, 2018 @ 5:46pm 
my just crash when i start a research with in 5 sec's
Vince 17 Feb, 2018 @ 5:03am 
that's an interesting question ; ) and thks for askin' :3 :3 :3

"'i'm not sure how you came to the conclusion that they have different results?" well why do ask if you can provide the answer ?

:3 :3 :3 romlaglog ^^^ a lot don't make me laugh that much you'll be kind ; ) so you're a nyan cat ; ) amusing ; ) oh marek your around ? or is that just a pet ? don't v'rage at me ; ) in any way ; )

Last edited by Vince; 17 Feb, 2018 @ 5:06am
KaliiSteele 10 Jan, 2019 @ 10:56am 
I left mine running from 2 am too nearly 11 am and it still had not finished
pgames-food 16 Jan, 2019 @ 7:10pm 
how many mods are you using btw kalii?
Zaltys 19 Feb, 2019 @ 7:23pm 
Same, hangs at reducing crossings. Was still stuck fifteen minutes later, leaving no option but to kill the process and restart.

240 mods, ResearchPal loads instantly.
Last edited by Zaltys; 19 Feb, 2019 @ 7:24pm
same for me game become very laggy for a minute or so then the process stop responding

how did u get it to generate a crashlog ??
Last edited by [82AD] Incoming !!!; 3 Mar, 2020 @ 2:37am
我也是同样的问题,进入研究菜单时无限加载,只能手动关闭游戏
I have the same problem. When I enter the research menu, it loads infinitely and I can only close the game manually.
Silia 17 May, 2020 @ 8:07pm 
I can confirm, this is happening to me too.
Anifan 26 Jul, 2020 @ 9:27pm 
Load time usually very long, depend on your mod list. I remember 1 time my load time is more than 1hour...it would be great if the research tree will be saved depend on the mod list instead of having to render new tree every gameplay.
pgames-food 3 Aug, 2020 @ 9:23pm 
hi, this will actually be very cool, (especially if a players modlist has not changed in any way)
i need to try the mod some more with 1.2 unstable but having some way to save the list, even if it is in a mod settings file like some other mods use, it will be the half-way house in terms of a good solution) :)
pgames-food 3 Aug, 2020 @ 9:33pm 
its always easier said than done, but at the high level, maybe it could go something like this:

1) generate the research tab content as per this mods usual process.
1b) before rendering the finalised graph content to screen, export dump the graph content as a raw txt dump in the users profile ludeon folder.
1c) export the current modlist, and current savegame

2) show the graph content on screen as per usual.

then, when player exits the game and launches it in future, and clicks the research tab:

0a) check if current savegame matches with step 1b)
if yes, check that current modlist matches with step 1c)
if yes, read and inject the previously-generated research graph content into step 1) bypassing the generation process, and output the cached content to screen.
+
a popup to say ("this is a cached copy of research tab, based on your last game... if you have not added or removed any mods, and are sure that existing mods have not been automatically updated, please press 'Continue' to immediately use this cached data, or 'Regenerate' to re-calculate the data, which may take some time but will ensure an accurate research tree)"


Last edited by pgames-food; 10 Aug, 2020 @ 6:06pm
7 Sep, 2020 @ 10:18am 
I am experiencing this too

EDIT: Researchpal has been a good workaround, it seems to render the research tree on startup instead of when you enter a world and click on the button, so there's reports for me to see in hugslib too. They say I have a few research items that are below the tech level of their pre-requisites, some redundancies too which could be causing confusion
Last edited by ; 7 Sep, 2020 @ 10:13pm
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