RimWorld
Research Tree
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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Se afișează 1-15 din 15 comentarii
Me too. It says "Fluffy.ResearchTree.PreparingTree.CrossingReduction" and then rimworld stops responding
Postat inițial de Jack Reaver:
Postat inițial de 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 ian. 2018 la 19:58 
Postat inițial de Jack Reaver:
Postat inițial de 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 ian. 2018 la 17:46 
my just crash when i start a research with in 5 sec's
Vince 17 febr. 2018 la 5:03 
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 ; )

Editat ultima dată de Vince; 17 febr. 2018 la 5:06
I left mine running from 2 am too nearly 11 am and it still had not finished
how many mods are you using btw kalii?
Zaltys 19 febr. 2019 la 19:23 
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.
Editat ultima dată de Zaltys; 19 febr. 2019 la 19:24
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 ??
Editat ultima dată de [82AD] Incoming !!!; 3 mart. 2020 la 2:37
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 mai 2020 la 20:07 
I can confirm, this is happening to me too.
Anifan 26 iul. 2020 la 21:27 
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.
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) :)
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)"


Editat ultima dată de pgames-food; 10 aug. 2020 la 18:06
7 sept. 2020 la 10:18 
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
Editat ultima dată de ; 7 sept. 2020 la 22:13
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