RimWorld

RimWorld

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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
973 items
Description

Update of Fluffys mod https://gtm.steamproxy.vip/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.
  • Always post your log using the Log Uploader
  • 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
992 Comments
l0v3rm4n69420 23 Oct @ 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 12 Oct @ 10:31pm 
thanks
Mlie  [author] 11 Oct @ 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 11 Oct @ 12:47pm 
Also when it does revert the change, it has to re'build' the research tree a second time
Cranberry 11 Oct @ 12:47pm 
perhaps make it wait until after you hit the 'keep' button to start that process?
Cranberry 11 Oct @ 12:46pm 
takes longer*
Cranberry 11 Oct @ 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] 11 Oct @ 9:00am 
@pfe No
pfe 11 Oct @ 8:51am 
Can you support Anomaly research pane too?
Mlie  [author] 8 Oct @ 9:33am 
@sabsuda_san What?