RimWorld

RimWorld

GonDragon's Tech Tree
60 Comments
Dealer Mangan 16 Oct @ 11:18pm 
Well, there are three errors is in the startup log, but it doesn't fit here. I'll open a discussion.
GonDragon  [author] 16 Oct @ 5:59am 
@Dealer Mangan: There are no error there? I can't see how two mods that I use, that doesn't do anything related to each other, may be incompatible.
GonDragon  [author] 16 Oct @ 4:17am 
@Dealer Mangan: ???
Dealer Mangan 16 Oct @ 2:25am 
Incompatibility with Better Architect Menu
bAhAcAn 8 Oct @ 6:46am 
You, friend, are a god send. Thank you so much.
GonDragon  [author] 8 Oct @ 6:26am 
@bAhAcAn: When in dev mode and the "Edit" is enabled, when a research is selected, on the left column with the research info, it will appear a button labeled "Debug: Change Tab". You can use that button to to move researchs between tabs. If you are not finding the button, go to the "Tech Tree Patch Framework" mod page, I posted an image there with the Button circled in red.
bAhAcAn 8 Oct @ 6:17am 
Thank you for your response. I didn't know I could transfer tech from one tab to another. Can I kindly ask how it is done. I know I can move them with edit in dev mode but wouldn't be able to move to another tab.
GonDragon  [author] 7 Oct @ 12:10pm 
@bAhAcAn: Hey! Yes, at some point I'll probably should update this one, but it probably won't be any time soon, sorry for that... If you turn on the Dev Mode, you can edit and move the researchs between the tabs, when a tabs gets empty is automatically hidden... I'm currently doing that myself because it's faster than properly update the mod... Also, I trimmed down my modlist a lot, and I fear that my new changes collide with the changes another person already made using the framework.
bAhAcAn 7 Oct @ 11:51am 
Hi friend. Really loved the changes you made. But I believe I messed up somewhere as I have sub-categories of tabs from the mods that you specifically mentioned as included such as VCE (Heute cusine), VE (Trench Warfare), Alpha Crafts (bunch of techs), Vanilla Chemfuel Expanded (as a whole) and Dub's Hygene (new odyssey techs) mods. Would it be possible to add them as well? Thanks in advance, kudos to you.
Vinni Pukh 1 Sep @ 10:41pm 
Okay, I used the tech tree framework to make my own little patch to shuffle a few problem spots around and it has in fact fixed all the red errors this was causing, thank you very much for the guidance!
GonDragon  [author] 1 Sep @ 9:08pm 
@Vinni Pukh: Yeah, they are compatible, I'm using them both (albeit, you need to rearrange a few things in devmode). If there is a red error about cords position, probably it's due some patches of a third mod that ends up overlapping with my patches. I think both technologies will appear anyways, so just move them to a better place with devmode.
Vinni Pukh 1 Sep @ 8:41pm 
Is this mod compatible with Research Reinvented: Stepping Stones? :) I'm noticing some red errors on startup with both of them enabled.

https://gist.github.com/HugsLibRecordKeeper/53b00a9edc46ade12de47374cee5ad92
ℛ𝓎𝓋𝓁 ℛ𝑒𝓃 3 Aug @ 11:42am 
Just to update: That mod works and it works with yours. I can see everything. Thanks again!
ℛ𝓎𝓋𝓁 ℛ𝑒𝓃 3 Aug @ 11:18am 
Yea, I have a problem with mods, xD

I'm still using 1.5 as I'm trying to finish this campaign, so I'll try that suggestion. I figured the scroll bar would fix that, but it makes sense if the vertical space is limited and the tabs are pushing the projects literally out their boundary. I didn't know that was a thing. Thanks for help!
GonDragon  [author] 3 Aug @ 10:56am 
@ƦƴѵŁ: Huh, those are a lot of tabs, and that's eating up a lot of vertical space. My suggestion is, before you order your projects, you should move some of them to other tabs. Empty tabs will disappear from your interface, giving you more space. Another take would be using 'Better Research Tabs,' to change the tabs to be a vertical list... although, I think it's not officially updated for 1.6.
My issue is not being able to obtain the research below the limitation of the scroll bar (up/down). I have the framework installed and I can move everything around and save as normal (thank you for that!), but I cannot reach certain projects and they pertain more with the vanilla mods since there is so much of them. Any solutions?

https://imgur.com/a/d9tppzb
Rime Pendragon 15 Jul @ 1:01pm 
OK, will do.
GonDragon  [author] 14 Jul @ 3:38am 
@Rime Pendragon: Sorry, but no. I'm going to redo the whole tree again for 1.6, and I will include a few of the mods you mention it, but not all of them (only the ones I want to use in my playtrough). So I suggest you to check the description of the mod this one depends upon (Tech Tree Patch Framework) that explains how could you reorganize your tree using dev mode.
Rime Pendragon 14 Jul @ 2:42am 
Can I request support for some mods ?
Alpha Crafts
Vanilla Cooking Expanded - Haute
Vanilla Factions Expanded - Medieval 2
Alpha Bees
Alpha Mechs
Medicines+
RT Fuse
GonDragon  [author] 3 Jul @ 9:19am 
@Massattack52: Albeit it may be a little bit outdated now, and may require to move a few things around... However, when the new DLC comes out, I'll probably start a new game with a lighter modlist, and I'll update this accordingly.
Massattack52 2 Jul @ 4:10pm 
Haven't used it yet but conceptually this beats out other tech trees in terms of sheer convenience and adhering to the original tech tree style. Well done, gonna install it rn.
BottledDew 6 May @ 10:55pm 
Ok no worries. I didn't post modlist because there's 450+ mods so it'd be basically pointless
GonDragon  [author] 6 May @ 8:45pm 
@BottledDew: It seems like some mod (maybe one from Ferny) group things in general research categories, and those are not reordered by this mod, making everything look like a mess. I want to say that I'll check it this weekend, but that's something I been saying for a month now... So, I'll just say that I'll look at it when find the time... meanwhile, check the description of my other mod "Tech Tree Patch Framework", it says how can you manually rearrange your own tree to clean up the mess.
BottledDew 3 May @ 4:03am 
Hello, is there a setting or conflict i missed cus my research looks like this. (the tabs at the top) https://imgur.com/YYvqH2k
Inglix 22 Apr @ 1:23pm 
No worries. I've already fixed it for myself locally but I figured there was a chance you didn't know about the additions to that mod.
GonDragon  [author] 22 Apr @ 10:57am 
I'll try to look at everything this weekend. No promises, though.
Inglix 21 Apr @ 9:00pm 
@GonDragon - Looks like there are a few storage buildings added in Phaneron's Basic Storage which are throwing errors on startup due to the removal of the BasicStorage research project. I believe these four are recent additions and not currently handled by your patching:

BasicStorageFoodCupboard
BasicStorageMealStorage
BasicStorageMeatHook
BasicStorageWeaponRack
Sheriff Rosco 26 Mar @ 12:10am 
Awesome mod, I don't really like the changes made to research by other mods so your research layout is great. I did notice a few things though in case you want to fix them:

VFE Medieval 2's techs are not sorted (not surprising since it's a recent release) but they have fairly straightforward categorizations you can make.

Sushi Making (from Ferny's Progression: Kitchen) is in the "Main" category and not "nutrition."

This one is more personal preference so I don't know if you would care to add it, but I would change the "Vehicles" category from VVE to be "Transportation" and add in transport pods and the spaceship techs to that category. Also I would reorganize the vehicle techs layout as all of the tier three techs are in a horizontal line which means you have to scroll, when they should probably be vertical.

I've fixed this on my personal save, I just thought you might want to know about them.
Deth-XIII 15 Mar @ 9:00pm 
@GonDragon sorry for the late reply, works as intended now, thanks a lot
GonDragon  [author] 8 Mar @ 6:55am 
@Deth-XIII: I'm still breathing... for now. Fixed, I just removed the check for the mod VFE Classic, it seems the change their name from "Classic" to "Classical"... Now, if you have the patch enabled and yo do not have that mod, you will get some red errors when you open the game... however, you shouldn't have the patch enabled for that mod if you don't have it ¯\_(ツ)_/¯
Deth-XIII 7 Mar @ 9:14pm 
doubt the mod author is still alive but
I applied the VFE patch to reduce research costs on the mod menu but the original values are still there
GonDragon  [author] 19 Nov, 2024 @ 1:49pm 
@Blacklist897: It is finally updated for 1.5? Great! I will check it this weekend.
Blacklist897 19 Nov, 2024 @ 1:28pm 
Has this mod got a patch for the new update of altered carbon
GonDragon  [author] 6 Nov, 2024 @ 4:54pm 
@Space Cowboy: If it doesn't have many research projects, you can do it yourself in dev mode. Just enter dev mode and click on the "edit" toggle at the top-right of the research tree. Once editing is enabled, you can drag and drop research projects to where you want them. There's also a button to move projects between tabs (check out the pictures in the Tech Tree Patch Framework mod). Once everything is in place, just click on "Save Changes" to save the new positions.
Space Cowboy 6 Nov, 2024 @ 5:46am 
please add gene ripper support!
GonDragon  [author] 29 Oct, 2024 @ 3:40am 
@UyTheo: Yes. It does not work with stepping stones, tho.
UyTheo 28 Oct, 2024 @ 8:45pm 
Does this work with research reinvented?
GonDragon  [author] 19 Oct, 2024 @ 9:33am 
@Tostadagamer: Done. And remember that, with Dev Mode, you can move any project you want between tabs and save it's position for your game.
Tostadagamer 19 Oct, 2024 @ 9:06am 
Could you please add support for Medical Dissection ?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1328216966
Ontario 26 Sep, 2024 @ 2:03pm 
Thank you for the good work, you did something paid developers couldn't achieve!
GonDragon  [author] 15 Sep, 2024 @ 5:55pm 
Small update with patches for storage mods.
CrackaJack 12 Sep, 2024 @ 11:35am 
theyre like the thumpers in dune
CrackaJack 12 Sep, 2024 @ 11:35am 
yeah, theyre machines but funny is this: in game they dont even require power
GonDragon  [author] 12 Sep, 2024 @ 11:21am 
@CrackaJack: I don't think that you should be able to build an electric machine without knowing how electricity works, even If you have alternative ways to make power...

@Electriq: Cool! I'll add those in the next update, later today.
Electriq 12 Sep, 2024 @ 3:12am 
@GonDragon Done! Here's the link to pastebin with Erin's Japanese Cuisine moved to Nutrition tab: https://pastebin.com/RefjHj5n

I also made another patch in pastebin (different link) for a mod Non-Lethal Extra, so if you want to add that too, feel free, link: https://pastebin.com/M4v4LBxX

Also, previous update fixed the trench warfare so thank you for that!
CrackaJack 11 Sep, 2024 @ 7:13pm 
im talking about the research if that wasnt clear :P
CrackaJack 11 Sep, 2024 @ 7:12pm 
another one: removing electricity requirement for the vfe insectoid 2 thumpers- since u can already build power generating little hive buildings, might aswell give them a purpose in powering those thumpers
CrackaJack 11 Sep, 2024 @ 3:56pm 
i guess you want to keep this touching research only, but its only copy pasting 3 lines of xml for 5 weapons :P
GonDragon  [author] 11 Sep, 2024 @ 3:49pm 
Updated.