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Research Tree (Continued) Forked

Based on mile's Research Tree (Continued) - [[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3030499331]https://steamcommunity.com/sharedfiles/filedetails/?id=3030499331[/url]][url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2F%28https%3A%2F%2Fsteamcommunity.com%2Fsharedfiles%2Ffiledetails%2F%3Fid%3D3030499331%29](https://steamcommunity.com/sharedfiles/filedetails/?id=3030499331)[/url], this project underwent secondary development with a complete refactoring of the tree generation algorithm, aimed at better adaptation for multi-mod environments. **Changes:** 1. Fixed the issue where two research tabs would appear when used alongside Organized Research Tab (Continued). 2. Optimized research tree generation speed, significantly improving performance in multi-mod scenarios. In my personal environment with nearly 700 mods and a massive number of research items, the original version took about half an hour to open the tree; now it can be opened directly after loading the save. 3. Optimized dragging (including mouse and WASD) and zooming speeds, resulting in more timely responses and a more "connected" feel during operation. 4. Added a new feature to hide completed projects. **Known Issues:** 1. The game may stop responding for about ten seconds the first time the tree is opened after launching; this issue will not recur until the game is restarted. 2. The research tree could only be closed using the Esc key. (Resolved) **Potential Future Features:** 1. Filtering by research tabs, displaying only selected research content and reordering them. (Completed) 2. Visual classification based on research tabs. **Update Log:** **2025.09.20** 1. Added the ability to select research tabs. You can now set it to only display research items within specific tabs. Closing tabs you have completed or aren't currently focused on will make your research tree interface much cleaner. 2. Completed translations for languages other than Simplified Chinese and English (which were already complete). **2025.09.23** 1. Adjusted the timing for saving the filter list. Current research tab selections are now saved after clicking the regenerate button and will persist after restarting the game. 2. Handled scenarios where removing mods with research items mid-game resulted in inaccessible tabs in the saved research tag list. **2025.09.26** 1. Further optimized the research tree rendering algorithm. There are now fewer lines, and dragging actions have become even smoother. **2025.10.13** 1. Handled cases where research tabs contain no research items. **2025.10.15** 1. Research items in the queue are now preserved when regenerating the research tree. **2025.11.29** 1. Synchronized updates from the main branch: * Fixed compatibility issues with the Semi Research mod. * Research nodes should now match correctly when research progress exceeds 999. * Added an option to use the Shift key to replace the queue instead of a normal left-click. **2026.01.04** 1. Fixed a bug where selecting "none" would cause the research tree functionality to crash. **2026.01.05** 1. Improved dependency recognition during loading to fix an issue where some available research items were unclickable. 2. Optimized path recognition methods to reduce redundant paths. **2026.01.14** 1. Optimized the logic for determining research node availability; node statuses should now display correctly. 2. Further compressed the distance between research nodes for a more compact layout, preventing issues where some nodes were spaced extremely far apart. **2026.01.19** 1. Added a feature to toggle off connection lines between research items (off by default). This can be configured in the mod options. 2. Fixed a text error. **2026.02.02** 1. Resolved the issue where the research tree interface could not be closed by clicking the tab button and fixed the vertical scroll bar failure.