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RimWorld => Releases => Mods => Outdated => Topic started by: Lazevedo on March 12, 2017, 09:41:25 PM

Title: [A17] Organized Research Tab v1.0.3
Post by: Lazevedo on March 12, 2017, 09:41:25 PM
Organized Research Tab

Description
When you use mods that add research projects, your Research Tab gets cluttered, sometimes with projects out of view. This mod presents a solution to that problem.

The main sorting criteria is dependency. Think of each column you see as a layer, organized in way that allows projects to appear more to the right than its prerequisites. Also, layers are internally sorted to minimize edge crossing (those lines that indicate dependency), in order to avoid a spaghetti look.

The problem of drawing that kind of structure in a aesthetically pleasing way is an old one and many computer scientists dedicated themselves to solving some aspects of it along the last few decades. I chose to follow what is known as the Sugiyama Framework (https://en.wikipedia.org/wiki/Layered_graph_drawing), while the sorting part of it is a version of the Coffman-Graham algorithm (https://en.wikipedia.org/wiki/Coffman%E2%80%93Graham_algorithm).

Download
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=882641145) (v1.0.3 stable) [A17]
GitHub (https://github.com/L4zevedo/OrganizedResearchTab)
   |- (v1.0.2 stable) Source (https://github.com/L4zevedo/OrganizedResearchTab/archive/v1.0.2.zip) | Package (https://github.com/L4zevedo/OrganizedResearchTab/releases/download/v1.0.2/OrganizedResearchTab.zip) [A16]
   |- (v1.1.2 beta) Source (https://github.com/L4zevedo/OrganizedResearchTab/archive/v1.1.2.zip) | Package (https://github.com/L4zevedo/OrganizedResearchTab/releases/download/v1.1.2/OrganizedResearchTab.zip) (WIP, don't use it yet if you have too many mods) [A16]

Compatibility
Compatible with your saved games. Not compatible with other mods that replace the Research Tab.

FAQ
When you use this mod, you won't need a vertical bar.

Change Log
Version 1.1.2 beta (2017-03-27)
- Better looks (http://i.imgur.com/fVqV2mQ.png)
- Calculations are now done in a thread separate from Main Thread, so no more impact on loading time
- Still causing freezes and crashes when a high number of mods is used (1.1.x issue)

Version 1.0.3 stable (2017-05-25)
- Emergency update to A17

Version 1.0.2 stable (2017-03-15)
- Vertical spacing slightly decreased
- No longer causes recalculations when switching between colonies/camps

Title: Re: [A16] Organized Research Tab
Post by: 死亡领主鸩毒 on March 12, 2017, 10:15:34 PM
U say its incompatibel with other mods changing the Research bar. I guess that includes a mod that adds a vertical Scrollbar to the Research tab ?

Otherwise pretty nice idea the overload clutter thingy can distract and confuse so having them organized is kinda neat.

Greetings
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 12, 2017, 10:53:24 PM
You don't need a vertical bar if you use this mod.
Title: Re: [A16] Organized Research Tab
Post by: 死亡领主鸩毒 on March 12, 2017, 10:58:02 PM
Quote from: Lazevedo on March 12, 2017, 10:53:24 PM
You don't need a vertical bar if you use this mod.

Ill wait then for the Github release and test it out =)
Title: Re: [A16] Organized Research Tab
Post by: AngleWyrm on March 12, 2017, 11:04:43 PM
Looking forward to the non-steam release
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 12, 2017, 11:12:36 PM
There you go, I added a Dropbox link.
Title: Re: [A16] Organized Research Tab
Post by: skullywag on March 13, 2017, 08:51:24 AM
Seeing as some people have messed with this before on the modders discord (feel free to pm me for an invite, theres some people here (fluffy) that would love to have a chat with you lol), a good test is to run the Hardcore SK pack against it, if it can handle that thing most peoples modpacks will be fine.
Title: Re: [A16] Organized Research Tab
Post by: SpaceDorf on March 13, 2017, 10:07:00 AM
I just loaded the midgame with 150+ mods running.

It worked. And it's beautiful.

Quote from: skullywag on March 13, 2017, 08:51:24 AM
Seeing as some people have messed with this before on the modders discord (feel free to pm me for an invite, theres some people here (fluffy) that would love to have a chat with you lol)

woah .. that sounds threatening  :-*
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 13, 2017, 10:19:56 AM
Quote from: SpaceDorf on March 13, 2017, 10:07:00 AM
I just loaded the midgame with 150+ mods running.

It worked. And it's beautiful.
I'm really glad to hear that!

Would you mind opening the console and telling me the what is the reported running time? It should look something like this:

<time>ms organizing Research Tab.

I believe there is a lot of potential for improvement on the performance front.

Title: Re: [A16] Organized Research Tab
Post by: Fluffy (l2032) on March 13, 2017, 11:06:50 AM
nothing threathening, I just really want to know how you did the final steps ;)

I got like 3/4ths of the way there, layer assignments, crossing minimization, horizontal alignment - it was just the final block graph creation and vertical placement and compression that really screwed me up, just couldn't get it to work.

If you're interested, I've got some code that does some other things to make research prettier, as well as allowing queuing up research. I'd be perfectly happy to work together, or donate my code. God knows I don't have enough time to keep up with patching/development of my mods as it is...

PM me here, or better yet, poke me on discord.
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 13, 2017, 12:00:06 PM
The way I see it, it takes 7 steps:
This allows for bidirectional navigation and also helps dealing with dummy vertices, since it will screw edge drawing if I mess around with prerequisites too much. I hitched a ride in this pass to enforce basic ordering, since the game already almost provides it.
I currently skip this part, but I think it's important in case some modder screw up and add redundant prerequisites.
I decided to go with Coffman-Graham Algorithm because it's the only one that naturally incorporates the layer width constraint (in our context, window height). Longest Path Layering and Network Simplex were my other options that I quickly discarded.
Step 3 makes this one a very trivial O(|V|+|E|). Here I take the time to apply some specifics, like bringing those lonely projects (Devilstrand, Stone Cutting, etc) to the far left.
This is essential for the next steps and it got me stuck for some time since I was doing it wrong. Coffman-Graham does not take dummy vertices into account, so my solution was to work with two width constraints, one that considers only orignal vertices and another considering dummies too. There is room for improvement here if I make those dynamic instead of fixed.
This was the really hard part and I kinda rushed through it to be able to release yesterday, since I was very anxious to do it. :) It's also the heaviest part in terms of computation and that's the main reason I believe there is so much room for performance improvement.
Also rushed this part and implemented it the dumbest possible way. Also, the paper (http://sci-hub.ac/10.1109/32.221135) I was reading to learn good heuristics for this mentioned that:
"These heuristics make good layouts quickly, but they are complicated to program and the results are sometimes noticeably imperfect. Further fine tuning is difficult because the heuristics begin to interfere with each other."
So I decided to improve that some other day.

About the offer, I'm very welcoming to your collaboration! Talk to you on discord.
Title: Re: [A16] Organized Research Tab
Post by: Kindyj on March 13, 2017, 12:11:01 PM
It's Beautiful! I can't wait to download!
Title: Re: [A16] Organized Research Tab
Post by: Der Failer on March 13, 2017, 01:50:40 PM
Quote from: Lazevedo on March 13, 2017, 10:19:56 AM
I'm really glad to hear that!

Would you mind opening the console and telling me the what is the reported running time? It should look something like this:

<time>ms organizing Research Tab.

I believe there is a lot of potential for improvement on the performance front.
Wow this is awesome dude!

Around 120 mods* here and only 1389ms. I mean seriously, considering the whole minute it takes to even start the game and almost another one and a half to get the save loaded, ~1.4s is like nothing to me. :)

None the less there still seem to be a few problems with cut off texts (see screenshot).

From the first look, it seems that with a huge amount of mods like I'm running, the way you sort things in to columns may not be the very best way to organize, but a) i don't think most people run that may mods, so it is a bit of a edge case and b) it is with out a doubt way better then anything else we got. And all thou i know little to nothing about programming and actual problem solving in CS, I'm generally aware that some problems (https://xkcd.com/1425/) are way harder to solve then they seem. So i don't really want to complain to much here. Should you anyway be interested about what I'm mumbling here, I'll be happy to provide some examples/ additional information.

*Added my currant list should you be interested. If you want to test your mod under a lot of stress, i could give you list of mods with quite some research, which should still be stableTM.

[attachment deleted by admin due to age]
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 13, 2017, 03:06:13 PM
Quote from: Der Failer on March 13, 2017, 01:50:40 PM
Around 120 mods* here and only 1389ms. I mean seriously, considering the whole minute it takes to even start the game and almost another one and a half to get the save loaded, ~1.4s is like nothing to me. :)

None the less there still seem to be a few problems with cut off texts (see screenshot).

I can totally fix that cropping!

About the complexity, you are right. Graph drawing has NP-hard written all over it, which is CS lingo for "if you don't do things smart, it will take forever; even if you do, it will not be optimal". To make this mod I spent 80% of the time reading papers and only 20% coding, but that's also because I didn't have much knowledge about this specific topic.

The problem with that many mods is the limited area for drawing. I do have some changes in mind that might improve both looks and performance. That mod list will prove itself useful when testing!  ;)

edit: improvements that improve...
Title: Re: [A16] Organized Research Tab
Post by: Tyolan on March 13, 2017, 03:10:09 PM
Great idea. Could save a lot of time when trying some mod packs.
Despite not perfect for me, you can look what the mod does here: http://imgur.com/a/V3GSE (http://imgur.com/a/V3GSE). There is no bugs, but it's far more complicated to read than the original in my opinion. Good for research that are already mess up i think.
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 13, 2017, 03:28:12 PM
Quote from: Tyolan on March 13, 2017, 03:10:09 PM
Great idea. Could save a lot of time when trying some mod packs.
Despite not perfect for me, you can look what the mod does here: http://imgur.com/a/V3GSE (http://imgur.com/a/V3GSE). There is no bugs, but it's far more complicated to read than the original in my opinion. Good for research that are already mess up i think.
You are not wrong. Some modders took the time to manually assign their Research Project coordinates when creating their mod. Kudos for them!

Thing is, other modders didn't. Even worse, even mods that had that in mind might collapse with other mods trying to use the same space. This Research Tab mod aims to treat every single possible mod setup and create something that pleases the eye. Being that generalist, most probably it won't ever do better than a human carefully organizing a specific setup.

Future features might make it more interesting for cases like yours!
Title: Re: [A16] Organized Research Tab
Post by: Dronmk2 on March 13, 2017, 07:06:38 PM
Awesome mod. Really big thanks.
Title: Re: [A16] Organized Research Tab
Post by: SpaceDorf on March 13, 2017, 07:41:57 PM
Quote from: Lazevedo on March 13, 2017, 10:19:56 AM
Quote from: SpaceDorf on March 13, 2017, 10:07:00 AM
I just loaded the midgame with 150+ mods running.

It worked. And it's beautiful.
I'm really glad to hear that!

Would you mind opening the console and telling me the what is the reported running time? It should look something like this:

<time>ms organizing Research Tab.

I believe there is a lot of potential for improvement on the performance front.
^

Sorry, I missed that post somehow .. a smooth 174 mods running,

3309 ms organizing research tab. on an old 2.5GHz Quadcore

Modlist Included,
The Research List has 3 Pages on Screen.

[attachment deleted by admin due to age]
Title: Re: [A16] Organized Research Tab
Post by: 死亡领主鸩毒 on March 13, 2017, 07:54:21 PM
Well for some odd reason, when i activate ur mod. My Research Tab stops working xD

When i click on it nothing happens nothing opens no crash or error. When i disable the mod, my Research tab works normally as intended.

Greetings
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 13, 2017, 08:11:31 PM
Quote from: SpaceDorf on March 13, 2017, 07:41:57 PM
3309 ms organizing research tab. on an old 2.5GHz Quadcore

That's not very good. It should get better in the next version.

Quote from: 死亡领主鸩毒 on March 13, 2017, 07:54:21 PM
Well for some odd reason, when i activate ur mod. My Research Tab stops working xD

Humm, that is odd. Could it be that you have another mod messing with the Research Tab? Someone in Steam mentioned "Alien Race" as a source of problems.
Title: Re: [A16] Organized Research Tab
Post by: Nyril on March 13, 2017, 08:25:28 PM
Quote from: Lazevedo on March 13, 2017, 08:11:31 PM

Quote from: 死亡领主鸩毒 on March 13, 2017, 07:54:21 PM
Well for some odd reason, when i activate ur mod. My Research Tab stops working xD

Humm, that is odd. Could it be that you have another mod messing with the Research Tab? Someone in Steam mentioned "Alien Race" as a source of problems.

Can confirm with the Alien Race Framework. (I think?)

http://puu.sh/uHFHO/ab27c5600e.png
Title: Re: [A16] Organized Research Tab
Post by: Demonlord091 on March 13, 2017, 08:27:49 PM
I know you said we wouldn't need a vertical scroll bar if we used your mod, but for those of us that prefer the old model of the research menu I must ask: Can this mod remove the error that consistently pops up whenever we load up Rimworld? The one saying there are mods out of bounds.

I figure, if it can, maybe it would be possible for it to cure the error and still keep the old style of research menu brought back to life by this mod: http://steamcommunity.com/sharedfiles/filedetails/?id=825487565

I look forward to seeing what else you come up with.
Title: Re: [A16] Organized Research Tab
Post by: 死亡领主鸩毒 on March 13, 2017, 08:42:08 PM
Quote from: Lazevedo on March 13, 2017, 08:11:31 PM
Quote from: SpaceDorf on March 13, 2017, 07:41:57 PM
3309 ms organizing research tab. on an old 2.5GHz Quadcore

That's not very good. It should get better in the next version.

Quote from: 死亡领主鸩毒 on March 13, 2017, 07:54:21 PM
Well for some odd reason, when i activate ur mod. My Research Tab stops working xD

Humm, that is odd. Could it be that you have another mod messing with the Research Tab? Someone in Steam mentioned "Alien Race" as a source of problems.

In fact i updated Alien Race Framework latly to use the Cuthulu and Bee Race and i used also before Insectoids, Asari etc. When i Disable all of this mods, ur mod is working as intended also works good except the little Crop on bottom of the screen it is all sorted fine.

I guess that means i need now to choose which mod i gonna use kek hard decision since i really like the feeling when u have Multiple Races bringing up more life to rimworld. For a Space setting game it was bothering me there wasnt at all other races only other Factions :/.

Edit : For me it loaded with  3478ms on 112 mods

Greetings
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 13, 2017, 10:17:23 PM
Quote from: Demonlord091 on March 13, 2017, 08:27:49 PM
I know you said we wouldn't need a vertical scroll bar if we used your mod, but for those of us that prefer the old model of the research menu I must ask: Can this mod remove the error that consistently pops up whenever we load up Rimworld? The one saying there are mods out of bounds.

Sorry, no. Each mod does it's own thing in this case. :(

Quote from: 死亡领主鸩毒 on March 13, 2017, 08:42:08 PM
In fact i updated Alien Race Framework latly to use the Cuthulu and Bee Race and i used also before Insectoids, Asari etc. When i Disable all of this mods, ur mod is working as intended also works good except the little Crop on bottom of the screen it is all sorted fine.

I guess that means i need now to choose which mod i gonna use kek hard decision since i really like the feeling when u have Multiple Races bringing up more life to rimworld. For a Space setting game it was bothering me there wasnt at all other races only other Factions :/.

I'll talk to erdelf (Alian Race author) to see if there is something that can be done.
Title: Re: [A16] Organized Research Tab
Post by: AngleWyrm on March 13, 2017, 10:35:32 PM
The Fight Against Lag
This is a trick I picked up working with Minecraft, which may be useful. I'll paint a specific so we can get to the generalization.

The game The Witcher created a charming simulation where when it was raining the NPCs would take cover, and so I wanted to implement the same thing in Minecraft. But the amount of CPU time is a limited resource, and so an exhaustive spiral search was too expensive.

The solution was to use a Monty Carlo method: When it was my turn I set an upper limit of testing only ten random locations for suitability to protect against the rain, and then returned or acted on success. It resulted in a feathering in of the search without a heavy overhead of lag.

And so in seeing your marvelous seven-step process I begin to wonder if it might be possible to conduct some sort of saving the current state and returning between steps, then continuing where it left off at the next pass.
Title: Re: [A16] Organized Research Tab
Post by: oreganor on March 14, 2017, 06:46:23 AM
How about an option to cache the structure in the save itself?

As with anything related to leaving anything on a savegame in this game you should think on "safety":

- 2 Versions of the Mod (Internally is just a switch in the .xml definition). "Caching" and "not Caching": Just be sure to include in the "not Caching" version code able to Load a "Caching" savegame while NOT GENERATING one. If you don't mind extra dependencies, Hugslib offers ways to create ingame mod options.

- "Caching version" simply stores the research list and how it was ordered in the savegame... And just checks if new research options are available after loading to trigger a "rebuild phase" (That can be as simple as a full rebuild process as the 1st time it did run, or a more "delicate" approach to add just new nodes).

The way most ppl plays with mods is to try to select a more or less monolithic set of mods for each playthrough... Meaning the research node variation along the typical lifetime of a Colony is very small... Which makes Caching in the savegame a VERY ATTRACTIVE approach, if you take care of giving ppl the chance to remove the "Caching Version" gracefully from an ongoing Colony, just in case :).

Obviously I don't have experience with the "innards" of this game modding, so have no clue of how much control a modder has about the saving process... But this is the typical scenario were a cache eliminates most performance considerations.
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 14, 2017, 10:20:57 AM

Good news! erdelf (author of the Alien Race Framework) was very kind to fix the issue on his side. It seems to be a problem with a library he uses, so he changed his code to do things manually until the library sorts things out.

Quote from: AngleWyrm on March 13, 2017, 10:35:32 PM
And so in seeing your marvelous seven-step process I begin to wonder if it might be possible to conduct some sort of saving the current state and returning between steps, then continuing where it left off at the next pass.

That's feasible and not a bad idea at all!

Quote from: oreganor on March 14, 2017, 06:46:23 AM
How about an option to cache the structure in the save itself?

Humm, I've seen mods struggle with saving stuff (Numbers, I'm looking at you), so that would not be a priority at this time.
Title: Re: [A16] Organized Research Tab
Post by: 死亡领主鸩毒 on March 14, 2017, 08:24:30 PM
Well now im confused, Humanoid alien framework still dont work for me together with ur mod. I updated it already and tried around but cant get it work together for whatever reason :/.
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 14, 2017, 11:24:01 PM
Quote from: 死亡领主鸩毒 on March 14, 2017, 08:24:30 PM
Well now im confused, Humanoid alien framework still dont work for me together with ur mod. I updated it already and tried around but cant get it work together for whatever reason :/.

Do you have any details? Maybe an error message? Is it the exact same behavior as before?
Title: Re: [A16] Organized Research Tab
Post by: 死亡领主鸩毒 on March 15, 2017, 12:12:58 AM
Quote from: Lazevedo on March 14, 2017, 11:24:01 PM
Quote from: 死亡领主鸩毒 on March 14, 2017, 08:24:30 PM
Well now im confused, Humanoid alien framework still dont work for me together with ur mod. I updated it already and tried around but cant get it work together for whatever reason :/.

Do you have any details? Maybe an error message? Is it the exact same behavior as before?

Yes sadly exact same behavior as before. But it seems that the AF Update cleary works for other people so its just confusing. That AF was the troublemaker was cleared before, tested it and i didnt changed anything except updating AF with the fix. But the same behavior is still continue no error message or crash the Research window just dont Open.
When i disable AF the Research tab works exactly how he should with ur mod.

Edit : I will make a final testing if this doesnt give any further results i will probably just give up, and disable AF from my modlist since ur mod is technical a better addition in terms of QOL.

Greetings
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 15, 2017, 04:16:04 PM
Quote from: 死亡领主鸩毒 on March 15, 2017, 12:12:58 AM
Edit : I will make a final testing if this doesnt give any further results i will probably just give up, and disable AF from my modlist since ur mod is technical a better addition in terms of QOL.

Sorry about that.. =/

I know that the Alien Races Framework and Harmony (the library it uses) are also under very active development, so maybe things get sorted out on their own.
Title: Re: [A16] Organized Research Tab
Post by: Wishmaster on March 20, 2017, 04:48:26 PM
Just installed the mod, had a look at the research tree.
Very good job, so neat !
Title: Re: [A16] Organized Research Tab
Post by: Pinkstache on March 21, 2017, 06:48:18 PM
Quote from: Lazevedo on March 15, 2017, 04:16:04 PM
Quote from: 死亡领主鸩毒 on March 15, 2017, 12:12:58 AM
Edit : I will make a final testing if this doesnt give any further results i will probably just give up, and disable AF from my modlist since ur mod is technical a better addition in terms of QOL.

Sorry about that.. =/

I know that the Alien Races Framework and Harmony (the library it uses) are also under very active development, so maybe things get sorted out on their own.
Actually erdelf  says they should be compatible now.
Mainly posting this for anyone who comes after.
Title: Re: [A16] Organized Research Tab
Post by: Lazevedo on March 26, 2017, 03:20:43 AM
Quote from: Wishmaster on March 20, 2017, 04:48:26 PM
Very good job, so neat !

Thanks! Version 1.1 is out, it should be even neater!
Title: Re: [A16] Organized Research Tab v1.1
Post by: kurikinton on March 26, 2017, 05:35:36 AM
Hi, with your latest update, it seems that many people are experiencing game stutter every couple of seconds where the entire game stops for a split second and then continues. The stutter is regular and frequent, and renders the game unplayable for those people (myself included). Disabling this mod solves the issue.

I noticed that you mention you've put the mod into a separate thread, and I'm guessing that however you did that is causing this issue.

Is this mod something that needs to run often? I kind of figured it would organize the layout once, or when the research menu is opened, not every couple of seconds in the background, so it's odd for this mod to be causing the stutter.

Of course it may be a conflict between this mod and something else, but for the time being, turning this off for now lets me continue the game. Incidentally, only three mods changed since the last time I played (without problems), and this mod was one of them. Disabling the other two has no effect on the stutter, disabling this one eliminates it.
Title: Re: [A16] Organized Research Tab v1.1
Post by: Multistream on March 26, 2017, 06:21:21 AM
After 1.1 update, this mod conflicts with EPOE 1.92, causing small ~0.5 second freezing every 5 seconds. I have to use research scrollbars instead
Title: Re: [A16] Organized Research Tab v1.1
Post by: Xybb on March 26, 2017, 06:24:02 AM
Up until now, your mod worked great. But after finishing the electric smelting reasearch the research tab is blank while using your mod. Reloading the game didn't fix it. Deactiving your mod does fix the problem but loading it again causes the research tab to go blank again. Any way to fix this ?

Edit: I guess this may be caused by the update?
Title: Re: [A16] Organized Research Tab v1.1
Post by: Lazevedo on March 26, 2017, 11:42:22 AM
Quote from: kurikinton on March 26, 2017, 05:35:36 AM
Is this mod something that needs to run often? I kind of figured it would organize the layout once, or when the research menu is opened, not every couple of seconds in the background, so it's odd for this mod to be causing the stutter.

You are right, I does a bunch of heavy calculations when you load the save game and then just regular vanilla stuff.

Quote from: Xybb on March 26, 2017, 06:24:02 AM
But after finishing the electric smelting reasearch the research tab is blank while using your mod. Reloading the game didn't fix it. Deactiving your mod does fix the problem but loading it again causes the research tab to go blank again. Any way to fix this ?

Might have been caused by the update. I was naive to change so much for a single update. Add that to the fact that I could not reproduce any of the problems yet, so I'll have to be creative about how to test this. Maybe I'll need testers.

Meanwhile, I did a rollback in Steam and edited this topic to include a link to both versions. 1.1 is going to stay beta and forum only for now.
Title: Re: [A16] Organized Research Tab v1.1
Post by: kurikinton on March 27, 2017, 03:08:01 AM
Here's my mod list if that helps at all. It might be in part due to a conflict with a mod that many people use but that you don't.

[attachment deleted by admin due to age]
Title: Re: [A16] Organized Research Tab v1.1
Post by: manelmp66 on March 27, 2017, 10:30:49 AM
I´m experienced the same problem.
With the last update, the game freeze every 3-5 seconds, during 0.5-1 second.
Desintalled the update, and install the previous download, and the game run smoothly again.
Title: Re: [A16] Organized Research Tab v1.1
Post by: Lazevedo on March 27, 2017, 11:19:02 PM
Version 1.1.2 is out!

I released 1.1.1 which should fix the freezing and crashing problems from 1.1.0, but soon received reports of bad performance on AMD processors. In those cases, when you first click to open the Research Tab, there might be a slight freeze of a couple seconds, if and only if that's one of the first things you do after loading the game. That means the thread is still running.

Please let me know!
Title: Re: [A16] Organized Research Tab v1.1.2
Post by: b4d on March 27, 2017, 11:49:17 PM
didn't fix the freezing issue for me. clicking the research tab totally freeze the game forcing me to force close it.

my mod list :
<modNames>
<li>Core</li>
<li>Miscellaneous 'CORE'</li>
<li>Misc. MapGen FactionBase</li>
<li>Misc. MapGenerator</li>
<li>HugsLib</li>
<li>Map Reroll</li>
<li>Architect Sense</li>
<li>Rimsenal - Rimhair</li>
<li>Nackblad Inc Rimhair</li>
<li>Spoons Hair Mod</li>
<li>Lovely Hair Style</li>
<li>Xeva's Rimhair (A14, A15, A16)</li>
<li>VoHair</li>
<li>Zhentar's Vanilla Fixes</li>
<li>Zhentar's Vanilla Tweaks</li>
<li>WorldPawnGC</li>
<li>A World Without Hat</li>
<li>Taiga Creatures</li>
<li>OSHA Compliance</li>
<li>Follow Me</li>
<li>Numbers</li>
<li>Wildlife Tab</li>
<li>Relations Tab</li>
<li>WorkTab</li>
<li>Animal Tab</li>
<li>Allow Tool</li>
<li>QualityBuilder</li>
<li>Set-Up Camp</li>
<li>RBSE Hardcore Edition</li>
<li>A Dog Said...</li>
<li>Taiga Creatures / A Dog Said compatch</li>
<li>[sd] advanced powergeneration</li>
<li>Roof Support A16</li>
<li>Stuffed Floors</li>
<li>Industrialisation</li>
<li>Colony Manager</li>
<li>Camping Stuff</li>
<li>Camping Incidents</li>
<li>Cooks Can Refuel</li>
<li>Hand Me That Brick</li>
<li>AC-Enhanced Hauling</li>
<li>I Can Fix It!</li>
<li>JTReplaceWalls</li>
<li>Less Arbitrary Surgery</li>
<li>Stack Merger</li>
<li>Feed The Colonists</li>
<li>AC-Enhanced Crafting</li>
<li>CaravanSpot</li>
<li>Trading Spot</li>
<li>Editable Backstories</li>
<li>Additional Traits v2.2</li>
<li>ZWTraits A16</li>
<li>More Mental Breaks</li>
<li>TI - Joins+</li>
<li>EdB Prepare Carefully</li>
<li>Remote Explosives</li>
<li>Blueprints</li>
<li>More vanilla factions</li>
<li>Change Dresser</li>
<li>Hyperweave / Synthread Crafting</li>
<li>Craftable Glitterworld Medicine</li>
<li>Caridion Arsenal A16</li>
<li>Rimsenal</li>
<li>Rimsenal - Federation</li>
<li>Rimsenal - Feral</li>
<li>Rimsenal - Storyteller pack</li>
<li>Iron Dan For 0.16</li>
<li>Rimsenal - Security pack</li>
<li>Shooting Skill Rebalanced v1.2</li>
<li>Infused</li>
<li>Grenade Fix: Rearmed</li>
<li>MinifyEverything</li>
<li>DE Surgeries (GE)</li>
<li>GHXX Tech Advancing</li>
<li>More Trade Ships</li>
<li>Improved Infestation</li>
<li>Pests</li>
<li>DeadMansClothing</li>
<li>M Pawn Death RNG Remover</li>
<li>Mod List Backup</li>
<li>Organized Research Tab</li>
<li>JTExport</li>
<li>Soylent green a16</li>
<li>Quality Fix</li>
<li>Chemicals &amp; Neutroamine</li>
</modNames>


edit : works fine with just core, hugslib, and modlistbackup. hard to guess which mod it conflicts with..

oh btw, i'm playing a resolution of 1587 x 913 and the research tab was cut off at the bottom.


[attachment deleted by admin due to age]
Title: Re: [A16] Organized Research Tab v1.1.2
Post by: Lazevedo on March 28, 2017, 01:33:21 AM
Quote from: b4d on March 27, 2017, 11:49:17 PM
didn't fix the freezing issue for me. clicking the research tab totally freeze the game forcing me to force close it.

edit : works fine with just core, hugslib, and modlistbackup. hard to guess which mod it conflicts with..

oh btw, i'm playing a resolution of 1587 x 913 and the research tab was cut off at the bottom.

Thanks a lot for the feedback, specially the one about resolution. I'll have to figure that one out.

Modlist is also helpful! Just so you know, it's not a matter of conflicts with other mods, it's just that it gets too heavy for accounting for so many projects, which goes against the very essence of this mod. I want it to be able to handle any amount of mods, so back to the drawing board.
Title: Re: [A16] Organized Research Tab v1.1.2
Post by: faltonico on April 13, 2017, 04:10:50 AM
Thank you.


[attachment deleted by admin due to age]
Title: Re: [A16] Organized Research Tab v1.1.2
Post by: Fightera100 on April 15, 2017, 12:58:47 PM
Should've read the thread before putting this into my game and wondering why my game lagged so hard and crashed when I opened the research bar :/

Other than that, it looks very good and I can't wait for the update :D

Edit: Older versions seem to work fine
Title: Re: [A16] Organized Research Tab v1.1.2
Post by: WereCat88 on April 18, 2017, 10:02:51 AM
I noticed while playing with a lot of mods and this mod on the latest version that there is stuttering every 2-3 seconds that last half a second.

I investigated and found that when this mod is on it causes memory leaks, i checked the task manager and saw that Rimworld uses 3 Gb of ram , in vannila it consumes 800 Mb and with all the mods i have (70+) it still only uses 1400 Mb.

Reverting to v 1.0.2 fixes the leak.

To clarifiy more: when i saw the amount of ram used it still climbed at the rate of 20 Mb/s, and climbed even when Rimworld was completely paused, and even in the main menu.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: ArguedPiano on May 27, 2017, 05:48:52 PM
The Github link is still giving out v1.0.2
Would you mind updating? This mod is very useful.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: SpaceDorf on May 28, 2017, 10:43:23 AM
Quote from: ArguedPiano on May 27, 2017, 05:48:52 PM
Would you mind updating? This mod is very useful.

Understatement of the year.

But please, upload your fix to gitHub, so people like me, who really like to avoid steam, can partake in the awesomeness of your mod.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: manelmp66 on May 29, 2017, 04:22:28 AM
Hello. Good mod. When a non-steam update?  :) :) :)
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: SpaceDorf on May 29, 2017, 01:57:10 PM
@Lazevedo - I hate you so fucking much.
That your mod is so awesome and such a must have for me.
You actually forced me through the torture of starting steam and downloading the mod from the workshop, just that I could copy it into my wonderfully DRM and SideShowSoftware Free Version of Rimworld.

@everybody else :
Look how I have suffered for all of you.
To free you from the tyranny of the odorless vapor ..
DL Link Attached.

===== EDIT =====

Some Feedback.
It works out of the box, with a shitload of mods allready installed.

It gets a bit confused with the new sub-tabs of research and reorganizes them as well, which looks not as nice as it should, but not crappy either.

So thank you ..

[attachment deleted by admin due to age]
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: GrumpyProgrammer on May 29, 2017, 03:17:03 PM
Quote from: SpaceDorf on May 29, 2017, 01:57:10 PM
@everybody else :
Look how I have suffered for all of you.
To free you from the tyranny of the odorless vapor ..
DL Link Attached.

Wow, thanks a lot! Your suffering with the terrible Steam mod system is highly appreciated by at least one person!
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Akato on May 31, 2017, 02:06:24 PM
@everybody else :
Look how I have suffered for all of you.
To free you from the tyranny of the odorless vapor ..
DL Link Attached.

Had to create forum account to thank you. Thank you.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: SpaceDorf on May 31, 2017, 03:37:09 PM
Oh please stop .. I am blushing beneath the beard ..
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: PhileasFogg on June 04, 2017, 05:11:56 AM
Thank you very much, SpaceDorf!
And, of course, Lazevedo. :)
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: onerous1 on June 06, 2017, 08:47:14 AM
I believe the formatting in your patches decrease performance. It is documented at this following website: https://ludeon.com/forums/index.php?topic=32874.0
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Dimbledorf on June 08, 2017, 08:05:20 PM
You should update your downloads now that alpha 17 came in
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: ErrorUnknown on June 08, 2017, 08:31:23 PM
Can u github a17 release please ?
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: bladerunner170 on June 11, 2017, 02:49:03 AM
Github for A17?
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Mahmudul on June 19, 2017, 02:41:09 PM
i didnt download rimworld from steam,so could you please please give another download link for a17 organised research tab
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: kaptain_kavern on June 19, 2017, 03:01:27 PM
https://ludeon.com/forums/index.php?topic=31083.msg336789#msg336789
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: stigma on July 08, 2017, 02:04:02 PM
Hey I noticed something weird because I got paranoid after running ResearchPal and finding that one research topic was overlapping another and hiding it. I counted up all the research topics, using ResearchPal (ref. RP), Organized Research Tab (ref. ORT) and vanilla and came up with this:

(with a moderate amount of common mods)
vanilla: 131
RP: 131 + at least 1 confirmed overlap (so really 132)
ORT: 128

It's perfectly possible I did a +/- 1 mistake somewhere in counting, but there's no way these are all the same number.

Anyone have any clue what is going on here? It is very hard to cross-check what is missing from where. I'd have to set up a spreadsheet half an hour figuring that out so... hopefully that's not necessary...

I just find it very worrying if research topics of unknown importance and affiliation are just vanishing into thin air...

-Stigma
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: sirgzu on August 19, 2017, 07:31:19 AM
Quote from: SpaceDorf on May 29, 2017, 01:57:10 PM
@Lazevedo - I hate you so fucking much.
That your mod is so awesome and such a must have for me.
You actually forced me through the torture of starting steam and downloading the mod from the workshop, just that I could copy it into my wonderfully DRM and SideShowSoftware Free Version of Rimworld.

@everybody else :
Look how I have suffered for all of you.
To free you from the tyranny of the odorless vapor ..
DL Link Attached.

===== EDIT =====

Some Feedback.
It works out of the box, with a shitload of mods allready installed.

It gets a bit confused with the new sub-tabs of research and reorganizes them as well, which looks not as nice as it should, but not crappy either.

So thank you ..

Thank you good sir :)
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Napple on October 09, 2017, 01:05:55 AM
Can anyone post the a17 version. The attachment was deleted.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: SpaceDorf on October 09, 2017, 09:28:17 AM
(http://i0.kym-cdn.com/photos/images/newsfeed/000/062/775/Buddy_Christ_2.png?1318992465)

[attachment deleted by admin: too old]
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: asquirrel on November 28, 2017, 12:10:40 PM
Any news if this is going to be updated for B18?
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: BlackSmokeDMax on November 28, 2017, 12:31:01 PM
Quote from: asquirrel on November 28, 2017, 12:10:40 PM
Any news if this is going to be updated for B18?

Don't think so, this is at the top of the Steam workshop page for this mod:

"THIS IS AN EMERGENCY UPDATE TO A17. YOUR *OTHER* TABS MIGHT LOOK FUNKY.

SINCE I'M FAILING TO KEEP THIS MAINTAINED, CONSIDER USING ResearchPal INSTEAD:

http://steamcommunity.com/sharedfiles/filedetails/?id=946390822&searchtext=researchpal

I don't know how good it is, but it's based on Fluffy's ResearchTree code."
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: asquirrel on November 28, 2017, 01:22:24 PM
Thanks for the recommendation but I tried research pal and didn't like it.   It doesn't show clearly the research path based on groups.  Organized research tab kept the hierarchy.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: BlackSmokeDMax on November 28, 2017, 02:53:11 PM
Quote from: asquirrel on November 28, 2017, 01:22:24 PM
Thanks for the recommendation but I tried research pal and didn't like it.   It doesn't show clearly the research path based on groups.  Organized research tab kept the hierarchy.

Wasn't really my recommendation - although I do use and recommend it :)

That was the end of the qoute from the Steam page of this mod. Everything within the quote marks is directly from there.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: bigheadzach on November 28, 2017, 05:09:40 PM
ResearchPal is indeed good-looking but still suffers from issues regarding the overlap of some techs, especially if you have lots of mods which add to the researchable tech list. In those instances I'll probably be compelled to deactivate RP for a moment, acquire the tech I need, then turn it back on.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: BlackSmokeDMax on November 28, 2017, 06:24:21 PM
At one point HardcoreSK had both research pal and the old style research working at the same time. That would be a good solution to the overlapping problem as well as a way to see the actual amount of research in numbers as well. Think that the mod for the old style research would need to be updated and changed to stay active at the same time as research pal for that to happen.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Mst on December 06, 2017, 02:52:49 PM
Last time I played had to reverse to the old research list-menu so it was readable. It was a16.
So how's situation now? Are these two mods only solution to the problem?
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: bigheadzach on December 07, 2017, 12:08:26 AM
Quote from: bigheadzach on November 28, 2017, 05:09:40 PM
ResearchPal is indeed good-looking but still suffers from issues regarding the overlap of some techs, especially if you have lots of mods which add to the researchable tech list. In those instances I'll probably be compelled to deactivate RP for a moment, acquire the tech I need, then turn it back on.

UPDATE: If you also run HelpTab, you are able to search for the overlapped tech and research it directly from that entry.
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Mst on December 07, 2017, 08:07:12 PM
Unfortunately HelpTab is not compatible with Psychology. So this won't work for me.
Any suggestions on the alternatives?
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Jastro on December 12, 2017, 10:01:54 PM
Unofficial update for B18
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1230026293)
Dropbox (https://www.dropbox.com/s/y964yyxhwyuwjfw/OrganizedResearchTab%20B18.rar?dl=0)
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: SpaceDorf on December 14, 2017, 06:28:37 AM
Thank you so very much
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: carewolf on December 19, 2017, 08:50:44 AM
Quote from: Jastro on December 12, 2017, 10:01:54 PM
Unofficial update for B18
Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=1230026293)
Dropbox (https://www.dropbox.com/s/y964yyxhwyuwjfw/OrganizedResearchTab%20B18.rar?dl=0)
Do you have your updated sources somewhere?
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: asquirrel on December 19, 2017, 08:05:12 PM
Thanks dude! :)
Title: Re: [A17] Organized Research Tab v1.0.3
Post by: Blackraven6 on September 02, 2020, 10:24:49 AM
Any plans on updates to at least that unfinished 1.1 version? Or you left this work completely?