Vertical scroll bar for Research Screen

Started by AngleWyrm, February 05, 2017, 11:04:47 AM

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AngleWyrm

Sometimes research projects drop off the bottom of the screen and become inaccessible:

My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

WereCat88

Well that's because your using so many mods, but i do think the research screen should be able to handle more research nodes better than just strawing them across the screen.
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PiggyBacon

Something to better handle the mods would be nice. A simple scroll bar would work. Sucks having to limit the mods you can use since the research menu gets filled so quick.

WereCat88

Yeah it actually looks like a problem of the nodes not having enough space on one column so a scroll bar would be a good solution.
I am The Primal Mammelon

Calahan

Tynan has already address this issue for A17. https://ludeon.com/forums/index.php?topic=28467.msg293545#msg293545

Quote from: Tynan on January 04, 2017, 04:52:02 PM
Okay, I've addressed this. There will be tabs, as well as vertical scrolling as needed.

Modders could add a simple layout engine to work on just their tabs.

WereCat88

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sirgzu


WhiteZero

The Research screen could use some work, especially when adding new research (either through mods or future game updates). The layout just get too messy and crowded quickly. User example here.

My suggestion is to make the Research screen self-adapting/expanding. Perhaps the best way to do this would be to move to a network/node map style interface. There are a bunch of examples of how this works here. These maps can self-adapt to make room for new items. Then just let players zoom in and out of the network map.

Lurmey

+1. This certainly needs improving. Even just having a few mods installed, the research screen starts looking like a junk heap and loses almost all order. Descendant techs end up appearing to the left of their prerequisites and selecting some of the techs results in a laser show of blue lines going in all directions that are impossible to read. If there's any one thing that could be improved to help modders and players alike, it's certainly this.

Thirite

Agreed. The mod-defined x,y coordinates for research items is just bound for failure. An automatically generated tree would be a much better solution. I hope this is something we get in A17.

Calahan

@WhiteZero - I have merged your suggestion thread with another recent one relating to suggested changes to the research screen. Since I don't think we need multiple threads discussing pretty much the same thing.

And generally, at this point I think it's probably a good idea to wait until the next release to see what changes Tynan has already implemented in regards the research screen. As a lot of the changes being suggested have and/or might already be in the next version. So it makes more sense (to me at least) to wait until the update, and then suggest changes based on that (assuming there will still be suggestions to make).

MerlosTheMad

I've noticed with a lot of mods some of the research gets shoved to where you can't click on them. A solution to this would be to make the research tree navigable to some extent through the names of the techs on the left. Being able to select them that way would fix the issues introduced since the recent design changes.

SpaceDorf

This Problem is allegedly adressed in A17
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Calahan

@ MerlosTheMad - I have merged your topic with another thread on the same/similar issue. As while your suggestion isn't exactly the same, it is a suggestion to solve the A16 research screen issue, so it is a suggestion to solve the same base issue.

And as SpaceDorf says, and as I said earlier in the thread, Tynan has already made changes to the research screen for A17 to address this issue. So at this point it makes most sense to wait until A17 is released before making any more suggestions on how to solve a problem (that likely no longer exists).

SpaceDorf

The Mod-Fairy strikes again.

Install this little puppy here ...

https://ludeon.com/forums/index.php?topic=31083.0;topicseen

It sorts the modlist beautifully, without the need for another scrollbar.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker