Open GHXX opened 4 years ago
Any news on this?
Are you changing priorities while the game is running?
On Thu, Mar 26, 2020 at 2:29 PM GHXX notifications@github.com wrote:
Any news on this?
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I was not changing any priorities, but i was changing the prerequisites while the game was running.
Describe the bug
If you lock a research node by adding the researchdef to its own prerequisites by editing an xml file of the Core mod (the base game) and then you open up the research tree and scroll into its view then the game locks up completely while the cpu usage jumps up to what a single thread can use at most. Likely a loop never exits.
Note: Apparently it doesnt lock up if you are fully zoomed out for some reason.
Expected behavior
What i was expecting is to be able to hide the research node which corresponds to the def i edited, which in turn should have locked all the nodes that relied on it.
Steps to reproduce
Note: research tree's "Group by techlevel" option was set to On
<li>Batteries</li>
to the prerequisites of the Batteries defOther mods
No, no other mods
Output log
The only relevant lines there are the pc specs. No lines are written which correspond to the mods.
Save game
Any save works, so this shouldnt be needed š
Screenshots
The picture shows another way to reproduce it. Zoom out fully, move the screen to the bottom right and zoom in once and it locks up.
Environment
Game
Notes You might be wondering why i am trying to lock researches. And the answer to this is because i want to add a new feature to techadvancing which works fine using the vanilla techtree but breaks horribly with ResearchTree (and ResearchPal)