ResearchTree doesn't unlock

Hey I made a research tree for my mod, it does unlock correctly in a new game But if the Nutrients and the Mycelia trees are already finished before adding the mod, my tree stay unlocked
Solution:
I just tested it, and it works perfectly ! ❤️ The tree is unlocked and the nodes already researched on others tree are unlocked too (f.e. the Berry Node)...
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24 Replies
Anto21
Anto212d ago
Here's the unlock dependencies of the tree :
No description
Anto21
Anto212d ago
i also tried this ( even by harvesting one of each didn't unlocked the tree in an old game save, but worked completely fine in a new one )
No description
Robb
Robb2d ago
this is a limitation of how the tree unlock system works; unlock status is only evaluated when something new is unlocked you can work around it though; code something in a mod subsystem or game world mod module that checks on world load if the player should have the tree unlocked, and then unlock it for them manually there might be a library function in the research or schematic manager you can call to make it recheck tree dependencies, not sure might even be something we add to SML, since it's kinda a mods-only problem and affects every modded research tree
Anto21
Anto212d ago
That's what I thought 😕 From the GetResearchManager node I found Are Schematic Dependencies Met but I can't find something like recheck, unlock, refresh https://discord.com/channels/555424930502541343/601030071221878784/1294385393243918450 Like Rex said i can add an unlock in the unlock list, i can try this I can't find a way to add an unlock to this list
Robb
Robb2d ago
can you send context/screenshots of what you've tried?
Anto21
Anto212d ago
Tried to toogle off and on the FGResearchManager to update it Look for nodes I can find from the GetUnlockSubSys and the getResearchManagerSubSys Look for nodes I can find from variables type FGUnlockSchematic, FGResearchTree and FGResearchTreeProgression And try to find something in the palette
No description
Anto21
Anto212d ago
I found ClaimResearchResults but it didn't unlockedd my tree
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Rex
Rex2d ago
I'd prefer to have something in SML to take care of this, yes
Anto21
Anto212d ago
I also try to unregister, and reregister the tree
No description
Anto21
Anto212d ago
Also I changed my tree dependencies and it now unlock and unhide correctly but only if i make an other research from the MAM
No description
Rex
Rex2d ago
:thistbh:
Anto21
Anto212d ago
is there a way to unlock a hidden schematic to update the tree ?
Rex
Rex2d ago
:thistbh: Game World Module ---> Begin Play On Lifecycle Event ---> switch on phase ---> Initialization ---> if dependencies are unlocked then unlock your tree
Anto21
Anto212d ago
i can't find the way to unlock the tree Also i can't find BeginPlay in the GameWorldModule so i use the BeginPlay of a ModSubsystem
Rex
Rex2d ago
Oh sorry, On Lifecycle event
Anto21
Anto212d ago
i will try it rn The tree isn't unlocked 😕
[2024.10.17-09.26.35:732][500]LogSatisfactoryModLoader: Registering dynamic Blueprint logging category LogVanillaGreenHouse with default verbosity Verbose

[2024.10.17-09.26.35:732][500]LogVanillaGreenHouse: Display: [/VanillaGreenHouse/RootGameWorld_GreenHouse]: GreenHouse try to unregister by ref
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Attempt to register invalid content: Attempt to remove object '/VanillaGreenHouse/Schematics/Research/BDP_ResearchTree_GreenHouse.BDP_ResearchTree_GreenHouse_C' in frozen registry. Make sure your modded content registration is happening in the 'Initialization' Lifecycle Phase and not 'Post Initialization'
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Script Callstack: /VanillaGreenHouse/RootGameWorld_GreenHouse.RootGameWorld_GreenHouse_C:ExecuteUbergraph_RootGameWorld_GreenHouse

[2024.10.17-09.26.35:732][500]LogVanillaGreenHouse: Display: [/VanillaGreenHouse/RootGameWorld_GreenHouse]: GreenHouse try to register by ref
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Attempt to register invalid content: Attempt to register object '/VanillaGreenHouse/Schematics/Research/BDP_ResearchTree_GreenHouse.BDP_ResearchTree_GreenHouse_C' in frozen registry. Make sure your modded content registration is happening in the 'Initialization' Lifecycle Phase and not 'Post Initialization'
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Script Callstack: /VanillaGreenHouse/RootGameWorld_GreenHouse.RootGameWorld_GreenHouse_C:ExecuteUbergraph_RootGameWorld_GreenHouse
[2024.10.17-09.26.35:732][500]LogSatisfactoryModLoader: Registering dynamic Blueprint logging category LogVanillaGreenHouse with default verbosity Verbose

[2024.10.17-09.26.35:732][500]LogVanillaGreenHouse: Display: [/VanillaGreenHouse/RootGameWorld_GreenHouse]: GreenHouse try to unregister by ref
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Attempt to register invalid content: Attempt to remove object '/VanillaGreenHouse/Schematics/Research/BDP_ResearchTree_GreenHouse.BDP_ResearchTree_GreenHouse_C' in frozen registry. Make sure your modded content registration is happening in the 'Initialization' Lifecycle Phase and not 'Post Initialization'
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Script Callstack: /VanillaGreenHouse/RootGameWorld_GreenHouse.RootGameWorld_GreenHouse_C:ExecuteUbergraph_RootGameWorld_GreenHouse

[2024.10.17-09.26.35:732][500]LogVanillaGreenHouse: Display: [/VanillaGreenHouse/RootGameWorld_GreenHouse]: GreenHouse try to register by ref
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Attempt to register invalid content: Attempt to register object '/VanillaGreenHouse/Schematics/Research/BDP_ResearchTree_GreenHouse.BDP_ResearchTree_GreenHouse_C' in frozen registry. Make sure your modded content registration is happening in the 'Initialization' Lifecycle Phase and not 'Post Initialization'
[2024.10.17-09.26.35:732][500]LogContentRegistry: Error: Script Callstack: /VanillaGreenHouse/RootGameWorld_GreenHouse.RootGameWorld_GreenHouse_C:ExecuteUbergraph_RootGameWorld_GreenHouse
Rex
Rex2d ago
Not sure how the tree should be unlocked tbh, couldn't find anything about it :S
Anto21
Anto212d ago
Is the behavior that unlock if criteria are met from RegisterResearchTree used by the GameWorldModule when the tree is in MResearchTrees
No description
Anto21
Anto212d ago
No description
Anto21
Anto212d ago
If so it might be broken
Robb
Robb16h ago
I'm not sure if stuff in mResearchTrees goes though that code path Try out the fix that Rex opened as a PR on the SML repo You can either pull that branch to check it out or make the same edit they did locally
Solution
Anto21
Anto2114h ago
I just tested it, and it works perfectly ! ❤️ The tree is unlocked and the nodes already researched on others tree are unlocked too (f.e. the Berry Node)
Rex
Rex14h ago
That's great news, given that I didn't even check if the PR builds :LUL:
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