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:Jump to 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)...
24 Replies
Here's the unlock dependencies of the tree :
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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 )
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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
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 listcan you send context/screenshots of what you've tried?
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
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I found ClaimResearchResults but it didn't unlockedd my tree
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I'd prefer to have something in SML to take care of this, yes
I also try to unregister, and reregister the tree
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Also I changed my tree dependencies and it now unlock and unhide correctly but only if i make an other research from the MAM
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:thistbh:
is there a way to unlock a hidden schematic to update the tree ?
:thistbh:
Game World Module ---> Begin Play On Lifecycle Event ---> switch on phase ---> Initialization ---> if dependencies are unlocked then unlock your tree
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
Oh sorry, On Lifecycle event
i will try it rn
The tree isn't unlocked 😕
Not sure how the tree should be unlocked tbh, couldn't find anything about it :S
Is the behavior that unlock if criteria are met from RegisterResearchTree used by the GameWorldModule when the tree is in MResearchTrees
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If so it might be broken
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
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)
That's great news, given that I didn't even check if the PR builds :LUL: