I had a thought for an enhancement. Currently the mod tries to sort ‘all’ research by dependency which can tend to generate a somewhat ‘random’ looking tech tree if the player has a whack-ton of mods installed (guilty as charged). What if instead it separated research into logical groupings based on an alphabetical list of mods with Core obviously being sorted to the top to avoid confusion. So each mod that adds research would be broken into a horizontal tree of their own and when dependency on research from another tree exists there could be a ‘bubble’ or ‘tag’ which when hovered would show the dependencies and the mod name that it is from. This could (I think) reduce time that it takes to ‘reduce crossings’ and also make for a more consistent experience from playthrough to playthrough. Anyway it’s just a thought, I’m sure the logistics of it are a nightmare that I’m oblivious to, but if you would like a visual example of what I’m thinking I could make a mockup.
hi fluffy, thanks for the mod :)heres some quick stats for you and a question please…i only played about 9 days so far, but after the first in game year i got carried away adding mods that sounded compatible :)about 250 mods enabled (loading time ~5mins to main menu, from a usb ssd (exfat)+ 1min to click on load screen and have a save game loaded+ about 5 seconds to generate world map (about 30% default size)+ about 5mins to generate the research tree.a request:is is possible for you to tweak the path high-lighting, so that it always high-lights the path even if we zoom out?for example, if i zoom in, i can mouse over something, and it shows a highlighted path to a previous requirement, that i needed (or need) to unlock.but, this is often way off the screen, and when i zoom out a few times, its hard to keep track of where i was, since the highlighting no longer hghlights on mouse over unless we are fully zoomed in.is there anything you can do from yourside?