Hello! Great mod by the way.
I'm choosing to bring up this topic here since this is directly the first instance of research node clashing that I've seen, and it affects me. Mind you, i understand this isn't a problem directly linked to your mod, or my mod, either.
The problem is the research tree—Nodes use static x,y coordinates— and how anti-future-proof that is for modding community as a whole.
Sure it's an easy fix today: i can just lower my research nodes to avoid yours. But then what? Every single mod that adds research nodes -ever- would have to install every other mod that exists to check if they're stepping on somebody nodes? This is impractical at best, and unlikely that every one would follow suite to create a perfectly spaced research tree for users to enjoy.
It's probably time to think about an adaptive solution....
- Dynamic Tree Generation and Auto-Layout (probably best solution)
- Dedicated Mod Tabs or Categories (Easier to code, each mod gets its own tree—could work, but less clear when tying back to vanilla nodes)
Procedurally Generated auto-layout research tree nodes is maybe the best solution here and probably fits how the research tree already works in COI—allowing linear mod-progression that also ties pre-requisites back to existing vanilla nodes tiers—while the procedural-ness simply spaces things out to make sure multiple mods never overlap; most importantly, maintaining readability for users.
I'm not sure if it would have to be an API we all agree to use, or if we can simply continue registering nodes however we want, and if a user chooses to install Procedural Research Tree, then the mod dynamically figures it out for them, without modders ever having to worry about API registeration.
Heres what prompted this forum
It's still usable, but messy at best.
Any input on the matter would be helpful! I may look into creating this in the future, unless somebody else would rather take this torch. I'm just hoping to get the ball rolling before we the entire research tree is bloody mess.