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Couldn't relax research project coordinates apart after 200 passes.
Verse.Log:Error(String, Boolean)
Verse.ResearchProjectDef:GenerateNonOverlappingCoordinates()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Still trying to work out if its a conflict with a specific mod; but I loaded up a modlist from a few weeks ago that worked fine with the research tree and still getting the same errors.
I guess it's nice to know it's not just me experiencing this.
*Update, no visual with a moderate modlist with ratkin if i cancel out vanilla medieval. Might be mod order, might have to do with races in general that add their own research when you have a tech limiter.
I don't understand coding so i'm just doing trial and error to see if i can pin down a more exact culprit.
*Update- ResearchPal is effected the same way through testing the same mod combo.
Wondering if anyone else having this issue is also using the mentioned mods.
In my time and confusion I think i may have sort of discovered a way 'around it'.
If you are zoomed in all the way on your tech list, you can still shift around using the scroll bars manually. This always you to still see many techs, even maybe all of them on an individual basis. But you can't see certain ones at the same time. It's likely connected to whatever mods are having issues with each other that may or may not effect what their research is in some way, or overlap maybe. This is such a weird glitch.