[MOD 0.12.12+] Research queue 1.2.6
- bigyihsuan
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Re: [MOD 0.12.12+] Research queue 1.2.6
I noticed that even though Research Queue has support for the Bob's Modules Module Lab, the filters on the top don't really work with filtering the module researches.
Also, the mod should look through the prerequisite researches to see if there's things that are filtered out, so that I can't just research Advanced Material Processing 3 with Speed and Efficiency circuits filtered out. Same thing with researches that need, say, Alien Science Packs in a prerequisite, but it shows a Red-Green research that needs that Alien science pack in a prior research.
Pretty much, I want the mod to ONLY display the researches that you have filtered in, along with all of the prerequisites. So if I have Red-Green science showing, I want to only be able to research Red or Red-Green or Green sciences only, with no Blue or Alien as prerequisites.
Also, the mod should look through the prerequisite researches to see if there's things that are filtered out, so that I can't just research Advanced Material Processing 3 with Speed and Efficiency circuits filtered out. Same thing with researches that need, say, Alien Science Packs in a prerequisite, but it shows a Red-Green research that needs that Alien science pack in a prior research.
Pretty much, I want the mod to ONLY display the researches that you have filtered in, along with all of the prerequisites. So if I have Red-Green science showing, I want to only be able to research Red or Red-Green or Green sciences only, with no Blue or Alien as prerequisites.
Re: [MOD 0.12.12+] Research queue 1.2.6
Scroll up a few comments, I posted a patch that adds this feature.bigyihsuan wrote:Also, the mod should look through the prerequisite researches to see if there's things that are filtered out, so that I can't just research Advanced Material Processing 3 with Speed and Efficiency circuits filtered out. Same thing with researches that need, say, Alien Science Packs in a prerequisite, but it shows a Red-Green research that needs that Alien science pack in a prior research.
Pretty much, I want the mod to ONLY display the researches that you have filtered in, along with all of the prerequisites. So if I have Red-Green science showing, I want to only be able to research Red or Red-Green or Green sciences only, with no Blue or Alien as prerequisites.
- bigyihsuan
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Re: [MOD 0.12.12+] Research queue 1.2.6
Is it possible to make the Research Queue window dragable like the inventory windows? With 6 toolbars, it's impossible to click on the up and down buttons.
EDIT: Saw the post below, but here's an example of what I'm taking about:
EDIT: Saw the post below, but here's an example of what I'm taking about:
Last edited by bigyihsuan on Sun Jun 05, 2016 7:41 pm, edited 1 time in total.
Re: [MOD 0.12.12+] Research queue 1.2.6
Sorry nope, for some reason the gui frames are locked to the top, left and center positions. Wait for the 0.13 update, I've got some features planned to make it betterbigyihsuan wrote:Is it possible to make the Research Queue window dragable like the inventory windows? With 6 toolbars, it's impossible to click on the up and down buttons.
Re: [MOD 0.12.12+] Research queue 1.2.6
Click the ^^ button at the top to hide long sequences of research, like the 20 bot upgrades. Making the research list shorter will keep the window a manageable height.bigyihsuan wrote:With 6 toolbars, it's impossible to click on the up and down buttons.
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Re: [MOD 0.12.12+] Research queue 1.2.6
RQ 1.2.6;sparr wrote:Can you post which version of TM and RQ you're using?
TM 0.12.14
Should be the latest of both.
Good suggestion. Found out the culprit was the sensor 0.4.9 mod from the 'pack' Smarter Circuitry. Already informed its respective mod author also.MrDoomah wrote:That's not a problem with test-mode and this mod's combatability. That's an issue with this mod and whatever mod adds the "data-dummy-basic-mining-drill" research. What other mods do you have?
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Re: [MOD 0.12.12+] Research queue 1.2.6
In the configuration file, I leave like this:
rq.q_per_page = 8
rq.research_table_width = 10
rq.research_table_height = 7
My resolution: 1366 x 768
So independent of any chosen configuration in the GUI, it is always in the maximum size as in the following figure:
rq.q_per_page = 8
rq.research_table_width = 10
rq.research_table_height = 7
My resolution: 1366 x 768
So independent of any chosen configuration in the GUI, it is always in the maximum size as in the following figure:
Re: [MOD 0.12.12+] Research queue 1.2.6
Then i use your mod my game starts i don't now how to say 3 sec normal 1 sec frozen 3 sec normal 1 sec frozen .... till i have queued recipes then i don't research 60/60 no problem
Re: [MOD 0.12.12+] Research queue 1.2.6
Yes, I've heard more people complain about that, but I don't have it on my machine. Mind posting a list of all the mods you're using?XBBX wrote:Then i use your mod my game starts i don't now how to say 3 sec normal 1 sec frozen 3 sec normal 1 sec frozen .... till i have queued recipes then i don't research 60/60 no problem
Re: [MOD 0.12.12+] Research queue 1.2.6
It's happening currently on the public community server ran on this post:MrDoomah wrote:Yes, I've heard more people complain about that, but I don't have it on my machine. Mind posting a list of all the mods you're using?XBBX wrote:Then i use your mod my game starts i don't now how to say 3 sec normal 1 sec frozen 3 sec normal 1 sec frozen .... till i have queued recipes then i don't research 60/60 no problem
https://www.reddit.com/r/factorio/comme ... ltiplayer/
I'm attaching the current mod pack. F5 debug shows research queue taking .9 to 1.9 per update, it jumps around.
Edit: We're going to remove the mod so we can play faster now, but hopefully the modpack helps. If it matters, our current tech was about 1/4 complete and we were out of blue science so progress bar not moving. 1 thing in the queue after current tech.
- Attachments
-
- modpack3.zip
- modpack with the issue
- (21 MiB) Downloaded 156 times
- Devious Null
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Re: [MOD 0.12.12+] Research queue 1.2.6
I fixed the performance issues on my multiplayer test server with the following changes, and I thought I would contribute them back so that everyone can benefit from them.
Specifically, there were three things I fixed:
1. If a player has the RQ open when they go offline, the queue is still updated for that offline player.
2. If multiple players on the same force have the RQ open, the queue is updated for each of them (even though the result is the same every time).
3. If there are more technologies in the RQ than can be displayed at one time, the queue is still updated for every technology (even the ones which are not visible to any player)
If anyone has any questions about the patch, please don't hesitate to ask.
I avoided making any changes which change any visible aspect of the mod (other than, of course, the framerate). If you are willing to change the way the estimated time to completion for the queue is displayed, then there is another optimization which could be added. With my patch, earlier technologies in the queue need to be processed to calculate the time to completion of later technologies in the queue. If the estimate was for only each technology itself, rather than itself and all previous technologies, then it would take less time to update the RQ when viewing technologies near the end of a long queue.
Specifically, there were three things I fixed:
1. If a player has the RQ open when they go offline, the queue is still updated for that offline player.
2. If multiple players on the same force have the RQ open, the queue is updated for each of them (even though the result is the same every time).
3. If there are more technologies in the RQ than can be displayed at one time, the queue is still updated for every technology (even the ones which are not visible to any player)
Code: Select all
diff -ruN src/research-queue_1.2.6/control.lua mods/research-queue_1.2.6/control.lua
--- src/research-queue_1.2.6/control.lua
+++ mods/research-queue_1.2.6/control.lua
@@ -162,9 +162,11 @@
end
end
end
+ local force_updated = false
for index, player in pairs(event.research.force.players) do
if global.offset_queue[index] > 0 then global.offset_queue[index] = global.offset_queue[index] -1 end
- if player.gui.center.Q then
+ if player.connected and player.gui.center.Q and not force_updated then
+ force_updated = true
updateQ(player.force)
drawGrid(player.force)
end
@@ -212,9 +214,13 @@
end)
script.on_event(defines.events.on_tick, function(event)
+ local updated_forces = {}
if event.tick % 60 == 0 then
for index,player in pairs(game.players) do
- if player.gui.center.Q then updateQ(player.force) end
+ if player.connected and player.gui.center.Q and not updated_forces[player.force] then
+ updateQ(player.force)
+ updated_forces[player.force] = true
+ end
end
end
end)
\ No newline at end of file
diff -ruN src/research-queue_1.2.6/functions/draw_grid.lua mods/research-queue_1.2.6/functions/draw_grid.lua
--- src/research-queue_1.2.6/functions/draw_grid.lua
+++ mods/research-queue_1.2.6/functions/draw_grid.lua
@@ -109,7 +109,7 @@
function drawGrid(force)
if not set_colspan then set_colspan = define_colspan() end
for _, player in pairs(force.players) do
- if player.gui.center.Q then
+ if player.connected and player.gui.center.Q then
if player.gui.center.Q.add2q then player.gui.center.Q.add2q.destroy() end
player.gui.center.Q.add{type = "frame", name = "add2q", caption = "Add to queue", style = "technology_preview_frame_style", direction = "vertical"}
options(player)
diff -ruN src/research-queue_1.2.6/functions/update_queue.lua mods/research-queue_1.2.6/functions/update_queue.lua
--- src/research-queue_1.2.6/functions/update_queue.lua
+++ mods/research-queue_1.2.6/functions/update_queue.lua
@@ -39,6 +39,14 @@
function est_time(force)
local est = {}
local speed = 0
+
+ local max_visible_Q_index = -1
+ for player_index, player in pairs(force.players) do
+ if player.connected and player.gui.center.Q then
+ max_visible_Q_index = math.max(max_visible_Q_index, rq.q_per_page+global.offset_queue[player_index])
+ end
+ end
+
for i, lab in ipairs(global.labs[force.name]) do
if not lab.valid then table.remove(global.labs[force.name],i)
else
@@ -60,15 +68,17 @@
end
speed = speed * (1 + force.laboratory_speed_modifier)
for i, tech in ipairs(global.researchQ[force.name]) do
- local t = (1 - force.research_progress) * force.current_research.research_unit_count * force.current_research.research_unit_energy / speed
- if force.current_research.name == tech then
- est[i] = t
- elseif i == 1 then
- est[i] = t + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
- elseif i > 2 and global.researchQ[force.name][i-1] == force.current_research.name then
- est[i] = est[i-2] + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
- else
- est[i] = est[i-1] + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
+ if i <= max_visible_Q_index then
+ local t = (1 - force.research_progress) * force.current_research.research_unit_count * force.current_research.research_unit_energy / speed
+ if force.current_research.name == tech then
+ est[i] = t
+ elseif i == 1 then
+ est[i] = t + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
+ elseif i > 2 and global.researchQ[force.name][i-1] == force.current_research.name then
+ est[i] = est[i-2] + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
+ else
+ est[i] = est[i-1] + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
+ end
end
end
return est
@@ -149,7 +159,7 @@
function updateQ(force)
local time_estimation = est_time(force)
for index, player in pairs(force.players) do
- if player.gui.center.Q then
+ if player.connected and player.gui.center.Q then
if not player.gui.center.Q.current_q then player.gui.center.Q.add{type = "frame", name = "current_q", caption = "Currrent queue", style = "technology_preview_frame_style"} end
if player.gui.center.Q.current_q.list then player.gui.center.Q.current_q.list.destroy() end
I avoided making any changes which change any visible aspect of the mod (other than, of course, the framerate). If you are willing to change the way the estimated time to completion for the queue is displayed, then there is another optimization which could be added. With my patch, earlier technologies in the queue need to be processed to calculate the time to completion of later technologies in the queue. If the estimate was for only each technology itself, rather than itself and all previous technologies, then it would take less time to update the RQ when viewing technologies near the end of a long queue.
Re: [MOD 0.12.12+] Research queue 1.2.6
Is there a 0.13 version planned?
Greetings steinio
Greetings steinio
Re: [MOD 0.12.12+] Research queue 1.2.6
Unofficiol version for 0.13, started and i'm currently testing.
Issues:
- Queued research starts again although it's researched.
- At pushing the first queue element to current research the game freezes/crashes.
Issues:
- Queued research starts again although it's researched.
- At pushing the first queue element to current research the game freezes/crashes.
- Attachments
-
- research-queue_1.2.6.zip
- (49.79 KiB) Downloaded 160 times
Re: [MOD 0.12.12+] Research queue 1.2.6
Hi there all, i"ve been very busy with work and college lately so I haven't had much time to work on this mod. A .13 version is comming, but I can't tell how soon.
Re: [MOD 0.12.12+] Research queue 1.2.6
Working Unofficial version for 0.13 is attached to this post.
Note: It requires Factorio v0.13.9 to work. Versions before 0.13.9 had a bug in the on_research_completed event that would cause the game to crash (as Steinio mentions).
Note: It requires Factorio v0.13.9 to work. Versions before 0.13.9 had a bug in the on_research_completed event that would cause the game to crash (as Steinio mentions).
- Attachments
-
- research-queue_1.2.6.zip
- (49.79 KiB) Downloaded 207 times
Re: [MOD 0.12.12+] Research queue 1.2.6
Does ut work at your intstall?
My game still crashes
My game still crashes
Re: [MOD 0.12.12+] Research queue 1.2.6
steinio wrote:Does ut work at your intstall?
My game still crashes
Works fine for me.
Check if it still crashes when you start up a new world.
The bug in 0.13.0-0.13.8 would cause the game world to be in a bad state that would persist through saves. I'm not sure if the fix would also work if the game was already corrupted.
If it doesn't work on a new world, post the crash report and I'll see if I can find the issue.
Re: [MOD 0.12.12+] Research queue 1.2.6
Got it fixed through removing the mod with the next queued research.
Re: [MOD 0.12.12+] Research queue 1.2.6
so if you use this mod, then disable it, you can no longer open up the technology screen... D: Also, bob's mod's turrets don't appear in RQ yes they do, they were already researched.
---
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I am a Streamer,
Fallen Sun Gaming by Name,
Factorio is Sometimes my Game.
For Some Goodness
Join me
on http://www.twitch.tv/fallensungaming
FSG may or may not be subliminally implanted in this signature