[MOD 0.12.12+] Research queue 1.2.6

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Factorio2016
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Re: [MOD 0.12.12+] Research queue 1.2.4

Post by Factorio2016 »

after completion of the study technology is always popping up menu with a choice of the following technology.
The option not to pop up? Only the sound?
Greatly interfere during the planning and construction of new buildings.
English is not my native language. Translator.

seronis
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Re: [MOD 0.12.12+] Research queue 1.2.4

Post by seronis »

Factorio2016 wrote:after completion of the study technology is always popping up menu with a choice of the following technology.
The option not to pop up? Only the sound?
Greatly interfere during the planning and construction of new buildings.
The absolute very first picture in the long description tells you how to prevent this. ...

Alexs
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Re: [MOD 0.12.12+] Research queue 1.2.4

Post by Alexs »

Could you please the GUI name "Research queue" replace with "RQ" or add an icon button?
So might a lot of space can be saved - thanks

Amadeus99
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Re: [MOD 0.12.12+] Research queue 1.2.4

Post by Amadeus99 »

seronis wrote:
Factorio2016 wrote:after completion of the study technology is always popping up menu with a choice of the following technology.
The option not to pop up? Only the sound?
Greatly interfere during the planning and construction of new buildings.
The absolute very first picture in the long description tells you how to prevent this. ...
The option "Singleplayer game stops when the research is completed" is only affecting the normal research window. It is not preventing the Research Queue mod window from opening when research has completed. I am using the latest experimental version of Factorio in single player.

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steinio
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Re: [MOD 0.12.12+] Research queue 1.2.4

Post by steinio »

Hello,

is it possible to change the "Research Queue" button to a single "R" ?
I find it's a bit to massive if there is also the Fat button and several others in the row.

Greetings steinio
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MrDoomah
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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by MrDoomah »

By popular request I posted a new update: download/file.php?id=9852

Version 1.2.5 (12-april-2016):
Changed: The Research queue button is now shortened to RQ.
Fixed: Should no longer create errors when mods complete research in their init stage. (Pocket Bots Start)
Added: Toggle the automatic popup of the research queue screen on empty queue with console command:

Code: Select all

    /c remote.call("RQ","popup",true/false)

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steinio
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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by steinio »

Thanks a lot
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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by apples41gsc »

I can't close the GUI because it's too big and I don't know how to shrink it can someone help?

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by MrDoomah »

You can close the UI with

Code: Select all

/c gameplayer.gui.center.Q.destroy()
You can also edit the UI size in the config file inside the mod folder, but this does require to to unzip and rezip the folder.

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by Xillian112 »

This mod cause lags if i queue something ...
Sorry for bad english =(

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by MrDoomah »

Xillian112 wrote:This mod cause lags if i queue something ...
Sorry for bad english =(
What kind of lag? A slight stutter when you add an item to the queue or a real lagspike (1 second or longer)? The first one is normal when there is a (long) queue and you add an item with many prerequisites.

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by Xillian112 »

MrDoomah wrote:
Xillian112 wrote:This mod cause lags if i queue something ...
Sorry for bad english =(
What kind of lag? A slight stutter when you add an item to the queue or a real lagspike (1 second or longer)? The first one is normal when there is a (long) queue and you add an item with many prerequisites.
~5 Seconds no lag, 1 second or 2 seconnds lag, 5seconds no lag, 1 or 2 seconds lag .............. it goes untill all researchs completed.

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by MrDoomah »

Are you using any other mods?

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by Xillian112 »

MrDoomah wrote:Are you using any other mods?
"name": "base",
"name": "Aircraft",
"name": "autofill",
"name": "bobassembly",
"name": "bobconfig",
"name": "bobelectronics",
"name": "bobenemies",
"name": "boblibrary",
"name": "boblocale",
"name": "boblogistics",
"name": "bobmining",
"name": "bobmodules",
"name": "bobores",
"name": "bobplates",
"name": "bobpower",
"name": "bobtech",
"name": "bobwarfare",
"name": "clock",
"name": "crafting-equipment",
"name": "DeepMining",
"name": "EvoGUI",
"name": "FactorioBasics-Core",
"name": "FactorioBasics-Equipment",
"name": "FactorioBasics-Logistics",
"name": "FactorioBasics-Machines",
"name": "FactorioBasics-Power",
"name": "FactorioBasics-Transport",
"name": "FactorioBasics-Weaponry",
"name": "FARL",
"name": "InitialScan",
"name": "K&L-Inserters",
"name": "Landfill",
"name": "LogisticsMining",
"name": "Logistics Railway",
"name": "long-reach",
"name": "RailTanker",
"name": "reverse-factory",
"name": "rso-mod",
"name": "RSORadar",
"name": "SmartTrains",
"name": "Treefarm-Lite",
"name": "WaiTex",
"name": "Warehousing",
"name": "YARM",

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by Sworn »

hay dude, nice work, i like it and i'm using :) !!

here are something that can make things better, for my point of view.
  • 1 - When you click on the button " \/ " at the RQ menu at left, to go down your research list, its change to " /\ " then you click again and it goes up instead of down, would be better if the " /\ " up button appears at right side instead of push the down button to the right, same thing on the bottom buttons.

    2 - Would be nice to have on RQ menu an checkbox like "Don't show RP GUI when research finishes"

    3 - Would be nice to have an Close button on RQ GUI instead of clicking on the RQ icon

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by judos »

Hi there,

Great mod! :)

However Roktaal just found an error by using robotMiningSite mod of mine together with research queue.
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The problem seems to be that the method find_entity was renamed to find_entities in your initialise.lua but is still used with the old name in control.lua:

Code: Select all

script.on_event(defines.events.on_force_created, function(event)
	if global.researchQ == nil then init() end
	if global.researchQ[event.force.name] == nil then global.researchQ[event.force.name] = {} end
	if global.labs[event.force.name] == nil then global.labs[event.force.name] = find_entity({type = "lab", force = event.force}) end
end)
Can you update your mod with this small fix? Thanks a lot :)

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by MrDoomah »

Xillian112 wrote:
MrDoomah wrote:Are you using any other mods?
list
This sound normal, it shouldn't lag. Can you provide me with a zip of your mod folder?

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by ZombieMooose »

hello, I have a problem - the size of the menu keeps changing to the point where I can't click the button to close it (I have to save, then load to get it down)

is there a way to stop the change in window size?
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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by Smoovious »

Sworn wrote:2 - Would be nice to have on RQ menu an checkbox like "Don't show RP GUI when research finishes"
^ ^ THIS ^ ^

-- Smoov

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Re: [MOD 0.12.12+] Research queue 1.2.5

Post by scherzeking »

I get laggs too in every 2 - 3 seconds for a like 1/4 sec. when I queue too much... (like more then 10- 20+)

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