[MOD 0.12.12+] Research queue 1.2.6
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Re: [MOD 0.12.12+] Research queue 1.2.4
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 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.
Re: [MOD 0.12.12+] Research queue 1.2.4
The absolute very first picture in the long description tells you how to prevent this. ...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.
Re: [MOD 0.12.12+] Research queue 1.2.4
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
So might a lot of space can be saved - thanks
Re: [MOD 0.12.12+] Research queue 1.2.4
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.seronis wrote:The absolute very first picture in the long description tells you how to prevent this. ...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.
Re: [MOD 0.12.12+] Research queue 1.2.4
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
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
Re: [MOD 0.12.12+] Research queue 1.2.5
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:
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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Re: [MOD 0.12.12+] Research queue 1.2.5
I can't close the GUI because it's too big and I don't know how to shrink it can someone help?
Re: [MOD 0.12.12+] Research queue 1.2.5
You can close the UI with
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.
Code: Select all
/c gameplayer.gui.center.Q.destroy()
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Re: [MOD 0.12.12+] Research queue 1.2.5
This mod cause lags if i queue something ...
Sorry for bad english =(
Sorry for bad english =(
Re: [MOD 0.12.12+] Research queue 1.2.5
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.Xillian112 wrote: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
~5 Seconds no lag, 1 second or 2 seconnds lag, 5seconds no lag, 1 or 2 seconds lag .............. it goes untill all researchs completed.MrDoomah wrote: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.Xillian112 wrote:This mod cause lags if i queue something ...
Sorry for bad english =(
Re: [MOD 0.12.12+] Research queue 1.2.5
Are you using any other mods?
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Re: [MOD 0.12.12+] Research queue 1.2.5
"name": "base",MrDoomah wrote:Are you using any other mods?
"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",
Re: [MOD 0.12.12+] Research queue 1.2.5
hay dude, nice work, i like it and i'm using !!
here are something that can make things better, for my point of view.
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
Re: [MOD 0.12.12+] Research queue 1.2.5
Hi there,
Great mod!
However Roktaal just found an error by using robotMiningSite mod of mine together with research queue.
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:
Can you update your mod with this small fix? Thanks a lot
Great mod!
However Roktaal just found an error by using robotMiningSite mod of mine together with research queue.
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)
Re: [MOD 0.12.12+] Research queue 1.2.5
This sound normal, it shouldn't lag. Can you provide me with a zip of your mod folder?Xillian112 wrote:MrDoomah wrote:Are you using any other mods?list
- ZombieMooose
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Re: [MOD 0.12.12+] Research queue 1.2.5
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?
is there a way to stop the change in window size?
"men will literally learn everything about ancient Rome instead of going to therapy"
Re: [MOD 0.12.12+] Research queue 1.2.5
^ ^ THIS ^ ^Sworn wrote:2 - Would be nice to have on RQ menu an checkbox like "Don't show RP GUI when research finishes"
-- Smoov
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Re: [MOD 0.12.12+] Research queue 1.2.5
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+)