This version should not have items run off the screen. Let me know what you think about it!
![Smile :)](./images/smilies/icon_e_smile.gif)
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Notice
Error while running the on_configuration_changed: __research-queue__/functions/update_queue.lua:4 attempt to index local 'force' (a nil value)
I thought i clicked the down arrow thingie and they didn't show but that does show them when restartitis attackedMrDoomah wrote:I've looked at it and its the same issue. Bob flags all the technologies as upgrades. So electrolysis 1, chemical processing 1, alloy processing 1, air compressor 1 and water bore 1 all don't show up.
While you are right, this will probably an easy fix. I just need to find some time to fix it. I've just finished this quarter's tests so now i've finally got some time.suprnova74 wrote:I thought i clicked the down arrow thingie and they didn't show but that does show them when restartitis attackedMrDoomah wrote:I've looked at it and its the same issue. Bob flags all the technologies as upgrades. So electrolysis 1, chemical processing 1, alloy processing 1, air compressor 1 and water bore 1 all don't show up.. It sounds more like those particular mods need to change the flag for the level 1 technologies to not be an "upgrade" more than you changing your mod to address it.
This is indeed on my todo list.suprnova74 wrote: A future feature that would be nice is once an item is added, seeing the research cost (# of red/green etc) on the left. as it stands i have to open the regular "T" menu to review the actual cost .
That's a really good idea!suprnova74 wrote: Another perk would be a warning that if you click up when it's already at the top of the queue, it'll switch the training (and lose your progress). I was 90% done with a research and was mashing ^ to rearrange an item from the middle of the queue to the top and poof, technology changed. I like that feature, but just warn first .
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function init()
...
if global.gateforce == nil then
global.gateforce = game.create_force("gate")
end
end
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script.on_event(defines.events.on_force_created, function(event)
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_labs(event.force) end
end)
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script.on_event(defines.events.on_force_created, function(event)
if not global.researchQ then
global.researchQ = {}
end
if global.researchQ[event.force.name] == nil then global.researchQ[event.force.name] = {} end
if not global.labs then
global.labs = {}
end
if global.labs[event.force.name] == nil then global.labs[event.force.name] = find_labs(event.force) end
end)
esotericist wrote:Hello, I wanted to let you know I've found this mod absolutely invaluable for planning and time management. However, I've run into a weird problem now that I've got it set not to pause on research completion: I hear the 'research finished' sound and often forget what exactly was most recently queued.
Is there any chance you could add a 'research history' list, showing the order things were researched? Or failing that, notify via text announcement when a research is completed (and which one)?