[Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

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[Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

Image


I attempted to complete 16, but the completion is not displayed on 16 and the progress is displayed at 17.
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Re: [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by daniel34 »

This is a follow-up of
[0.15.5] LuaTechnology::researched = true doesn't change top right display [Resolved Problems and Bugs]
quick links: log file | graphical issues | wiki
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Re: [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by Klonan »

die_8_ wrote:Image


I attempted to complete 16, but the completion is not displayed on 16 and the progress is displayed at 17.
Thanks for the report,
Can you provide direct steps to reproduce the problem?
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

1. Apply mod "tesseracts"
2. Just continue researching "mining productivity"

I think that it can reappear by this method.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by Rseding91 »

die_8_ wrote:1. Apply mod "tesseracts"
2. Just continue researching "mining productivity"

I think that it can reappear by this method.
That's not a method to reproduce. I need a save file and a single command I can run where you expect X to happen and it doesn't.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

I can not understand what you are saying for a while.
I found this bug with mod application as reported in the previous thread.

previous thread:
viewtopic.php?f=11&t=45857

Command execution is not done during game.
Mod "tesseracts" contains equivalent content.
Will not it happen immediately in that environment?
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by daniel34 »

Steps to reproduce:
  • Use the following command (from tesseracts mod) to complete the research when on_research_started triggers:

    Code: Select all

    /c script.on_event(defines.events.on_research_started, function(event)
    	event.research.researched = true
    end)
  • Keep researching Mining productivity
  • You'll notice that groups (1-3, 4-7, 8-11, 12-15) automatically research to complete the group.
  • The infinite group (16-∞) behaves differently, when started it will research level 16 and then start research on 17 and leave it there without progress.
  • The only way to research it (without doing it manually) is to switch to another research, then back to Mining productivity which will also only research the next level.
I'm not sure what die_8_ thinks the expected result is, because the game can't research the whole group since it is infinite. Maybe it should just complete level 16 and then research nothing, so the next level can be researched directly without having to switch to a different research first.

Sidenote: using /c game.player.force.current_research.researched = true will research the current level, but not update the top right display. Repeating it 5 times will still show level x on the top right although in the technology screen it's already x+5.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

I think that it is a problem of execution timing of "on_research_started".
The timing to execute "on_research_started" is faster than displaying the research progress GUI.
As a result, it seems that the result of choosing the next step after the specified research ends.
If this specification is correct, I can not imagine scenes where this specification works effectively.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

Initially, when researching "Mining Productivity 1" and establishing "Mining Productivity 3", there is no way to establish a progress course.
Since there is no way to research "Mining Productivity 1" and display the result of "Mining Productivity 1", it is impossible to research "Mining Productivity 16" and display the result of "Mining Productivity 16".
Last edited by die_8_ on Sun Jun 04, 2017 11:01 pm, edited 1 time in total.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by Rseding91 »

Ah i see now what you're talking about. That's working as intended.

If you want to increment levels of the infinite technology you can't set it directly through script at the moment.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

Are there plans to improve this specification?
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by Rseding91 »

I've added technology.level write support for the next version of 0.15.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

thx.
However, the execution timing of "on_research_started" is the same specification.
Do I need to delay execution timing with "on_tick" and "technology.level" if I want to do the above?
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by Rseding91 »

die_8_ wrote:thx.
However, the execution timing of "on_research_started" is the same specification.
Do I need to delay execution timing with "on_tick" and "technology.level" if I want to do the above?
What?
If you want to get ahold of me I'm almost always on Discord.
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Re: [Rseding] [0.15.11] LuaTechnology::researched = true, Not complete yet

Post by die_8_ »

If "technology.level" is to be increased, will the previous "technology.level" be researched?
If so, I thought that if I incremented "technology.level" at the timing when "on_research_started" is executed, it would be the same indication as previously pointed out.

Also, please forgive me that I am poor at English conversation.
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