Page 6 of 10
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Sun Aug 07, 2016 11:34 pm
				by sporefreak
				Way late here but this mod causes a massive lag spike when i use a command to research all techs, for the longest time i thought it was just me having almost 200 mods but after removing this mod it sucessfully used the command instantly. Tested in version 0.12 and 0.13
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Mon Sep 05, 2016 10:51 am
				by Phantom329
				After playing with this mod a bit I have two suggestions:
1. Add scrolling but if not, make it so when you press the down button the window doesn't resize and the buttons move.
2. Can you add a key to open and close the GUI and also close it with "e" like the other GUIs. I recently had a problem where the GUI was so big on my screen I could not use the button to close it so I had to make the scale smaller which sucks.
Thanks for the great mod.
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Tue Sep 06, 2016 9:54 am
				by matjojo
				when are you going to do a .14 version?
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Tue Sep 06, 2016 8:18 pm
				by Bi0nicM4n
				This mod is a great help, and it would be perfect if Factorio were only about building. But since there are biters, I say this: RQ window popping up on completing research queue is the last thing I need during biter nests clearing. I'm sure many people could tell the same.
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Tue Sep 06, 2016 9:34 pm
				by Nexela
				/c remote.call("RQ","popup",false)
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Thu Sep 08, 2016 7:48 am
				by hoho
				I just created a bugreport for the main game that seems to be triggered by this mod here: 
viewtopic.php?f=7&t=32320
I think there could be something funky this mod is doing but I posted it there as I assume no matter what mods do, the game shouldn't be crashing to windows.
 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Thu Sep 08, 2016 5:34 pm
				by Bi0nicM4n
				Nexela wrote:/c remote.call("RQ","popup",false)
Thanks, that helped. Still, it's strange that there's no such option in config.lua.
 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Thu Sep 08, 2016 9:02 pm
				by DukeAl
				matjojo wrote:when are you going to do a .14 version?
Tested it on .14 and seems to work fine. Just change the version in the info.json to "factorio_version": "0.14"
 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Tue Sep 20, 2016 4:49 pm
				by steinio
				DukeAl wrote:matjojo wrote:when are you going to do a .14 version?
Tested it on .14 and seems to work fine. Just change the version in the info.json to "factorio_version": "0.14"
 
An official update from the author on the mod portal would be much better.
 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Thu Sep 29, 2016 10:10 pm
				by steinio
				Hello,
tried this version in 0.14 and get this error at scrolling down the techs.
In 0.13 this error is not happening.
Greetings steinio
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Fri Sep 30, 2016 9:36 am
				by MrDoomah
				steinio wrote:Hello,
tried this version in 0.14 and get this error at scrolling down the techs.
In 0.13 this error is not happening.
Greetings steinio
Hello Steinio, this error keeps popping up on because whatever mod added the 'advanced-mining-1' tech (I can't remember the name right now) loads that tech in data-final-fixes.lua 
AND gets loaded after rq has been loaded. They way this was coded in 0.12 (before sprites were a thing) meant there is no solution for this.
Well, there is a solution and that would be to rewrite the mod to work with sprites instead of (button-)styles. However, since someone else updated this mod to 0.13 and uploaded it to the mod portal (I don't mind that, I was very busy with more important stuff when 0.13 came out) and because it was rumoured that at first factorio would have a build in queue when the new technology ui came out, and because 0.15 WILL have the queue (
viewtopic.php?f=3&t=678&start=300#p210737) I don't feel the need to update research queue to make use of all the fancy new 0.13 gui features. 
I mean, it works ok-ish right now and even though I could fix nearly all off the issues (queue running of the screen, rq popup, scroll buttons swapping positions, queue sorting is tedious, etc), I feel that the time I need to invest in this (compared to the time till 0.15 comes out) isn't worth it.
A simple fix would be to update the info.json and add the mod that add the advanced-mining technology as an optional requirement to the dependencies. (add "?<modname>" to the list).
 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Fri Sep 30, 2016 10:36 am
				by steinio
				Well i found it.
First i suspected Bob's Mining but the Mining Tools mod was the culprit.
As you said, adding the optional depency fixed the error.
Updated version beneath.
Greetings steinio
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Sun Oct 02, 2016 7:03 pm
				by Ranakastrasz
				I would like an option to disable research popup-screen. Single player, vanilla research screens pauses the game, so it can't interrupt fighting. Multiplayer, it doesn't, and can get you killed in combat, and gets annoying.
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Sun Oct 02, 2016 7:44 pm
				by Nexela
				If you don't mind entering a command:
/c remote.call("RQ","popup",true/false)
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Tue Oct 04, 2016 3:26 am
				by xBlizzDevious
				Minor bug:
Some mod I've got adds research that only uses red and green, however, it depends on a research that requires blue.
It appears in the list when I've only got red and green selected but when I choose it, it queues up the research that requires blue.
Other than that, it's an amazingly useful mod - thanks!
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Tue Oct 04, 2016 12:41 pm
				by Ranakastrasz
				Not so much a bug as a lack of useful information.
Edit:
Should have hover text, showing name, total queue cost/time, highlight prequeusites, and so on.
Side note. If you have the mod installed, and use the research everything cheat, the game freezes for nearly a minute. This gets annoying when I need to test something, since I have to disable the mod manually first.
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Wed Oct 12, 2016 3:34 pm
				by steinio
				There is an update on the portal - version 1.4.1.
Is there a changelog anywhere?
Greetings steinio
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Wed Oct 12, 2016 11:16 pm
				by Philip017
				RE: v1.4.1
combining NE (Natural Evolution) mods with this gives error when clicking RQ button
			 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Thu Oct 13, 2016 4:49 am
				by steinio
				Well this could be related to this error: 
viewtopic.php?f=92&t=17219&p=214675&sid ... 90#p211249
In the next post after the mentioned is a explanation to resolve the error. 
Greetings steinio
 
			
					
				Re: [MOD 0.12.12+] Research queue 1.2.6
				Posted: Thu Oct 13, 2016 5:31 am
				by Philip017
				ok thanks i understand, but i tried to add dependency and having now many mods that are causing crash using this mod, i have tried to add dependency for some and still crash, so i can not use the mod i guess until it has been updated, i guess the creator intends to wait until next version, which is ok, thank you for your hard work anyway