Re: [MOD 0.12.12+] Research queue 1.2.6
Posted: Sun Dec 24, 2017 11:35 pm
bug
The zip file seems invalid.thelordodin wrote:Fixed bugs, moved config to settings.
This solves some issues....
Yeah, it's because the .zip file is supposed to have the basic mod folder first in it, I've fixed for the mod portal upload.steinio wrote: The zip file seems invalid.
Only the extracted folder got recognised as mod.
Code: Select all
Error MainLoop.cpp:1016: Exception at tick 3534388: Error while running event research-queue::on_gui_click (ID 1)
__research-queue__/functions/update_queue.lua:63: attempt to index field 'current_research' (a nil value)
Code: Select all
if force.current_research == nil then
est[i] = 0
else
local t = (1 - force.research_progress) * force.current_research.research_unit_count * force.current_research.research_unit_energy / speed
if force.current_research.name == tech then
est[i] = t
elseif i == 1 then
est[i] = t + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
elseif i > 2 and global.researchQ[force.name][i-1] == force.current_research.name then
est[i] = est[i-2] + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
else
est[i] = est[i-1] + force.technologies[tech].research_unit_count * force.technologies[tech].research_unit_energy / speed
end
end
Code: Select all
if force.current_research == nil or force.current_research.name ~= research_name then promt_overwrite_research(player, research_name) end --starts the new top research
With the new version it looks like it works. The game doesn't crash when i choose the technology from the resarch queue. But there is still no picture. Just a grey box.thelordodin wrote:There is different code at 167 line. It seems that you are using some previous versions.
I tried to fix this anyway:
Try this one.
1.6.6
- Generic fix to crush at "__research-queue__/functions/update_queue.lua:169: in function 'updateQ'" - missing styles, - added pcall
- Specific fix for Angels Bio - added optional dependency
angelsbioprocessing 0.5.4thelordodin wrote:And which of them the technology you are speaking about belongs to?
Code: Select all
{
"mods": [
{
"name": "base",
"enabled": true
},
{
"name": "aai-industry",
"enabled": true
},
{
"name": "aai-programmable-structures",
"enabled": true
},
{
"name": "aai-programmable-vehicles",
"enabled": true
},
{
"name": "aai-signals",
"enabled": true
},
{
"name": "aai-vehicles-chaingunner",
"enabled": true
},
{
"name": "aai-vehicles-flame-tank",
"enabled": true
},
{
"name": "aai-vehicles-flame-tumbler",
"enabled": true
},
{
"name": "aai-vehicles-hauler",
"enabled": true
},
{
"name": "aai-vehicles-laser-tank",
"enabled": true
},
{
"name": "aai-vehicles-miner",
"enabled": true
},
{
"name": "aai-vehicles-warden",
"enabled": true
},
{
"name": "aai-zones",
"enabled": true
},
{
"name": "Aircraft",
"enabled": true
},
{
"name": "autofill",
"enabled": false
},
{
"name": "Avatars",
"enabled": true
},
{
"name": "bobassembly",
"enabled": true
},
{
"name": "bobelectronics",
"enabled": true
},
{
"name": "bobenemies",
"enabled": true
},
{
"name": "bobgreenhouse",
"enabled": true
},
{
"name": "bobinserters",
"enabled": true
},
{
"name": "boblibrary",
"enabled": true
},
{
"name": "boblocale",
"enabled": true
},
{
"name": "boblogistics",
"enabled": true
},
{
"name": "bobmining",
"enabled": true
},
{
"name": "bobmods_gfxtweak",
"enabled": true
},
{
"name": "bobmodules",
"enabled": true
},
{
"name": "bobores",
"enabled": true
},
{
"name": "bobplates",
"enabled": true
},
{
"name": "bobpower",
"enabled": true
},
{
"name": "bobrevamp",
"enabled": true
},
{
"name": "bobtech",
"enabled": true
},
{
"name": "bobvehicleequipment",
"enabled": true
},
{
"name": "bobwarfare",
"enabled": true
},
{
"name": "color-picker",
"enabled": false
},
{
"name": "CreativeChests",
"enabled": true
},
{
"name": "DeadlockLoaders",
"enabled": true
},
{
"name": "DeadlockStacking",
"enabled": true
},
{
"name": "EvoGUI",
"enabled": true
},
{
"name": "FARL",
"enabled": true
},
{
"name": "FNEI",
"enabled": true
},
{
"name": "long-reach",
"enabled": true
},
{
"name": "Map Ping",
"enabled": true
},
{
"name": "Nanobots",
"enabled": true
},
{
"name": "Nanostart",
"enabled": true
},
{
"name": "OmegaDrill",
"enabled": true
},
{
"name": "production-monitor",
"enabled": true
},
{
"name": "research-queue",
"enabled": true
},
{
"name": "ResourceLabels",
"enabled": true
},
{
"name": "reverse-factory",
"enabled": true
},
{
"name": "RPGsystem",
"enabled": true
},
{
"name": "rso-mod",
"enabled": true
},
{
"name": "ShinyBob_Graphics",
"enabled": true
},
{
"name": "ShinyBob_Icons",
"enabled": true
},
{
"name": "ShinyBob_Menus",
"enabled": true
},
{
"name": "ShinyBob_Techs",
"enabled": true
},
{
"name": "Vehicle Wagon",
"enabled": true
},
{
"name": "Warehousing",
"enabled": true
},
{
"name": "YARM",
"enabled": true
}
]
}
Done. Both.Teleclast wrote:Hi just a few suggestions for whoever is maintaining current version (loving it working right now in 0.16 perfectly fine.)
Hotkey: Shift-T or ctrl-T would be nice
Rightclicking in the text field deleting the text there like it does in research/other search fields.
When typing out something long and then going to put the next thing in this slightly above a mild annoyance
Other than that I'm loving the mod, thanks a ton.