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
Posted: Thu Mar 10, 2016 7:48 pm
by seronis
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.
The absolute very first picture in the long description tells you how to prevent this. ...
Re: [MOD 0.12.12+] Research queue 1.2.4
Posted: Tue Mar 22, 2016 2:13 pm
by Alexs
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
Re: [MOD 0.12.12+] Research queue 1.2.4
Posted: Thu Mar 24, 2016 2:25 am
by Amadeus99
seronis wrote:
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.
The absolute very first picture in the long description tells you how to prevent this. ...
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.
Re: [MOD 0.12.12+] Research queue 1.2.4
Posted: Mon Apr 11, 2016 8:07 am
by steinio
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.
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:
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.
Re: [MOD 0.12.12+] Research queue 1.2.5
Posted: Tue Apr 19, 2016 10:04 pm
by Xillian112
This mod cause lags if i queue something ...
Sorry for bad english =(
Re: [MOD 0.12.12+] Research queue 1.2.5
Posted: Wed Apr 20, 2016 5:10 pm
by MrDoomah
Xillian112 wrote:This mod cause lags if i queue something ...
Sorry for bad english =(
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.
Re: [MOD 0.12.12+] Research queue 1.2.5
Posted: Thu Apr 21, 2016 5:03 am
by Xillian112
MrDoomah wrote:
Xillian112 wrote:This mod cause lags if i queue something ...
Sorry for bad english =(
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.
~5 Seconds no lag, 1 second or 2 seconnds lag, 5seconds no lag, 1 or 2 seconds lag .............. it goes untill all researchs completed.
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
Posted: Sun Apr 24, 2016 9:33 am
by judos
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:
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)
Can you update your mod with this small fix? Thanks a lot
This sound normal, it shouldn't lag. Can you provide me with a zip of your mod folder?
Re: [MOD 0.12.12+] Research queue 1.2.5
Posted: Sun Apr 24, 2016 10:12 pm
by ZombieMooose
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?
Re: [MOD 0.12.12+] Research queue 1.2.5
Posted: Thu Apr 28, 2016 12:00 am
by Smoovious
Sworn wrote:2 - Would be nice to have on RQ menu an checkbox like "Don't show RP GUI when research finishes"
^ ^ THIS ^ ^
-- Smoov
Re: [MOD 0.12.12+] Research queue 1.2.5
Posted: Sun May 15, 2016 8:20 pm
by scherzeking
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+)