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auto research bob modules
auto research ignores bob module research via the modules lab even when prioritised
Auto Research: Compatibility science tool icons in UI
Hi,
@dz9c92 Opened an issue (LovelySanta/FactorioMod-MoreScience#1) in my MoreScience mod about the science pack tools not showing up in your ui. This is becose in auto-research/data-final-fixes.lua#7 you only check the icon. An icon can also be made out of multiple files, so it requires the icons atribute instead. This is what my tools aka science packs are using.
Kind regards,
lovely_santa
Crash with bob god module
Auto Research: Show the total cost of each queued technology
It would be really useful to have the research queue show how many science packs are required to research the tech and its prerequisites, excluding the ones that are prerequisites of the ones higher in the queue. So for example, if the techs are like:
A: 100 red packs
B: 200 red packs, requires A
C: 200 red 200 green, requires A
D: 300 red 300 green, requires B and C
then if the queue is A-B-C-D, it would say that A costs 100 red, B costs 200 red, C costs 200 red and 200 green, and D costs 300 red and 300 green. However if the queue is B-C, it would say that B costs 300 red (since A is a prereq), but C still costs the same since A is covered already.
As for the UI, maybe a tooltip on the science pack icon in each queue entry?
BNW: 0.18 Issue
BNV: How to place trains in 0.18?
How do I place trains in 0.18? They don't get placed as ghost on the rails, and I can't seem to pick them up into inventory either...
Typo in on_entity_died event function.
The main roboport is defined as "config.roboport" but here it is checked as "config.robport". Losing even the starter roboport doesn't actually lose the game as a result.
[Brave New World] Cheating
if the player goes to the end (where the player /vehicle will be teleportet back) the player can go into the map and use the new loaded chunks to build + generates new chunk
Brave New World: Start with Logistic system research?
Logistic system technology is far down on the research tree, and as the scenario heavily relies on bots, should it be available from the start?
Auto Research: Show next research after current
"And, another suggestion, show the next research the script will do based on the current setting?
This allow check if this is exactly what you will do or if you have to change something..." - https://mods.factorio.com/mod/auto-research/discussion/5b0fe904dba3a3000bcc110d
AR will need to account for that the current research may unlock technologies that will be researched other already available techs.
[Enhancement] RTS style Resource display?
It would be nice, especially for the early game, to have a customizeable list of items to track. Kinda like YARM. Seeing as the game can have multiple robot networks only the "starter" robot network would be tracked.
I would find it super handy to always know my count of transport belts, inserters and assemblers without having to manually check. Nothing like starting a project only to discover you have half the required materials and need to shift assemblers around some more first.
BNW: Sea Block comparability
[auto-stock] Crash while adding new logistics request
For some reason the most recent time I went into the logistics request tab to add a temporary request for an item (not an item set in Auto trash
), the game crashed with an error from auto-stock. This is the first occurrence in probably a week of having the mod installed, so it's likely some kind of race condition or other edge case…
Here's the log info:
3474.684 Error MainLoop.cpp:943: Exception at tick 38946816: Error while running event auto-stock::on_tick (ID 0)
Item stack count has to a be positive number
stack traceback:
__auto-stock__/control.lua:70: in function <__auto-stock__/control.lua:1>
Environment: Factorio 0.15.23 on Windows 7 x64 running auto-stock 2.0.0; mod-list.json attached.
Auto Research: Choice between least time/resources when automatically choosing next tech
Auto Research: Remove queued/blacklisted research from result list
Auto Research: Default blacklist/queue in mod settings
Not searching localised tech names
The search functionality only searches the key of the technology, which can make it difficult to search for certain technology. My proposed fix is to also search the localised name for a match. This should probably also be implemented for the names of the effects/recipes too.
Brave New World: Some issues in 3.1.0
- Clearing ghost cursor above chest (and possible other times as well) puts a stack of held entity in the chest.
- No offshore pimp in quickbar at start?
- Picking up items on ground teleports the items to the starting roboport
- Picking up items from output of assembler/furnace makes items magically disappear
icon size?
Auto Research: Omnicompression compressed pack don't show icons
on the Auto Research GUI the compressed packs from Omnicompression show as ? insted of the proper icon
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