Parallel lab deprecated


Adds a lab with a second research queue, together with a system to support multiple labs with separate queues.

Content
a month ago
2.0
77

g Bots and modules acting strangely

a month ago

I noticed that only robots from the player can place modules into parallel labs - I assume this is because the labs are now assigned to a different force?

Module requests are also deleted when the parallel lab is built if it is copied / pasted.

Finally, even player robots seem to take a long time to place the modules into the lab - they hover over the lab for some time before placing the modules.

a month ago

Yeah, instead of scripting I assign different forces and use their research queue to make research happen in parallel.

Does the module request show up if you open the lab? I'm about to check it now, but more info is always welcome. I don't actually replace the lab, only change the force on it.

This one does need some serious testing, and I know that I have a bug where syncing infinite technologies may not work.

a month ago
(updated a month ago)

I think I found the bot issue, and removed the offending code.

The heart of the bot issue is me switching your force when interacting with labs. I also have to move all bots that were issued to that force when changing you back and forth.

a month ago

I think there is also a bug in there with your bots changing forces with you, going out then not changing back when you close the lab's gui.

a month ago

Might not actually be possible. I can't issue a construction request for the item sitting in an inventory that belongs to a friendly force.

a month ago

Is it possible to change the lab to the player force while there is a pending module request? I know that will stop it researching the desired tech, but it should allow the bots to do their job normally.

a month ago
(updated a month ago)

Is it possible to change the lab to the player force while there is a pending module request? I know that will stop it researching the desired tech, but it should allow the bots to do their job normally.

I'm trying to change the request itself to the player's force, that seems to be more viable.

a month ago

If you can, or want to talk more I'm available here. I really need a player that cares about this mod to catch more of these.
https://discord.gg/tUsXUEEe9A

a month ago

I can certainly try to help out!

a month ago

I'm actually less sure about it now, as now I reported my second bug related to proxy inventories.

a month ago
(updated a month ago)

I may remove all module slots from parallel labs and give them a 25-50% prod and increased speed bonus or something.
Then include an alternative version of the cerys and moshine labs. Kind of a bummer, but no modules, no issues like this.

a month ago

I guess the issue with that approach is that each extra lab type would need to be added explicitly - so you don't get general compatibility with all modded lab types.
Also, the Moshine labs have the crazy AI speed "modules" that you do need to upgrade every research level, so I'm not sure how that implementation would look.

a month ago
(updated a month ago)

I guess the issue with that approach is that each extra lab type would need to be added explicitly - so you don't get general compatibility with all modded lab types.
Also, the Moshine labs have the crazy AI speed "modules" that you do need to upgrade every research level, so I'm not sure how that implementation would look.

I can copy the existing labs, and after studying how these work I don't think I can make modules work properly. It is a bummer, but stability is more important.

a month ago

adding a "lab prod research" for each lab instance may also be reasonable with those. I have to see if that is possible.

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