Factorio

Factorio

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pat Feb 28, 2019 @ 8:42am
Research queue?
I just watched a youtube video by Xterminator going through the new features of 0.17. I think he downed a couple dozen shots of espresso, because he *blazed* through it and it was a challenge to keep up. At any rate, he showed how you can queue several techs in your research queue, but I can't figure out how it's done. Is it really available in our version, or did he get a special release?
Last edited by pat; Feb 28, 2019 @ 8:42am
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Killcreek2 Feb 28, 2019 @ 9:11am 
I remember from one of the FFFs that mentioned the queue, that the devs were planning to have it disabled for new players & only unlock after completing a game (launching first rocket). This would then be a 1-time unlock per user account.

There should be an option in the 0.17 map gen settings to enable the queue before starting a new world.

(You could try loading an older game, send up a rocket, & see if that unlocks the queue for your new save. Note: this is just a guess, have not tested this myself. But it works for unlocking some of the new right-hand quickbar commands such as the personal roboport toggle.)
mittim Feb 28, 2019 @ 9:13am 
This is from the FFF 255

Research queue conclusion

The LAN party also gave us insight, that the research queue is still valuable in some cases, especially in multiplayer, where I can add the research I need after the current one without cancelling the research of someone else. After some discussions, internal voting and more discussions, we decided to go this way:

Research queue is in the game, but it is disabled by default. It can be turned on with an advanced option checkbox, and this option is also turned on automatically once a player finishes the game for the first time. This way, we still ensure that the new players have the experience as wanted, but veterans that play it again and again, and players who are researching infinite technologies, have it available.

https://www.factorio.com/blog/post/fff-255


Edit:

There is an option when you start a new game under advanced options:
Possible settings are: Always on, After finishing game, Never
Last edited by mittim; Feb 28, 2019 @ 9:38am
pat Feb 28, 2019 @ 10:19am 
Thanks for the answer. Hate that I have to either start a new game or "finish" this current one, as I'm nowhere near close.
KatherineOfSky Feb 28, 2019 @ 4:48pm 
You can use the console command here, but it does disable achievements:
/c game.player.force.research_queue_enabled = true
mechasonic9000 Feb 28, 2019 @ 6:00pm 
you have to enable it upon world generation. which makes no damn sense why it wasn't enabled to begin with.
SalukaOfLand Feb 28, 2019 @ 6:20pm 
New game > Advanced > Research queue availability scroll down to Always, After the game is finished or never.
pat Mar 1, 2019 @ 4:19am 
Originally posted by KatherineOfSky:
You can use the console command here, but it does disable achievements:
/c game.player.force.research_queue_enabled = true

Thanks. Found this in another thread and did it immediately. Since I've turned off night and changed my run speed several dozen times, achievements were a distant memory. I find that the end of current research and the need to select a new one is an annoying interruption when I'm busy trying to set up a factory.
-GWT- Mar 4, 2019 @ 4:23am 
Originally posted by KatherineOfSky:
You can use the console command here, but it does disable achievements:
/c game.player.force.research_queue_enabled = true

KoS, You are a LEGEND! thank you!
THE kilroy Mar 4, 2019 @ 5:01am 
I belive it defaults to available after "winning"
Xuhybrid Mar 4, 2019 @ 8:07am 
Originally posted by KatherineOfSky:
You can use the console command here, but it does disable achievements:
/c game.player.force.research_queue_enabled = true
Can we talk about how awful it is that it can't be enabled at leisure? Why is this not in Gameplay options? It makes zero sense to have it set on a per map basis. I tried launching a rocket from one of my older saves to see if it would trigger some global user variable (like what you need to unlock the copy/paste and blueprint functions), but no dice.

I get it, don't overwhelm new players. Also, don't hamstring your older ones. My achievement hunting save needs research queue now, not after getting the achievements from a rocket launch.
Last edited by Xuhybrid; Mar 4, 2019 @ 8:09am
Malkav Jun 18, 2019 @ 9:02pm 
This mod https://mods.factorio.com/mod/TurnOnResearchQueue will turn it on without disabling achievements.
Overeagerdragon Jun 18, 2019 @ 9:39pm 
Originally posted by Malkav:
This mod https://mods.factorio.com/mod/TurnOnResearchQueue will turn it on without disabling achievements.

Even better; the AuttoResearch mod allows for 6 options that will fully automate picking science projects without you having to touch it at all. Ofc you can still pick a project if you have the need to have that project finish first but if left to its own devices it will pick a next project based upon your current setting (which you can change at any point by SHIFT + T) you can even blacklist science packs and/or setup a manual qeue :)
Xuhybrid Jun 19, 2019 @ 3:03am 
Originally posted by Malkav:
This mod https://mods.factorio.com/mod/TurnOnResearchQueue will turn it on without disabling achievements.
Leg End.
AlexMBrennan Jun 19, 2019 @ 3:36am 
Originally posted by Malkav:
This mod https://mods.factorio.com/mod/TurnOnResearchQueue will turn it on without disabling achievements.
Without disabling in-game achievements; any mod will disable Steam achievements.
Last edited by AlexMBrennan; Jun 19, 2019 @ 3:37am
Huperspace Jun 19, 2019 @ 3:55am 
research queue is unlocked by beating the game once
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Date Posted: Feb 28, 2019 @ 8:42am
Posts: 16