6 is now also implemented in v0.3.0
My philosophy on this functionality is that RQM calculates the technology that is needed first next, and that the in-game queue only contains one active technology at the same time. To have this functionality also work properly in multiplayer I had to implement a time-out to clean up the in-game queue, otherwise the in-game queue would be cleared every time any change was made.
The way it works now:
- RQM schedules the first next needed technology
- Users can interact with the queue, update, cancel, reshuffle technologies
- The RQM queue is updated immediately reflecting the user's interaction
- After a timeout (currently 30s hardcoded, setting will become available) the in-game queue is cleaned up and only the first next technology is queued