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Long description
Command control allows you to remotely view and manage parts of your factory.
It uses radars so it doesn't add any new items. When you walk up to a radar you will be presented with a GUI in the top left. This will contain a list of all the other radars, which you can click to enable remote viewing. When remote viewing you have a different inventory and cannot move the viewport away from the target radar. You can still interact with, construct and destroy objects.
This was originally part of my WIP mod, homeworld. It seemed useful in it's own right so I split it off.
Note, if you activate this mod on an existing map it will not have a list of existing radars. You need to destroy and re-place each radar you want on the network.
Re: [0.12] Command Control - Remote viewing and management
Posted: Fri Jul 17, 2015 5:21 pm
by ljdp
Hotfix incoming. I forgot to change one line of code.
Line 19 in control.lua should be 'global' instead of 'glob'.
Edit:
Re-uploaded. If you've already downloaded CC please re-download.
Re: [0.12] Command Control - Remote viewing and management
Posted: Fri Jul 17, 2015 5:48 pm
by GotLag
That's a neat concept, I'll give it a shot.
In regards to not showing previous radars on first use, would a migration script fix that?
Re: [0.12] Command Control - Remote viewing and management
Posted: Fri Jul 17, 2015 6:16 pm
by ljdp
GotLag wrote:That's a neat concept, I'll give it a shot.
In regards to not showing previous radars on first use, would a migration script fix that?
Migration scripts are more for updating entity/item prototypes. As far as I'm aware there's no function to get a list of all entities in a game.
Re: [0.12] Command Control - Remote viewing and management
Posted: Fri Jul 17, 2015 7:11 pm
by Koub
Hi OP, could you please use the template described here in your first post ? We're trying to formalise mod presentation on the forum so that information is easier to find.
Re: [0.12] Command Control - Remote viewing and management
Posted: Fri Jul 17, 2015 10:40 pm
by ljdp
Update to v1.0.3 - fixes a couple of bugs.
Re: [0.12] Command Control - Remote viewing and management
Posted: Sun Jul 19, 2015 1:00 am
by TakeNapEveryday
I'm trying this mod for the first time (1.0.3). Not sure if it's a bug or intended, but any items left in the radar (temporary) inventory are lost when you exit the command control menu.
Re: [0.12] Command Control - Remote viewing and management
Posted: Sun Jul 19, 2015 5:13 pm
by ljdp
TakeNapEveryday wrote:I'm trying this mod for the first time (1.0.3). Not sure if it's a bug or intended, but any items left in the radar (temporary) inventory are lost when you exit the command control menu.
That's intended, to stop from moving items between radars. In the next update I'll have the items spill onto the ground.
Re: Command Control - Remote viewing and management
Posted: Mon Jul 20, 2015 1:51 am
by joshwo69
Game crashes when i went near to a radar.
It printed out an error that there cannot be any donor names in the radar. When the mod is removed it functions fine with donor names.
Re: Command Control - Remote viewing and management
Posted: Tue Jul 21, 2015 3:46 pm
by OBAMA MCLAMA
Im curious, but does the mod have any support for huge bases that contains over 100 radars?
Re: Command Control - Remote viewing and management
Posted: Tue Jul 21, 2015 3:50 pm
by ljdp
OBAMA MCLAMA wrote:Im curious, but does the mod have any support for huge bases that contains over 100 radars?
The only thing limiting that atm is the clutter it would cause in the GUI. I'll have a go a making the GUI manageable for large bases.
Re: Command Control - Remote viewing and management
Posted: Tue Jul 21, 2015 3:52 pm
by Talguy
OBAMA MCLAMA wrote:Im curious, but does the mod have any support for huge bases that contains over 100 radars?
I don't see why it wouldn't, however, once you have so much radars maybe it's a good idea to add a case insensitive search to the GUI so you can filter (ie, I have my radars for outposts named #COPPER: 1a, so I could search for #COPPER). FAT Controller has that.
You could also filter based on the string before the ":", so you'd have a list of different radar categories.
Re: Command Control - Remote viewing and management (v1.1.0)
Posted: Sun Jul 26, 2015 6:05 pm
by ljdp
Version 1.1.0 released.
This release adds a search bar to filter radars. Radars are now sorted by their visit count, so radars you visit more frequently appear at the top of the list.
Factorio 0.12.1 fixed a bug that caused a crash while viewing a radar while crafting. In cc 1.1.0 you can now view a radar while crafting. (This does mean this version is not stable with factorio 0.12.0).
Re: Command Control - Remote viewing and management (v1.1.0)
Posted: Sun Jul 26, 2015 7:24 pm
by ssilk
That is packed with rar....
Re: Command Control - Remote viewing and management (v1.1.0)
Posted: Mon Jul 27, 2015 1:36 pm
by ljdp
Ooops. I always unpack mods into the mod folder, didn't realise most people just leave the zipped version in there. I'll re-upload it zipped.
Re: Command Control - Remote viewing and management (v1.1.0)
Posted: Sun Aug 02, 2015 3:10 pm
by billw
On the latest version in MP.
Re: Command Control - Remote viewing and management (v1.1.0)
Posted: Sun Aug 02, 2015 3:18 pm
by ljdp
billw wrote:
On the latest version in MP.
Thanks, should be fixed in latest patch.
Re: Command Control - Remote viewing and management (v1.1.1)
Posted: Tue Aug 04, 2015 12:22 pm
by chernosliv
Will it work with modded radars?
Re: Command Control - Remote viewing and management (v1.1.1)
Posted: Tue Aug 04, 2015 3:38 pm
by ljdp
chernosliv wrote:Will it work with modded radars?
Should do, if you're just changing the prototype of the vanilla radar. But it won't work on entirely new radar prototypes (with a different entity name).
Re: Command Control - Remote viewing and management (v1.1.1)
Posted: Tue Aug 04, 2015 5:50 pm
by chernosliv
ljdp wrote:
chernosliv wrote:Will it work with modded radars?
Should do, if you're just changing the prototype of the vanilla radar. But it won't work on entirely new radar prototypes (with a different entity name).