Type: Mod
Name: SignPosts
Description: Adds signs with text
License: CC BY 3.0
Version: 0.3.7
Tested-With-Factorio-Version: 0.12.35, 0.14.1
Category: Item
Tags: Miscellaneous, Entities, Buildings
Download: Attached.
Long description
Allows research and creation of sign posts and map marks.
When you place signpost, a gui appears in which you can type message you wish to display ingame. When you click 'place' message appears above the sign.
You can also store a bunch of text lines that are only seen in gui.
Robots can't mine them.
They're invincible. They almost not collide.
You can open edit\remove gui by mining pole.
Map mark is actually a fancy train stop, which can be placed without rails.
They are invincible and non-colliding as well.
What can happen when they are placed near rail I don't know.
Image
Version history
0.1.0 Initial release.
0.2.0(17.10.2015): A trivial update to 12.11
0.3.0(26.03.2016): A major overhaul, new gui, map markings, console commands.
0.3.1: Quickfix to tech icon size.
0.3.2 FIx of migration typos.
0.3.3 Robots can't touch this again
0.3.4 Robots can build sign posts and deconstruct those ever untouched by player. Signposts are now blueprintable, their text is not transferred though.
0.3.5 (12.06.16) Fixed a sign deconstruction bug
0.3.6 update to 0.13 was skipped as an exercise for a reader
0.3.7 (27.8.16) Update to 0.14.1
Bugs and problems
The messages don't look very nice, and higher zoom levels make them look even worse. There's not much that can be done about that currently as this is the best the game has to offer.
Console commands
The mod provides a pair of console commands to destroy undesired flying texts in case of glitch.
First command:
where number 9 should be replaced by index of entity to be deleted as printed by previous command.
Using these functions to delete texts added by other mods might or might not cause problems.
Get involved
Polishing is tedious and not very exiting, so I don't delve much into those. If you want to lend a hand in completing locale files or making a better grapics feel free. (it'd be interesting if map marks had a set of randomized sprites, like trees, but making sprites in not my cup of tea.)
Re: [0.12.x] SignPosts_0.1.0
Posted: Sat Aug 15, 2015 6:53 pm
by Darloth
Do these show on the map? If not, can you add a signpost type that also shows up on the map?
Re: [0.12.x] SignPosts_0.1.0
Posted: Sun Aug 16, 2015 8:48 am
by hitzu
Can you make that the text was centered?
Re: [0.12.x] SignPosts_0.1.0
Posted: Mon Aug 17, 2015 5:35 pm
by Adil
Darloth wrote:Do these show on the map? If not, can you add a signpost type that also shows up on the map?
No. Use trainstops for those. Anything I could do would be a trainstop. With all the same rail requirements and stuff.
hitzu wrote:Can you make that the text was centered?
No I can't. Not for every zoom. I could determine initial offset depending of the string length, but a you roll mousewheel text would stay same size and the offset would get smaller. The game doesn't have anything better for now.
Re: [MOD 0.12.x] SignPosts_0.1.0
Posted: Wed Aug 26, 2015 12:53 am
by Zeeth_Kyrah
This is exactly what the game needs! A way to mark things without dropping materials on the ground. Thank you so much, I'm gonna add it to my game right now!
Re: [0.12.x] SignPosts_0.1.0
Posted: Thu Oct 29, 2015 8:01 pm
by eberkain
Adil wrote:No I can't. Not for every zoom. I could determine initial offset depending of the string length, but a you roll mousewheel text would stay same size and the offset would get smaller. The game doesn't have anything better for now.
Instead of the signpost you have now, what about making it look like a street sign with the sign hanging off only on one side, then you could left align the text to the pole and dodge that problem.
Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)
Posted: Thu Mar 03, 2016 9:55 am
by socramazibi
Hello, and removed a poster but the name is still seen and even the sign is no longer, as I elimiarlo? Thank you
Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)
Posted: Thu Mar 03, 2016 10:02 am
by imajor
What about adding a timer to the sign? So that the game would give you a warning or something after like 10 minutes? Like it was in settlers 1.
Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)
Posted: Thu Mar 10, 2016 8:39 am
by Mengmoshu
Any interest in adding some sort of option for signs you can only read when you interact with them? Something where long messages would be practical, since I'm thinking about the usefulness of signs in multiplayer.
Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)
Posted: Fri Mar 11, 2016 10:09 am
by Porter65
Wanted to thank you for this mod, it makes taking notes much easier!
Re: [MOD 0.12.x] SignPosts_0.3.0 (26.03.16)
Posted: Sat Mar 26, 2016 8:41 pm
by Adil
SignPosts_0.3.0 released. Overhauled the underlying code. New entities, Simplified recipes. Utility commands for console.
Migration from version 0.2.0 is supported. (Remove old mod folder, put new in, boot the game, load save.)
Re: [MOD 0.12.x] SignPosts_0.3.0 (26.03.16)
Posted: Sat Mar 26, 2016 9:50 pm
by Adil
Quick update: Technology icon was borked. Sorry those people who downloaded already. You probably can still play on that version if that's not an issue.
Re: [MOD 0.12.x] SignPosts_0.3.2 (16.04.16)
Posted: Sat Apr 16, 2016 6:30 pm
by Adil
Sometimes you look at the code and think "what moron typed this?" and then the problem is that you're coding alone. Bugfix for adding a mod to an existing game has arrived.
Re: [MOD 0.12.x] SignPosts_0.3.2 (16.04.16)
Posted: Sat Apr 16, 2016 11:47 pm
by JasonC
This is great.
Small bug report: Construction robots actually can mine them, and it leaves the floating text (workaround described in OP works fine though).
Feature request: Graphical signs that display a detail-mode style entity icon instead of text (although it'd be kind of funny to have to research "writing" to draw pictures, but I love that this character can build automated factories from scratch alone on a planet yet still needs to research how to write ). Bonus if they have 1 or 2 squares of glowing light around them at night (like a boiler).
Adil wrote:Sometimes you look at the code and think "what moron typed this?" and then the problem is that you're coding alone.
You can solve that by just saying "remember, I'm the moron that typed this" before you look at some code. Then you never have to ask, you just get to be pleasantly surprised if it turns out the author wasn't you. Set your expectations low and they'll always be exceeded. That's what I do anyways.
Re: [MOD 0.12.x] SignPosts_0.3.2 (16.04.16)
Posted: Sun Apr 17, 2016 10:09 pm
by Adil
JasonC wrote:Small bug report: Construction robots actually can mine them, and it leaves the floating text (workaround described in OP works fine though).
Sometime in the future maybe. I'm currently preoccupied with another project, the feature entails hacks I derive no pleasure about, and worst of all: it needs a gui. I hate coding gui.
Re: [MOD 0.12.x] SignPosts_0.3.3 (18.04.16)
Posted: Sun Jun 05, 2016 4:34 pm
by justarandomgeek
I had a signpost destroyed by one of the elevators from the Subsurface mod (Because I wasn't careful with my placement - it just destroys anything that's in its way on the surface it's connecting to), and the text is still floating where it used to be, is there an easy way for me to get the text object and destroy it? Edit: I'm stupid and didn't expand all the sections of the first post.
Also, I've been using signposts to label parts of my CPU build, and it would be really handy for them to be blueprintable and bot-placable so I can move/copy sections without having to redo dozens of signs by hand! Is there more to this than just setting some flags? Even just having blank signs in the right places would help, since that removes about half of the clicking...
Re: [MOD 0.12.x] SignPosts_0.3.3 (18.04.16)
Posted: Sun Jun 05, 2016 9:46 pm
by Adil
Yes there is. The transition of custom data is not easily solved currently. Maybe 0.13.0 will make it better.
The placement of signs by bots is done now.
If as sign is built by bot and hasn't been touched by player yet, it can be marked to be deconstructed.
Re: [MOD 0.12.x] SignPosts_0.3.4 (6.06.16)
Posted: Sun Jun 12, 2016 2:52 am
by justarandomgeek
This version now gives me the sign-edit dialog when I deconstruct anything by hand. If I select Write or Cancel, the thing i removed is replaced with a sign.
Re: [MOD 0.12.x] SignPosts_0.3.5 (12.06.16)
Posted: Sun Jun 12, 2016 2:42 pm
by Adil
Right, I've fixed that.
Re: [MOD 0.12.x] SignPosts_0.3.5 (12.06.16)
Posted: Thu Jun 30, 2016 4:21 pm
by justarandomgeek
Do you have any plans to bring this to 0.13?If not, can you please clarify the license? If it's permissive enough, I'll see what I can do about updating (Edit: I'm blind. CC-NA is good!)