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[MOD 0.14] Red Alerts 1.1.2

Posted: Fri Jan 29, 2016 5:09 am
by Supercheese
Red Alerts
AlertSystems.png
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Research the Automated Alert Systems tech
Then you will receive alerts for certain events - there are four different voices to choose from
Info: Long Description:
After researching the "Automated Alert Systems" technology (a relatively cheap early-mid-game tech) you will begin to hear automated voiced alerts for certain events:
  • Structure destroyed
  • Unit (e.g. combat robot) lost
  • Arrival of reinforcements (i.e. other players joining the game)
  • Upon building the "Power Sensor" building and connecting it to your power grid, you will be notified when your have low power
The Power Sensor will try to trigger a Low Power notification whenever you are not generating enough power to satisfy all your factory's demands.
Due to its nature, however, it is not very responsive to short bursts of low power, such as when many laser turrets are firing, but it is good at alerting you when your accumulators have e.g. less than 5% of their remaining charge during a period of discharging, or other instances of sustained low power generation.
Like with any accumulator in Factorio v0.13, the Power Sensor can output its charge state to the circuit network, if connected.
In older versions, you would have to pick up or destroy the sensor itself in order to stop the announcer repeatedly saying Low Power during a black-/brown-out, but as of version 1.0.5 a popup window will let you temporarily silence the Low Power announces.

Each alert can be voiced by an announcer from one of the Command and Conquer series of games that are now released as freeware. In config.lua you may select the announcer voice (Original, Red Alert, Tiberian Sun), individually enable/disable the alerts, adjust the duration of the temporary Low Power notice dismissal, and adjust the minimum time between consecutive alerts. As an alternative to the voices, there is a generic sound set available thanks to daydev.

See the readme for more details and credits.

Feedback etc.

Given the current modding API, I'm not sure what other alerts would be possible/desirable; I welcome any suggestions. Additionally, please post any bug reports, should you encounter any.
Version history

Re: [MOD 0.12.22] Red Alerts 1.0.0

Posted: Fri Jan 29, 2016 9:30 am
by ssilk
This is very cool. :)

Referring to the history of factorio I think there should be nothing, that "says" something. It's so, that we had for example in v0.9 or so a sound which says "Research complete". That was replaced later with some sound.
I think the background of this decision (removing the voice) can be explained with the idea of having only the most simple technology available to survive, which means: A sound processor, that "says" something is more complex, than just an "ugly buzzer", like yet.

Just my 2 cents. Nothing really needs to be changed, continue. :)

Re: [MOD 0.12.22] Red Alerts 1.0.0

Posted: Fri Jan 29, 2016 10:36 am
by DaveMcW
I think the voices were removed, because they didn't want to find voice actors for dozens of languages. :P

Re: [MOD 0.12.22] Red Alerts 1.0.0

Posted: Fri Jan 29, 2016 1:09 pm
by ssilk
hehe ... just one more reason :)

Re: [MOD 0.12.22] Red Alerts 1.0.0

Posted: Fri Jan 29, 2016 2:54 pm
by Thomasnotused
Starting up the mod after editing the config, I get a crash on startup
config and error:
http://imgur.com/zukcIqg
http://imgur.com/6lpdNjR

Re: [MOD 0.12.22] Red Alerts 1.0.0

Posted: Fri Jan 29, 2016 3:33 pm
by Klonan
Hey nice mod supercheese,

If you wanna do some other notifications,
Id be happy to supply a voice,

This like "Transport belt destroyed"
"Power system failure"
"A furnace has been destroyed"
"Our walls are falling"
"Our turrets have fallen "
"The Perimeter has been breached"
"Railway line has been destroyed"
"Research lab destroyed"

Just let me know and i can help out.

Re: [MOD 0.12.22] Red Alerts 1.0.1

Posted: Fri Jan 29, 2016 8:47 pm
by Supercheese
SuicidalKid wrote:Starting up the mod after editing the config, I get a crash on startup
config and error:
http://imgur.com/zukcIqg
http://imgur.com/6lpdNjR
Aaah, yes, I forgot to test when some of the alerts were disabled. Version 1.0.1 is uploaded to fix this, thanks for the report.

Re: [MOD 0.12.22] Red Alerts 1.0.0

Posted: Sun Jan 31, 2016 8:26 am
by Supercheese
Klonan wrote:Hey nice mod supercheese,

If you wanna do some other notifications,
Id be happy to supply a voice,

This like "Transport belt destroyed"
"Power system failure"
"A furnace has been destroyed"
"Our walls are falling"
"Our turrets have fallen "
"The Perimeter has been breached"
"Railway line has been destroyed"
"Research lab destroyed"

Just let me know and i can help out.
I'm not sure such specific notifications are really necessary; once the user gets the generic Structure Destroyed alert, they can mouse over the alert at the bottom to see just which structure it was.

In other news, I applied a minor fix to the Structure Destroyed warning to ignore entities of the "land-mine" type.

Re: [MOD 0.12.22] Red Alerts 1.0.2

Posted: Tue Feb 09, 2016 1:13 am
by legacydoomer
Hey there,

when i research this automated Alert, where do i find it afterwards? Is is buildable or autoactivated?
Im currently using "5dims" and "bobs" mods (bobores,etc.)

Re: [MOD 0.12.22] Red Alerts 1.0.2

Posted: Tue Feb 09, 2016 1:21 am
by Supercheese
legacydoomer wrote:Hey there,

when i research this automated Alert, where do i find it afterwards? Is is buildable or autoactivated?
Im currently using "5dims" and "bobs" mods (bobores,etc.)
The alerts are automatic except for Low Power - that requires you to build a Power Sensor and place it anywhere within your electrical grid.

Re: [MOD 0.12.22] Red Alerts 1.0.2

Posted: Tue Feb 09, 2016 12:50 pm
by SirRichie
Hi,
just wanted to say that this is a great mod.
I have only encountered the low power alert so far, but that is already very helpful - thank you!

Re: [MOD 0.12.22] Red Alerts 1.0.2

Posted: Tue Feb 09, 2016 2:35 pm
by daydev
Hi, do you accept contributions?

I removed some boilerplate from your sound prototype definitions. This should allow for easy extension, you just place a folder of appropriately named sound files into 'sound' directory, specify name of the folder in the config, and it works.

I also included a set of non-verbal notifications I arranged for my own use, but it's probably not very good, I know nothing about sound design, you may want to remove those. Although I think it would be nice to have some non-verbal options available.

Updated mod zip file (I took a liberty to bump mod version and include myself in 'contributors' in 'info.json') attached below.

Re: [MOD 0.12.22] Red Alerts 1.0.2

Posted: Sat Feb 13, 2016 9:36 am
by Supercheese
daydev wrote:Hi, do you accept contributions?

I removed some boilerplate from your sound prototype definitions. This should allow for easy extension, you just place a folder of appropriately named sound files into 'sound' directory, specify name of the folder in the config, and it works.

I also included a set of non-verbal notifications I arranged for my own use, but it's probably not very good, I know nothing about sound design, you may want to remove those. Although I think it would be nice to have some non-verbal options available.

Updated mod zip file (I took a liberty to bump mod version and include myself in 'contributors' in 'info.json') attached below.
Nice work, I will indeed accept these changes. :) They have been incorporated into v1.0.3, which also has additional optimization that reduces lag caused when large numbers of biters were dying.

Re: [MOD 0.12.22] Red Alerts 1.0.3

Posted: Sat Feb 20, 2016 5:59 am
by jockeril
I like how this sounds (punn intended :) ) and I'm going to try it out

Re: [MOD 0.12.22] Red Alerts 1.0.3

Posted: Sat Feb 20, 2016 3:09 pm
by borked
I wonder if you could take the idea of your low power sensor, and extend it for other things.

For example, tie in to the logic from the smart inserter ( #item < X ) ... put a sensor on the network that you can tie to certain items, which would cause a could alert. Thinking like "Low {oil|coal|copper|iron|steel} warning". I find myself running into problems where my latest oil field has tried up, but I dno't even notice until say, science research has stalled because I am out of plastic and so circuits aren't created. I've been looking for a way I could find out about this before I'm out/broken, and this seems like it could fit.

Anyhow .. $0.02! Cheers!

Re: [MOD 0.12.22] Red Alerts 1.0.3

Posted: Thu Mar 10, 2016 5:51 pm
by safan
what about chests that are full/empty?

Re: [MOD 0.12.30] Red Alerts 1.0.3

Posted: Sun Apr 17, 2016 10:16 am
by LubieArbuzy
Polish Locale (pl) ;)

Code: Select all

[entity-name]
power-sensor = Sensor Energi

[item-name]
power-sensor = Sensor Energi

[item-description]
power-sensor = Podlacz Senstor Energi do twojej sieci energetycznej, wlaczy to ostrzerzenie o niskim poziomie energi kiedy produkcja energi bedzie mniejsza niz zapotrzebowanie.

[technology-name]
alert-systems = Automatyczne Systemy Ostrzezen

Re: [MOD 0.12.30] Red Alerts 1.0.3

Posted: Sun Apr 17, 2016 6:50 pm
by Supercheese
LubieArbuzy wrote:Polish Locale (pl) ;)
Thanks, version 1.0.4 is now released with this translation and some other minor fixes. :)

Re: [MOD 0.12.30] Red Alerts 1.0.4

Posted: Mon Apr 25, 2016 12:01 pm
by WindStrike
Russian (ru) translation

Code: Select all

[entity-name]
power-sensor = Датчик мощности

[item-name]
power-sensor = Датчик мощности

[item-description]
power-sensor = Подключите датчик мощности к электросети чтобы получать уведомления о недостатке энергии (если потребление электричества превышает производство).

[technology-name]
alert-systems = Системы автоматического оповещения

Re: [MOD 0.12.30] Red Alerts 1.0.4

Posted: Mon Apr 25, 2016 7:33 pm
by Supercheese
WindStrike wrote:Russian (ru) translation
Thank you, I'll include it in the next update. :)