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[MOD 0.14] HUD Combinator
Posted: Tue Sep 20, 2016 12:28 am
by 3maven
Type: Mod
Name: HUD Combinator
Description: Adds a new combinator that shows custom messages on your screen based on circuit conditions.
License: MIT
Category: Item
Download-Url:
https://mods.factorio.com/mods/3maven/E ... /downloads
Website:
https://mods.factorio.com/mods/3maven/E ... ombinator/
Adds a new combinator that shows custom messages on your screen based on circuit conditions. Want to be notified when a resource drops below a certain level? Want to always know how charged your accumulators are? This is your mod.
Known issues:
+ Not tested in multiplayer. It probably won't work there.
+ No research requirement yet.
+ Keeps working even if it has no power.
+ Not yet performance-tuned.
+ Changes the left side of the screen to stack vertically rather than horizontally, which may interfere with other mods.
Re: [MOD 0.14] HUD Combinator
Posted: Fri Sep 23, 2016 5:15 am
by iceman_1212
you are a legend. that is all.
i love this mod. i can't play without it now. never again will i be surprised by a buffer filling and halting production without me knowning (which is especially relevant for bob's/angel's playthroughs).
Re: [MOD 0.14] HUD Combinator
Posted: Fri Sep 23, 2016 11:49 am
by aubergine18
Is HUD combinator different to Circuit Alerter mod?
https://mods.factorio.com/mods/Nexela/CircuitAlerter
Re: [MOD 0.14] HUD Combinator
Posted: Fri Sep 23, 2016 5:38 pm
by iceman_1212
hud combinator has a small, non-intrusive text display that can practically be made constantly active.
for example, i'm doing a bob's/angel's run right now and a common problem is that if you temporarily make more sulfuric than you consume, your system will get backed up and everything will stop. this mod let's me output the level of my sulfuric storage tank so i can easily see if that's a bottleneck or not but ALSO the general level so i can know whether my factory is net consumer or producer
Re: [MOD 0.14] HUD Combinator
Posted: Sun Sep 25, 2016 9:54 pm
by 3maven
Not sure how much overlap they have. I looked at Circuit Alerter a while back and couldn't get it to work (likely my own fault), so I just made what I wanted. Can't claim that either's better--use whichever one you like.
Re: [MOD 0.14] HUD Combinator
Posted: Sun Sep 25, 2016 10:17 pm
by iceman_1212
two suggestions, one is very minor:
[*] would it be possible to increase stack size? 5 is quite small?
[*] would it be possible to add a button (like what YARM has, if you're familiar with it) that lets a user quickly toggle the display text on/off?
again, very nice mod!
Re: [MOD 0.14] HUD Combinator
Posted: Wed Oct 12, 2016 11:21 pm
by Zaflis
Any screenshots on what kind of HUD we should be expecting to see?
Re: [MOD 0.14] HUD Combinator
Posted: Sun Oct 16, 2016 1:08 am
by 3maven
At the moment the UI is trivial--it's just a line of text of your choosing that's visible in the upper-left corner. I may later add an option for something more involved.
Re: [MOD 0.14] HUD Combinator
Posted: Thu Oct 20, 2016 1:57 pm
by StaRbUck42
This works absolutely perfectly! Only wish is that the "Use Colors" box would actually change the color of the text, but if that's anything but trivial to do, don't stress yourself <3
Re: [MOD 0.14] HUD Combinator
Posted: Tue Feb 21, 2017 10:32 am
by jayjay_1989
is it possible to fix:
Error while running event on_tick (ID 0)
EmdotHUDCombinator/classes/PlayerRecord.lua:54: attempt to index local 'combinator_record' (a nil value)
Minor issue in 1.3.0 - Hiding HUD Header disables settings access
Posted: Fri Jul 01, 2022 4:41 pm
by tpreissler
Hi,
not sure, but I had disabled the HUD header and I can't see a way to bring the HUD header back and so get back into its settings again.
I managed to change in the code in gui/hud-gui.lua to add after
local is_header_hidden = player_settings.get_hide_hud_header_setting(player_index)
is_header_hidden = false
to explicitly enable the header again.
That works for me. Otherwise - great mod!
Regards
Tom