A simple mod that shows in-game time and how much time has passed since the game was started.
Location of display, what in shows and how it shows it are configurable from within game, see configuration spoiler for details.
Mod can be removed at any time and it will not left any orphan gui elements.
Configuration
Configuration is done by executing console commands, available options:
remote.call("TimeDisplay", "SetSetting", "enabled", true/false) -- controls global mod state [default: true]
remote.call("TimeDisplay", "SetSetting", "show_clock", true/false) -- controls display of day time clock [default: true]
remote.call("TimeDisplay", "SetSetting", "show_run_clock", true/false) -- controls display of run time clock [default: true]
remote.call("TimeDisplay", "SetSetting", "style", "12h/24h") -- style for day time clock [default: 24h]
remote.call("TimeDisplay", "SetSetting", "location", "left/top/center") -- display location [default: left]
remote.call("TimeDisplay", "SetSetting", "minute_rounding", 1-60) -- rounds minutes in daytime clock to this value [default: 15]
remote.call("TimeDisplay", "SetSetting", "show_minutes", true/false) -- show/hide minutes in day time clock [default: true]
remote.call("TimeDisplay", "SetSetting", "show_seconds_in_runtime", true/false) -- should run time clock show seconds [default: false]
remote.call("TimeDisplay", "SetSetting", "frame_leftpadding", 0-9999 ) -- shifts display horizontally, set to 1450 on 1080p monitor to move display near minimap [default: 20]
timedemo.png (43.83 KiB) Viewed 22488 times
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Fri Jul 11, 2014 1:23 pm
by TheWombatGuru
Seems quite handy
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Tue Jul 22, 2014 6:47 pm
by Nova
A new standard mod for me. Could use a technology and / or a special item to make it an upgrade for the player.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Tue Jul 22, 2014 9:40 pm
by Dark
Let's assume that in 3X century on another planet the guy just happen to have a watch
Think of it as of flashlight, it just exists.
p.s. player could combine few stones and build the "gadget", but I'm not a fun of cluttering inventory more than necessary.
Compatibility to v0.10.x
Posted: Mon Sep 08, 2014 3:12 pm
by ssilk
To run this mod with v0.10.x:
- rename the Directory to "TimeDisplay_1.0.0" (add .zip if you use the zip).
That's all.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Tue Sep 09, 2014 1:19 am
by StoneLegion
Thanks for this mod. Changing the zip name solved the loading issues in 0.10.9.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Mon Nov 17, 2014 11:35 pm
by -root
Is this mod still being maintained? If not, is there a viable alternative?
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Tue Nov 18, 2014 1:37 am
by Degraine
Seems to work okay in 11.3, although repositioning the clock with the console commands doesn't seem to be working.
EDIT: Correction, it works in existing saves, but creating new games does not work while the mod is active.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Tue Nov 18, 2014 5:27 am
by L0771
i only changed "game.oninit" for "game.onevent(defines.events.onplayercreated"
SP remote.call("TimeDisplay", "SetSetting", "location", "left/top/center") no funciona, but don't crash.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Fri Dec 05, 2014 8:04 pm
by djnekkid
is it possible to get this updated to 11.5 ? Its soo nice to have during speedruns
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sat Dec 13, 2014 10:45 am
by djnekkid
I actually fixed it myself, it were merely to change the name of the folder.
Here is a working zip
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sat Dec 13, 2014 5:20 pm
by Nova
Does that work with 0.11.6?
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sat Dec 13, 2014 7:15 pm
by berni1212
Nova wrote:Does that work with 0.11.6?
Re: [MOD 0.10.x] Time Display - v1.0.0 !
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sun Dec 14, 2014 2:46 am
by L0771
Nova wrote:Does that work with 0.11.6?
I think yes, factorio 0.11.6 only are big changes in multiplayer.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Mon Dec 15, 2014 2:57 am
by dopefish
Nova wrote:Does that work with 0.11.6?
It's running fine with 0.11.6 for me, after modifying the folder name.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sun Jan 25, 2015 5:53 pm
by FishSandwich
Hey-- can someone update this to work with 0.11.13? It'd be very helpful for me in my PvP series.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sat Jan 31, 2015 7:20 pm
by Frostea
Fixed it to work with 11.13.
It was already working if you started a brand new game with it. Now it is able to load even in existing saves. I only tested it on a few of my saves so please report any issues.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sat Jan 31, 2015 10:37 pm
by FishSandwich
Woop thanks Frostea, you're awesome!
Edit: Just tried it in multiplayer, factorio crashes on loading any map. =(
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sun Feb 01, 2015 3:38 am
by Frostea
Ack, I don't have a second system to test multiplayer functionality. Can you post the error? Might be able to dig out something that works.
Re: [MOD 0.10.x] Time Display - v1.0.0
Posted: Sun Feb 01, 2015 3:57 am
by FreeER
Frostea wrote:Ack, I don't have a second system to test multiplayer functionality. Can you post the error? Might be able to dig out something that works.
well the obvious issue is that game.player can not be used in MP with more than 1 player, you have to use the game.players table (and either a loop or a playerindex from player-related events, other than onputitem). game.players is also available in single player (just it'll never have more than one player) so there doesn't need to be separate code for each either.
Now, I can't test this either, but in the PvP mod code I used this function to handle the issue, just include that and change game.player.print calls into printToAll calls (hint, use search and replace lol)