Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms

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ssilk
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Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms

Post by ssilk » Thu Sep 24, 2015 2:56 pm

This is about handling of alerts:
- how they will appear for the player
- how they can be handled inside (and outside) of the factory. Also automation/automated handling
- how to get more/useful information from an alert.

Articles:

viewtopic.php?f=6&t=1387 Alerts / better combat warnings (very old)
viewtopic.php?f=6&t=4080 Better overview: Issue list and event log
viewtopic.php?f=6&t=4195 Custom Alarm/Notification/Player Set Alarm/Attention
viewtopic.php?f=6&t=5247 Show power shortage icon as soon as you don't provide enough energy
viewtopic.php?f=6&t=5453 Disable alert for damaged wall
viewtopic.php?f=6&t=5947 Different alert sound for destroyed objects
viewtopic.php?f=6&t=6097 Add extra viewport windows
viewtopic.php?f=6&t=6110 Show general direction of alert on minimap and full map
viewtopic.php?f=6&t=8690&hilit=alert Small UI improvements
viewtopic.php?f=6&t=8707&hilit=alert Better “No Path” feedback for trains
viewtopic.php?f=6&t=8778 Event alert filters?
viewtopic.php?f=6&t=8802 Alert thresholds on boxes.
viewtopic.php?f=6&t=9394 Notifications System
viewtopic.php?f=6&t=12355 Desktop Notifications
viewtopic.php?f=6&t=12357 Disable alerts for mundane combat
viewtopic.php?f=6&t=12362 Add player fighting alert
viewtopic.php?f=6&t=12647 Custom Signs
viewtopic.php?f=6&t=13912 Notification when drill out of ore
viewtopic.php?f=6&t=14566&hilit=alert Manual Toggle Combinator
viewtopic.php?f=6&t=15376 Audible alert when gun turrets are out of ammo
viewtopic.php?f=6&t=16547 When an Alert Comes Up Clicking it takes you to the map.
viewtopic.php?f=6&t=20290 Where am I being Attacked
viewtopic.php?f=6&t=22113 Extra warnings/alerts for various events
viewtopic.php?f=6&t=22269 Network Signal Notification Messages
viewtopic.php?f=6&t=23242 Configurable Alerts (PLEASE!)
viewtopic.php?f=6&t=23255 Notification Centre
viewtopic.php?f=6&t=23626 No alerts when combat events on screen
viewtopic.php?f=6&t=25146 Redo the power bars.
viewtopic.php?f=6&t=26647 Display signals values on Map
viewtopic.php?f=6&t=27554 Damage alert
viewtopic.php?f=6&t=28148 Motion Detector
viewtopic.php?f=6&t=28150 Display Signal Information on Map / Signal Beam
viewtopic.php?f=6&t=29200 Entity that produces alerts on map
viewtopic.php?f=6&t=32657 no more alert sound after attackers are dead.
viewtopic.php?f=6&t=33983 Message block. (circuit network)
viewtopic.php?f=6&t=39917 Don't sound the alarm again if the biters are already dead
viewtopic.php?f=6&t=40759 Better Robot Notifications
viewtopic.php?f=6&t=41068 Option to turn off notifications
viewtopic.php?f=6&t=46386 Dismissing alerts



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viewtopic.php?f=80&t=16566 Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms
Last edited by ssilk on Sun May 07, 2017 11:32 am, edited 20 times in total.
Reason: Added topic 23626
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Re: Alerts, Alert-Info (Map), visible/audible Indication

Post by Kane » Thu Sep 24, 2015 3:05 pm

Great collaboration of information. We might even see some these features in 0.13 because I know Rseding91 had said they wanted to open the GUI up a but more for modding.

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Re: Alerts, Alert-Info (Map), visible/audible Indication

Post by ssilk » Thu Sep 24, 2015 3:33 pm

Makes me happy. :)
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Re: Alerts, Alert-Info (Map), visible/audible Indication

Post by Grimakar » Wed Apr 13, 2016 9:49 pm

Maybe this is worthy to be considered: No Alert, when damage is done On Screen -> viewtopic.php?f=6&t=23626

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Re: Alerts, Alert-Info (Map), visible/audible Indication

Post by dstar4138 » Mon Sep 05, 2016 11:55 am

At the very least it would be nice to have more event types in the Mod API: http://lua-api.factorio.com/latest/defi ... nes.events

That way Modders can do whatever they want with Alerts (personally I'd like to see someone work on an alert stream published to a log which could be read by a third-party program, i.e. group-server events published to my Android phone, or local-game map events on my secondary monitor with gps coordinates/mini-map).

If the end goal being to automate everything, it should include the response to some of these events :lol:

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Re: Alerts, Alert-Info (Map), visible/audible Indication

Post by thereaverofdarkness » Sat Feb 04, 2017 5:11 pm

It shouldn't ever buffer an alarm, it should delete any alarm which would sound before the minimum timer has expired. Alarms should sound immediately or never.

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Re: Alerts, Alert-Info (Map), visible/audible Indication, Handling Notifications/Alarms

Post by Tontow » Fri Aug 25, 2017 6:08 pm

I really would like to see some kind of alert heat map and graph.


In map view, you would have an the option to set the time frame that you want to view (just like in the power readout graph screen) and a heat map of alerts so you can quickly identify where you need to concentrate your defenses. The more alerts / damage / destroyed buildings there are in a given area, the hotter the area will appear on the map.

Clicking on an area of the heat map will bring up a graph (like the power readout graph you get when you click a power poll) that will show alert data from the near by surrounding area (adjustable size?) where you clicked over x amount of time. It would show data like: Number of turrets that engaged the enemy, buildings damaged, buildings destroyed , enemy strength, enemy number, enemy type, average turret ammo level , ammo spent , etc.

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