[MOD 0.13] Smart Display - circuit informations display
Re: [MOD 0.12.X] Smart Display 1.0.4
Hi, thx for your return.
Yes I will create an intermediate size.
But I wonder what kind of circuit value has a decimal part that could be printed ? As far as I know, all these values are integer, no ? Please give me an example, so that I can figure it out.
Yes I will create an intermediate size.
But I wonder what kind of circuit value has a decimal part that could be printed ? As far as I know, all these values are integer, no ? Please give me an example, so that I can figure it out.
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Re: [MOD 0.12.X] Smart Display 1.0.4
I was more thinking simply allowing a way to put a period or comma x # of characters from a side. I don't think you can have decimals, but you could have large numbers where a few commas could be nice.
Re: [MOD 0.12.X] Smart Display 1.0.4
So here is a new version with some of the features you asked :NoriSilverrage wrote:I was more thinking simply allowing a way to put a period or comma x # of characters from a side. I don't think you can have decimals, but you could have large numbers where a few commas could be nice.
- x1.5 scale
- thousands separators (the separator is configurable in config.lua)
- bonus: kilo/mega/giga/tera divisors.
For the color thing, I will think about it, but it seems difficult because each letter/size is an object type. I already create about 100 objects for each ascii char, mulitplied by the number of avalaible sizes, so it would multiply also by the number of colors... It would be huge.
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Re: [MOD 0.12.X] Smart Display 1.0.5
Cool thanks.
I understand about the colors. Thanks for looking into it.
I understand about the colors. Thanks for looking into it.
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Re: [MOD 0.12.X] Smart Display 1.0.5
Thanks for this mod!
Unfortunately it crashes for me when loading a game without the mod installed.
Factorio 0.12.33
SmartDisplay 1.0.5
Unfortunately it crashes for me when loading a game without the mod installed.
Factorio 0.12.33
SmartDisplay 1.0.5
Error while running the on_configuration_changed: __SmartDisplay__/control.lua:45: attempt to compare nil with string
Re: [MOD 0.12.X] Smart Display 1.0.5
Sorry, stupid missing test.
Here is v1.0.6
Here is v1.0.6
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Re: [MOD 0.12.X] Smart Display 1.0.6
Another nice mod from binbinfr. Thank you. And output to the map too, thats just such a nice bonus.
I was gonna play some with the combinators but gave up because I couldn't even debug it because you can't even read the output of nodes. Now it's at least somewhat possible though a bit tedious.
I was gonna play some with the combinators but gave up because I couldn't even debug it because you can't even read the output of nodes. Now it's at least somewhat possible though a bit tedious.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: [MOD 0.12.X] Smart Display 1.0.6
Thanks for your appreciated comments. It's nice to have some feedback.Qon wrote:Another nice mod from binbinfr. Thank you. And output to the map too, thats just such a nice bonus.
I was gonna play some with the combinators but gave up because I couldn't even debug it because you can't even read the output of nodes. Now it's at least somewhat possible though a bit tedious.
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Re: [MOD 0.12.X] Smart Display
Hallo, after doing my first vanilla game (240+ hours to research everything, test a lot of mechanics, the trains, etc, and finally start a rocket on a map with only 4 oil spots on 3 locations ), i came to these forums (btw: just registered, doing my first post ) and started looking for nice small little mods , finding (among others) Time Tools, Logistic Combinators and Nixie Tubes, which enabled me to create some really nice looking displays (big thanks to all these authors), although that took up a lot of space and resources.
Looking further, i finally found this mod which looks really promising to do something similar to what i did with the tubes (and even more) in a very compact way. big thanks again.
back to the question about "fog of war" and radar:
mfG Andreas
Looking further, i finally found this mod which looks really promising to do something similar to what i did with the tubes (and even more) in a very compact way. big thanks again.
back to the question about "fog of war" and radar:
and most of the time, such an extra radar wouldn't be needed anyway when displaying labels in the own main base. but for remote outposts, there are other solutions besides a large vanilla radar: While looking for those small helpers, i also found several radar mods to show larger or smaller areas in many variations. One of them (which i didn't test yet myself) is Security Cameras.binbinhfr wrote:It's a factorio limitation. It would be too cheaty to automatically integrate a free radar in these display... Map is not refreshing under Fog of War ... it need radar
To me, that looks promising when you only want to show some specific small location like a chunk with labels that this mod shows in an outpost on the M-map.Schmendrick (on that mod's page) wrote:Description: Adds security cameras, extremely small (and cheap ) "radar" that only reveal the map chunk they're in. Primarily intended for use in accompanying rail track so a rail system is always visible.
mfG Andreas
Re: [MOD 0.12.X] Smart Display 1.0.6
Hi Anson,
Good idea, I'll have a look at it.
EDIT : here it is : v1.0.7 with integrated mini radar !
EDIT 2 : this option can be disabled in config.lua for those who think this little "free" radar is too OP.
Good idea, I'll have a look at it.
EDIT : here it is : v1.0.7 with integrated mini radar !
EDIT 2 : this option can be disabled in config.lua for those who think this little "free" radar is too OP.
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Re: [MOD 0.12.X] Smart Display
I really really like this so thank you very much for releasing it. The thousand separators and the kilo/giga options are also very nice.
Re: [MOD 0.12.X] Smart Display
Thx for the return ! It's appreciated.NoriSilverrage wrote:I really really like this so thank you very much for releasing it. The thousand separators and the kilo/giga options are also very nice.
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Re: [MOD 0.12.X] Smart Display - circuit informations display
working on update to 0.13 , should be ok wednesday evening.
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Re: [MOD 0.13.X] Smart Display - circuit informations display
0.13 ready !
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Re: [MOD 0.12+] Smart Display - circuit informations display
Nice!!binbinhfr wrote:0.13 ready !
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Re: [MOD 0.12+] Smart Display - circuit informations display
great mod. thanks for converting this to work with 0.13
Re: [MOD 0.12+] Smart Display - circuit informations display
Thanks for the return, guys.
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Re: [MOD 0.12+] Smart Display - circuit informations display
Really like this mod for at a glance information!
Minor Request - Have circuit network be a research pre-req for smart display.
Minor Request - Have circuit network be a research pre-req for smart display.
Re: [MOD 0.12+] Smart Display - circuit informations display
Thx.Nexela wrote:Really like this mod for at a glance information!
Minor Request - Have circuit network be a research pre-req for smart display.
Prerequisite added, please update.
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Re: [MOD 0.13] Smart Display - circuit informations display
Hi
I really appreciate this mod, if you have the time I would really appreciate if you could add the following:
Either a new static type with no power requirement or skip the power requirement if you only want static text.
The reason for this is to make notes to self and it is also VERY useful to write notes to friends in multiplayer. In larger bases where multiple people work together this is epic win!
Ability to show item name based on for example belt or chest content. I run multiple mods and have a huge number of materials on the map, sometimes it is simply a pain to identify what belt contains what. This would mostly be used on a bus to label each lane for easy identification.
A nice to have feature would be if the signs behave like normal items so they could be used in blueprints as well.
Thanks for a great mod!
I really appreciate this mod, if you have the time I would really appreciate if you could add the following:
Either a new static type with no power requirement or skip the power requirement if you only want static text.
The reason for this is to make notes to self and it is also VERY useful to write notes to friends in multiplayer. In larger bases where multiple people work together this is epic win!
Ability to show item name based on for example belt or chest content. I run multiple mods and have a huge number of materials on the map, sometimes it is simply a pain to identify what belt contains what. This would mostly be used on a bus to label each lane for easy identification.
A nice to have feature would be if the signs behave like normal items so they could be used in blueprints as well.
Thanks for a great mod!
Send train to station ID using combinator signal is a long overdue feature!
viewtopic.php?f=6&t=74663
viewtopic.php?f=6&t=74663