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

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

Post by ssilk »

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=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=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=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=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=33983 Message block. (circuit network)
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.
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Re: Alerts, Alert-Info (Map), visible/audible Indication

Post by StoneLegion »

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 »

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

Post by Grimakar »

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 »

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 »

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 »

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

Post by BlueTemplar »

Potentially useful :
Nividica wrote: Wed Mar 23, 2016 3:16 pm It's kind of a heavy handed 'fix' but you can add

Code: Select all

alert_when_damaged = false
to any damageable entity to completely prevent being alerted when that entity type is damaged or destroyed.
For example, if you wanted to disable alerts for the walls, open the

Code: Select all

data\base\prototypes\entity\demo-entities.lua
file, search for "wall", around line 2300, and add the field.

Code: Select all

    type = "wall",
    name = "stone-wall",
    icon = "__base__/graphics/icons/stone-wall.png",
    flags = {"placeable-neutral", "player-creation"},
    alert_when_damaged = false,
    collision_box = {{-0.29, -0.29}, {0.29, 0.29}},
Again, a bit heavy handed, since you won't even be alerted when it is destroyed, but if you have are secure in your defenses it certainly cuts back on the unwanted alerts. This was a sanity-saver for me when using the force-fields mod. Just don't forget when you start a new game that you may want to change this back.
I honestly don't know enough about modding to know how, but given that other mods can change vanilla prototypes, I'm sure a mod could be made that can setup/control this kind of thing for you.

Edit: Aaaaand I just realized I necroposted -.-
See also :
[MOD REQUEST] A 2nd Wall Type - Doesn't give an Alert if damaged, Doesn't repair unless no damage for configurable time
viewtopic.php?f=33&t=89206

Much more recently :
Disable alerts for damaged walls
viewtopic.php?p=628224

See also, in the opposite direction :
Need Audible Alerts Mod
viewtopic.php?f=88&t=70165
BobDiggity (mod-scenario-pack)
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