[MOD 0.14] HUD Combinator

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3maven
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[MOD 0.14] HUD Combinator

Post 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.
iceman_1212
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Re: [MOD 0.14] HUD Combinator

Post 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).
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aubergine18
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Re: [MOD 0.14] HUD Combinator

Post by aubergine18 »

Is HUD combinator different to Circuit Alerter mod? https://mods.factorio.com/mods/Nexela/CircuitAlerter
Better forum search for modders: Enclose your search term in quotes, eg. "font_color" or "custom-input" - it prevents the forum search from splitting on hypens and underscores, resulting in much more accurate results.
iceman_1212
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Re: [MOD 0.14] HUD Combinator

Post 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
3maven
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Re: [MOD 0.14] HUD Combinator

Post by 3maven »

aubergine18 wrote:Is HUD combinator different to Circuit Alerter mod? https://mods.factorio.com/mods/Nexela/CircuitAlerter
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. :)
iceman_1212
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Re: [MOD 0.14] HUD Combinator

Post 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!
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Re: [MOD 0.14] HUD Combinator

Post by Zaflis »

Any screenshots on what kind of HUD we should be expecting to see?
3maven
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Re: [MOD 0.14] HUD Combinator

Post 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.
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Re: [MOD 0.14] HUD Combinator

Post 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
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Re: [MOD 0.14] HUD Combinator

Post 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)
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Minor issue in 1.3.0 - Hiding HUD Header disables settings access

Post 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
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