Programmable Speaker alert signal variables

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Helveg
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Programmable Speaker alert signal variables

Post by Helveg »

Hello, I suggest:

The possibility to append signal values to programmable speaker alerts.

Eq: "Total tier 3 modules: " + value of signal A

Integrating signal values in the alert of programmable speakers would be valuable for global exact monitoring purposes, especially troubleshooting, of diverse numerical values. I admit you could use an array of decider combinators to emulate this to a certain extent but there's already the setting of the pitch of the signal, it would just be a lot more... human readable.

Thanks and let me know what you all think!
i_like_dragons
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Re: Programmable Speaker alert signal variables

Post by i_like_dragons »

I second this
Jap2.0
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Re: Programmable Speaker alert signal variables

Post by Jap2.0 »

I never knew I needed this.
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Re: Programmable Speaker alert signal variables

Post by HammerPiano »

+1 this would be so awesome to play with
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BlueTemplar
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Re: Programmable Speaker alert signal variables

Post by BlueTemplar »

Yes, please.

Or at least to be able to set the alert icon to Anything (/ Everything / Each ?)

In my case, I wanted to have an alert telling me a belt (single lane) is backed up, one among several lanes.
It works great, but of course then I also wanted the alert to show me which lane is backed up (by what item(s)), and that doesn't really seem to be an option (without a much more complex set up with multiple programmable speakers) :
not_programmable_enough_speaker.png
not_programmable_enough_speaker.png (48.3 KiB) Viewed 472 times

When clicking to pick the alert icon, Anything (/ Everything / Each) are not options.
no_anything-everything-each.png
no_anything-everything-each.png (126.73 KiB) Viewed 472 times

And the alert icon would then also show the value of the signal !

You can add the icon as a rich text (like I did above), but it's just the fixed icon :
fixed_alert.png
fixed_alert.png (14.68 KiB) Viewed 472 times
(I guess it's debatable as to whether rich text should work this way too, maybe this ought to be reserved to more complex combinator contraptions ??)

Potentially related :
viewtopic.php?f=182&t=118080
viewtopic.php?f=6&t=117923
viewtopic.php?f=11&t=116148
viewtopic.php?f=6&t=82635
BobDiggity (mod-scenario-pack)
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Re: Programmable Speaker alert signal variables

Post by A7x49 »

I really need this. It would change the whole game.

I could create a whole system of customized alerts. Without the ability to programatically set the alert symbol or text, its not feasible.

I set up a whole system expecting there would be some way to get get a custom alert when an item is low. It counts all the items in my logistic network and checks to see if any of the items that at one point were greater than 0 are now 0. I was hoping to display this as a custom alert.

I could technically make an array of programmable speakers, one for each item. But that's too much of a chore. If we could just use "Each" or "Any" in the alert symbol or text as BlueTemplar says, that would solve everything.
IsaacOscar
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Re: Programmable Speaker alert signal variables

Post by IsaacOscar »

You could just connect a decider combinator to your alarm, and when it goes off, click the combinator to see what signal triggered it.

But yes, using the special logic signals would be nice, also with display panels (which I've never used).
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BlueTemplar
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Re: Programmable Speaker alert signal variables

Post by BlueTemplar »

Or in my case also just look at the belts. But sometimes it takes several seconds to see, especially with those sneaky low density structures on yellow belts (maybe I should try other belt colours, hmm...)

Can't you do that with display panels already ?
(Which serve a different use case, since they only 'alert' you when you look at them.)
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IsaacOscar
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Re: Programmable Speaker alert signal variables

Post by IsaacOscar »

Yes you can!
11-19-2024, 20-08-38.png
11-19-2024, 20-08-38.png (200.32 KiB) Viewed 294 times
And you can use anything:
11-19-2024, 20-11-30.png
11-19-2024, 20-11-30.png (131.02 KiB) Viewed 294 times
So they should just do the same thing with the programmable speakers.
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Add Each/Everything/Anything Signals to Speaker Icon Filter

Post by forums.mattias »

TL;DR
Add the each, everything, and anything signals to the Programable Speaker icon filter UI similar to how display panels are setup allowing for dynamic switching of the icon (and text) based on circuit signals.
What?
Add the each, everything, and anything signals to the Programable Speaker icon filter UI similar to how display panels are setup.
Why?
With these signals on the display panel, it's possible to dynamically update the icon based on the circuit network signal sent to them. This functionality does not exist on the speakers. With new additions such as the selector combinator, having to hard code the speaker icon (and text) becomes more annoying. If i'm selecting signals based on iondex for example, the signal may change as items move in and out of chests/containers making the speaker incorrect.
Display Panel
Display Panel UI
Display Panel UI
11-19-2024, 16-46-07.png (125.4 KiB) Viewed 232 times
Speaker UI
Speaker Icon UI
Speaker Icon UI
11-19-2024, 16-44-21.png (212.17 KiB) Viewed 232 times
Koub
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Re: Programmable Speaker alert signal variables

Post by Koub »

[Koub] Merged into an older thread with a similar suggestion
Koub - Please consider English is not my native language.
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