Notifications System
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Re: Disable logistic network warnings
I think what you're looking for might be this topic (and more specifically this post) :
viewtopic.php?p=380450#p380450
viewtopic.php?p=380450#p380450
Koub - Please consider English is not my native language.
Re: Disable logistic network warnings
that would be it, some nice suggestions.
Some say notification, some alarms, i only searched for warnings and didn´t click the topics, only read the titles of what the search came up with and their dates
Asking for a merge, i´ll keep that thread alive cos thats bothering me for a long time now
Some say notification, some alarms, i only searched for warnings and didn´t click the topics, only read the titles of what the search came up with and their dates
Asking for a merge, i´ll keep that thread alive cos thats bothering me for a long time now
Re: Notifications System
[Koub] Merged into older topic with similar and more general suggestion.
Koub - Please consider English is not my native language.
Mute alerts GUI
I wonder if it would be good to have GUI, opened when right clicking on alerts.
Doing same stuff that we already have a command for.
Let me post a pic.
Also, btw, on a few playthroughs, I found that we play in such a way, that there is a lot of "construction robots missing" alerts. It is up to point when we have good personal and placed (fixed) roboports.
I tend to mark some tunnels to make through forests. (This first type of alert can disappear if I go away from this deconstruction zone)
My friend likes to place hundreds of solars in array. (This may be displayed for long time because one side is under roboports)
Thanks
ps There isnt such a topic already, is there?
Doing same stuff that we already have a command for.
Let me post a pic.
Also, btw, on a few playthroughs, I found that we play in such a way, that there is a lot of "construction robots missing" alerts. It is up to point when we have good personal and placed (fixed) roboports.
I tend to mark some tunnels to make through forests. (This first type of alert can disappear if I go away from this deconstruction zone)
My friend likes to place hundreds of solars in array. (This may be displayed for long time because one side is under roboports)
Thanks
ps There isnt such a topic already, is there?
Re: Notifications System
[Koub] Merged into older topic with similar suggestion.
Koub - Please consider English is not my native language.
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Re: Notifications System
Let's necro this once more. Actually, for me this is alive until it's fixed. Because it's a shame in an otherwise almost perfect game.
Me too, buddy, me too.
I agree, it was actually needed for 1.0, but it, for some unfathomable reason (and "Not enough time" ain't one: you *make* time, AKA delay/postpone) didn't happen.
Just ran into this again is why: I'd set "structures damaged" to *not* disappear at all unless acknowledged by me or at least until *repaired*. And, if we had *that* level of flexibility, auto-remove when repaired *UNLESS* damaged again before repair happened (which would hint at "here's a hotspot my bots can't get repaired fast enough"). (There's no Lua API for alerts management‚right? With an actual system, there should (and I expect there would) be)
Re: Notifications System
Hello,
I've created an account just to bump this topic.
It's a great suggestion, also it could be interesting to add an `on_alert` event to the API.
I've created an account just to bump this topic.
It's a great suggestion, also it could be interesting to add an `on_alert` event to the API.
Last edited by Speedlulu on Wed Jun 29, 2022 2:35 pm, edited 1 time in total.
Re: Notifications System
An idea whose time has come? *Enters user-configurable alarm as a reminder*
My own personal Factorio super-power - running out of power.
Re: Notifications System
The kind of settings I had in mind is something like the UFO : Aftermath options :
First column is "pause game", second is "center on alert", and third is "just inform".
And the different lines are "hostile spotted", "unit attacked", "unit killed", "no more orders", "out of ammo", "can't aim at target", "action impossible", ...
One can choose whatever level of detail one wants when an event occurs. And one can change the level of alerting for a given category while in mid game, because throughout the game, things that matter evolve.
First column is "pause game", second is "center on alert", and third is "just inform".
And the different lines are "hostile spotted", "unit attacked", "unit killed", "no more orders", "out of ammo", "can't aim at target", "action impossible", ...
One can choose whatever level of detail one wants when an event occurs. And one can change the level of alerting for a given category while in mid game, because throughout the game, things that matter evolve.
Koub - Please consider English is not my native language.
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In-game GUI to manage alerts and warnings being shown
It would be nice if there was an in-game GUI to manage what alerts and warnings are shown to the player. Rather than having to use console commands.
I appreciate these are per map and not global, so would be like the map overlay toggles.
https://wiki.factorio.com/Alerts
I appreciate these are per map and not global, so would be like the map overlay toggles.
https://wiki.factorio.com/Alerts
Re: In-game GUI to manage alerts and warnings being shown
This has been on our wish list for quite a while
viewtopic.php?f=6&t=9394
viewtopic.php?f=6&t=9394
My own personal Factorio super-power - running out of power.
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Re: In-game GUI to manage alerts and warnings being shown
I looked at that topics opening posts before making this thread. But it looked to be a much larger and all encompassing geature ask, than this simple gui addition for existing functionality
Re: Notifications System
[Koub] Merged into older thread with similar suggestion. Sorry for the delay.
Koub - Please consider English is not my native language.
Re: Notifications System
Now if only the User Interface itself was a mod. I could modify it to work best for me.
Anno 1800 has a small dialog on the left of the screen that allows one to show or hide various warnings and alerts. Although I would prefer something in settings that went into more detail about what I could enable or disable. I want less stuff on the screen. Some might want it all up front.
Another of the newer games also has options on the lower right to quickly enable and disable certain types of notifications. DSP I think. It lets me quickly turn off those annoying flashing alerts for power.
Which is the most annoying thing in this game. Like the stupid flashing of the Research Complete message that never ever stops. Or the things that need to be built or picked up by robots flashing thing.
Anno 1800 has a small dialog on the left of the screen that allows one to show or hide various warnings and alerts. Although I would prefer something in settings that went into more detail about what I could enable or disable. I want less stuff on the screen. Some might want it all up front.
Another of the newer games also has options on the lower right to quickly enable and disable certain types of notifications. DSP I think. It lets me quickly turn off those annoying flashing alerts for power.
Which is the most annoying thing in this game. Like the stupid flashing of the Research Complete message that never ever stops. Or the things that need to be built or picked up by robots flashing thing.
Re: Notifications System
There are mods that reduce the size of the power alerts in Factorio, and I think there are ones that change them, so it's almost certainly possible to disable them entirely. There are also probably some interesting mods on the mod portal.
Have you tried picking a new research when that starts flashing? It usually stops flashing for me after I pick a new research.
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Re: Notifications System
It flashes until you open the tech window. I just quickly double tap T (my bound key for the tech window) when I have a research complete but am not interested in picking another, yet.
Edit:
I have issues with this game's flashing warning icons, too (or at least the ones that appear on the buildings themselves), but it's less to do with the flashing and more to do with the looks of the flashing icon. I like using the SmoothWarnings mod to replace the default ones. Much better to me.
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Re: Notifications System
Edit: I am currently using and have been using Smoothwarnings for what seems like years. It does help a small bit. But nothing really works because the flashing is hardcoded into the game.
I don't have epilepsy issues but I am much more sensitive to flashing things in games than most people. I have no problems with slower animations.
I don't have epilepsy issues but I am much more sensitive to flashing things in games than most people. I have no problems with slower animations.
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Re: Notifications System
The notification representation should be really more configurable. Besides, there should be a small "log" button where you can get a list of all warnings of... the last hours... Notifications have to be put together - if a building gets damaged, all damaged buildings in a close distance and same time are put in the same "event". If a building gets destroyed, all destroyed and damaged buildings are combined in this "event". Of course the programmable speaker also creates "events" for the log.
I'm missing kinds of "brownout" warnings, but that would be more a task for the programmable speaker and improved circuit network.
I'm missing kinds of "brownout" warnings, but that would be more a task for the programmable speaker and improved circuit network.