Circuit HUD V2

by Xiomax

Allows you to track any circuit signals in the player HUD / UI. Awesome for storage monitoring, robotics network, production flow, alerts, debugging circuit networks or power monitoring! This is a continuation of the Circuit HUD mod with many new features and can be safely installed in existing save files!

Content
3 years ago
1.1
6.26K
Circuit network

b [Maybe fixed in v1.3.0] Mod is not fully compatible with editor

3 years ago

Destroying HUD combinators via ctrl+x and ctrl+d shortcuts or using the deconstruction planner on them while in /editor mode permanently breaks the mod: info from the newly built HUD combinators won't be displayed in the HUD window.

This bug stays within a save, so the only workaround I could find was to load the save with Circuit HUD disabled, save the game, reenable the mod.

3 years ago

Thanks for the report! I will take a look at it tomorrow morning, it's 00:20 at night here, and will let you know once I have a fix!

3 years ago

@FoxLove, can you try if this is fixed in v1.2?

I haven't been able to replicate the error, so if its still there let me know

3 years ago

I just tested it in 1.2.1 version of the mod and the problem persists.
You don't need some kind of a complex setup to test this. Something as simple as this will suffice: https://i.imgur.com/7jM7hqI.png
Constant combinator just outputs A10 and that's it.
Deleting the HUD combinator (ctrl+d this time) and adding a new one will break the mod: https://i.imgur.com/gFYwQ6F.png
If you want a vid and/or a more complete explanation β€” let me know.

Additional question: your mod uses game's rounding. So, a number like 16459 will be displayed as 16k. Is it possible to display the full integer? https://i.imgur.com/7h2AmgT.png
I'm guessing not. But it'll be amazing if your mod will be able to show the whole number.

No rush. Your mod works fine in ...eeeeeeeehrm... "hormal" game mode.

3 years ago

Hey Foxlove, I have worked the past few days on a big update and have addressed the problem you're describing. I believe I have it fixed now, let me know what you think of version v1.3

Your question: your mod uses game's rounding. So, a number like 16459 will be displayed as 16k. Is it possible to display the full integer? https://i.imgur.com/7h2AmgT.png
I'm guessing not. But it'll be amazing if your mod will be able to show the whole number.

Answer: It should be easy to implement, but I'm afraid it will overlap with other signals since it's all close to each other in the HUD. I will take a look and make it into and setting you can play around with! Expect it to be available in v1.3.1

3 years ago

I looked if it was possible and unfortunately its not, I use the "sprite-button" to show the signals and they automatically convert the number 16459 to 16k and I can't change that.

See:
https://lua-api.factorio.com/latest/LuaGuiElement.html#LuaGuiElement.show_percent_for_small_numbers

I could maybe add an option to change the view, where it would be [Signal icon] - 23.823.423 and then in a list going down.

Example: https://i.stack.imgur.com/pANTi.png

If you want that I could see what I can do, and let me know if you have any suggestions!

3 years ago

Hey, Xiomax!
Sorry for the late response. First of all, I gotta say: I love what you did :D I really do! The mod looks great and new features are awesome!

A couple of bugs:
β€” Buttons next to a combinator's name (go to combinator, open combinator, hide combinator) stop working if refresh rate is set to a low value (e.g. they don't work at all with the value of 1, and you'll have to click a few times, when the value is set to 7).
β€” Hovering over "search" and "settings" buttons produces a tooltip with "unknown key" error (more of a cosmetic issue, as the buttons themselves work fine).
β€” Minimizing Circuit HUD's window, alt-tabbing out of the game, alt-tabbing back to the game and maximising the mod's window again will lead to the window being eehrm... sort of a "out of bounds": https://i.imgur.com/rD1Ayrl.png
Alt-tabbing back and forth again, while the window is maximised fixes this issue.
β€” The button which confirms combinator's name can "un-confirm" and delete it, if you didn't actually change the combinator's name.

Suggestions:
β€” Add input boxes in addition to sliders or people with OCD will find you and torture you (: Getting a specific value is hard.
β€” HUD Combinator's window needs a "save and close" feature. Interface of a blueprint book is a great example: if I press "enter", while editing a book's name, a new name will be saved and the window will be closed. Or I can click outside of a field (thus, saving the name) and then press "e" to close the window.
Basically, my "complaint" is that changing a combinator's name takes too many actions.
Also, the ability to rename combinators right in the mod's window could be nice: https://i.imgur.com/mNqa1ap.png

Example: https://i.stack.imgur.com/pANTi.png
If you want that I could see what I can do, and let me know if you have any suggestions!

You mean kinda like this: https://i.imgur.com/wZrBIQ4.png ?
That would be amazing :D

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