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
22 days ago
1.1 - 2.0
8.45K
Circuit network

g 2.0 Update possible?

a month ago

Any hope to see this updated for 2.0?

a month ago

I quit playing since it is just too addictive but if someone wants to make a pull request: https://github.com/JasonLandbridge/CircuitHUD-V2 then I'm happy to publish. From what I gathered, it might be as simple as changing the version number

a month ago

I'll see what happens, wouldn't be surprised.

Also, lol, it really is addictive

a month ago

I changed the version number to 2.0.

There are too many errors that have to be fixed. :-( You have to switch to stdlib2, gui-beta has been changed to gui, something changed in terms of the global.players variable. I fixed all that and got into my savegame again.

I can build the combinator, but placing it gives the next error in "on_built_entity". It is a rabbit hole I guess. Maybe I'll take the time, someday. I love fixing errors but now I want to play the game. :-D

Also, if there are too many changes needed: I (as a programmer) would recommend to rewrite the mod. But that depends on how long it takes to fix vs. how long to rewrite. I hope fixing is faster.

a month ago

I want this to monitor my trains, please be motivated :D

a month ago

I want this to monitor my trains, please be motivated :D

You're more than welcome to fix this mod and then I will publish it.

a month ago
(updated a month ago)

I've tried to fix this. It's out of date with both Factorio and the supporting stdlib and flib. I've never modded Factorio and my lua exposure is incredibly small. The main issue I'm having is that flib's 2.0 support basically forces you do to do a major update with backwards breaking changes.

The stdlib changes are simple, you can just update from the out of date stdlib, to kry_stdlib, a temporary 2.0 version of stdlib that Kryzeth made to unblock themselves.

The Factorio changes aren't too bad (fix a couple recipes, how you read/access prototypes, sprites, etc)...

But the flib changes are all in with how it renders and is interacted with.

I can get it to render - but none of the UI interactions work.

Here's what I've done/the mess I've left it in, but I've given up. It's going to be easier to rewrite without flib and just use Factorio's GUI api.

https://github.com/JasonLandbridge/CircuitHUD-V2/compare/master...mGuv:CircuitHUD-V2:master

Anyone braver than me, feel free to continue hacking at it. My current problem is, all UI interactions don't work due to the way the event is handled, turned in to an action and then decided on what to act upon. Right now, all my actions come back nil so every interaction does nothing.

Hardest part is the changes between flib.gui-beta and what they actually released in flib.gui.

I'm sure it's easy enough but I don't have the time/knowledge to do this quickly. I'd rather learn the Factorio API in a rewrite than continue, sorry.

a month ago
(updated a month ago)

Scratch that, I fixed it by copy pasting an old flib.gui module in.

PR here: https://github.com/JasonLandbridge/CircuitHUD-V2/pull/6

Not fully tested, but working in all the scenarios I need. Not an ideal solution at all but all I can manage in a day as I've never touched this stuff.

a month ago

The Hero we need! :D

a month ago

I just found a bug with my solution as I cut a corner that I forgot to come back to, looking in to it now. Basically only item signals work, it breaks if you put like a control signal in.

a month ago

I keep fixing and finding more issues, close to giving up again :(

Currently works fine... Until you load a game with combinators already placed. Then it's all broken.

a month ago

Backwards compatibility would be nice but is it rly needed?
Even the devs suggest to start a new game because of potential problems.

a month ago

I don't mean backwards compatibility. I mean loading a game in general sadly :( New version of the mode -> Place Circuit HUD Combinator -> Save -> Load Save -> Click Combinator = Crash (as well as the fact the Circuit HUD GUI is frozen in the state it was when you saved, doesn't update the signals, can't be clicked, etc).

It seems CircuitHUD stores its own global/internal state that falls out of sync with the game state on game-load. This seems to be because Factorio is persisting more than it used too, so it gets massively desynced.

a month ago

Maybe
https://mods.factorio.com/mod/visual-signals
has some code for you. This is the substitute i've been using.
It doesn't have all the nifty features.

a month ago

All thanks to hgschmie a 2.0 version has been released! https://github.com/JasonLandbridge/CircuitHUD-V2/pull/7