Alert Center


A smart GUI for alert history. Integrated into vanilla 2.0!

Utilities
1 year, 3 months ago
1.1
697
Combat

i Suggesetions

1 year, 2 months ago

Wanted to post these. I put these in a DM a long time ago, but posting here in case others share the same opinion:

  1. A way to clear alerts (individually/all)
  2. Support for multi-surface (Space Exploration). I noticed alerts don't get logged if looking a different surface. Also, handlers.zoom_to_world could go to the surface of alert if this gets added. If you are feeling extra loving, perhaps some way of passing the alerts over to us while we are in editor extensions (raiguards mod).
  3. Configurable value for auto-clean alerts (where you do alert.count >= 36000 / poll rate for people like me who leave the factory running for hours unattended. Perhaps, configurable per column. For example, I'd have turrets engaged alerts active for maybe 2-3 minutes, but I want to keep destroyed entity alerts up for hours or until I cleared it myself after I fixed it.
  4. Highlight Alert Center shortcut when dialog is active. Also, show keybind in the shortcut tooltip.
  5. A mouse button keybind that would give a direction arrow to the location of the alert. Much like Factory Search does when you right-click on a search result, a green arrow directs you to the location. This would make it much easier to start heading in the direction of the alert instead of spending time on the map figuring out where to go.
  6. The sort order on the columns seems to be random. Would be nice to have alerts sorted by time.
1 year, 2 months ago
  1. Clearing alerts is pretty easy, I can add that.
  2. Multi-surface map view does not work, you cannot open the map of other surfaces. the way SE does it is incredibly jank and I don't want to do that. If you had SE enabled, you could go to the surface using the navsat and then do it, but natively it is not possible. As far as alerts on other surfaces, it's possible to log them, however that's something I wanted to come back to after redoing some of the infrastructure of the mod eventually.
  3. Configurable alert duration is already a thing last I checked, it's a per-player setting.
  4. Shortcut toggle when active is also fairly easy to set up.
  5. Directional arrows sounds like a bit of work, and I'm not quite sure what's involved in it yet. Maybe at some point, but not currently.
  6. The sort order is not random, it's first come first serve, and when I was making the mod originally, having them sorted by time was actually a bad thing. The alert groups were jumping all over the place when two things happened at once, and it was a janky mess. Once an alert happens, it's group stays in the same spot for consistency.
1 year, 2 months ago

Thanks for the response. For #3, any thoughts on more granular configurable settings for the alert types, as in the example I gave? Some alerts might be more important than others, so we could let other expire faster while more critical errors stay up longer in the list

1 year, 1 month ago

Another suggestion: filter alerts on entity damaged. For example, if I go out to clear biter nests and my car/tank takes damage, i dont really need that in the alert center cause it will clutter up alerts

1 year, 1 month ago

Another option to persist dialog position. Currently the dialog resets to the center of the screen whenever I load up a save.

1 year, 24 days ago

Another option to configure the max number of rows for alert center. My alert center UI is getting real long for attacks within 5 minutes. I know you have the max time, but I think a max row number or maybe even a fixed dialog length would be nice.

https://imgur.com/a/ZWhTCjt

5 months ago

Functionality for other mods to add their own alerts or remove vanilla ones I think would be a good addition.

5 months ago

I just built an edit for the mod that allows the us of this mod with the "No Combat Alerts Outside Visible Range" mod. If you want I can send you a copy.

New response