Auto Pin Alerts

by djarb

Pins alerts as they are raised and leaves them standing until you take them down, so that trouble which happened while you were looking elsewhere is still there to find afterwards. Alerts are grouped into separate incidents by place and time, so trouble in three places is three pins rather than one. Each player chooses which alert types get pinned.

Utilities
2 months ago
2.1
28

Changelog

Version: 0.3.0
Date: 2026-08-30
  Features:
    - Damage a roboport network reaches, and has the power, construction robots and repair packs to deal with, is no longer pinned, since the robots will have repaired it before you get there. On by default, as a per-player setting. A personal roboport counts too, with the robots and packs in your own pockets as its stock, so damage where you are standing is left alone until you walk away or run out.
    - The same for things destroyed, where the network has the power, the robots and a part that builds back what was lost. Off by default: something of yours being lost is worth a record whether or not a robot rebuilds it from its ghost.
    - Either way, a network that cannot do the work -- power out, no robots, no repair packs, no spare part -- leaves the alert pinned, which is when you most want to hear about it. A roboport with the power out goes on claiming its area, so the mod asks the roboport nearest the trouble whether it is working; a personal roboport run flat counts as dead the same way.
  Changes:
    - Scans now happen every two seconds by default rather than every half second, which costs less for a difference no one is watching for. Games already under way keep the interval they have; the setting is unchanged and can be turned back down.
Version: 0.2.0
Date: 2026-08-26
  Features:
    - One kind of trouble can now hand its pin over to another: something destroyed where things were being damaged takes the damage pin down, leaving the destruction pin to stand for both. The two have to be close enough in place and time to count as one incident, and both alert types have to be pinned, so a pin is only ever traded for another and never simply lost.
    - A per-player setting for that, on by default, under the alert type checkboxes.
  Changes:
    - A pin left standing for trouble that is over is not superseded by new trouble in the same place once it is older than the time that separates incidents, so a record of what happened earlier is not taken down by what happens later.
Version: 0.1.0
Date: 2026-08-23
  Features:
    - Selected alerts are pinned automatically as they are raised
    - Alerts of one type are grouped into separate incidents by how close together they are in space and time, and each incident gets its own pin, so trouble in three places is three pins.
    - Per-player control of how far apart in tiles and in ticks alerts have to be to count as separate incidents.
    - Each player chooses which of the eighteen pinnable alert types get pinned, in the per-player mod settings.
    - Custom alerts from other mods are left alone: a pin cannot carry their icon and message, and asking for one crashes the game.
    - A per-player choice of whether a pin is removed when its alert clears or stays until taken down by hand.
    - Closing an automatically created pin keeps that incident unpinned until its alerts clear and it is raised again, but the same kind of trouble elsewhere can still be auto-pinned.
    - Alerts are pinned on whichever surface they are on, grouped separately per surface, so trouble across several planets and platforms is kept apart.
    - Pins for a destroyed space platform are left standing when pins are set to stay, as a record that it happened, but are no longer tracked by the mod.
    - Per-player control over the preview radius of the pins the mod creates, and a map-wide scan interval.