Releases: narc0tiq/evoGUI
EvoGUI v0.4.4
This update features an updated Hebrew translation by @jocker-il. Everyone thank him!
EvoGUI v0.4.3
This new point release is summarized in this Imgur album, but for a brief run-down:
- new sensor: kill counter (pictured above) -- counts the number of biters, spawners, and other things you've killed.
- new capability: remove offline players (from the player locations sensor). Defaults to on.
- improved behaviour: the simple four-direction "arrows" are replaced with compass octants ("NE", "S", etc).
- a better look: the untranslatable text buttons ("+", "-", "s", "...") are replaced with icons that are hopefully more immediately understandable.
EvoGUI v0.4.2
Just little changes this time around, but there were a lot of them! So many, in fact, that I had to gather them up in an Imgur album.
As a list:
- Can configure the time-of-day indicator to remove rounding and show planetary day (with guesstimate-level precision) (#19)
- Can now change the GUI update frequency (#20)
- Can configure evolution factor to have 4 decimals of precision (#21)
- Can configure the play time indicator to break out days played, or remove the seconds (#22)
- Hebrew translation was updated, thanks again to @jocker-il (#25)
- Player list now lets you know if a player is offline, thanks to @silasary (#26)
- Minimum Factorio version is now 0.12.7 (but you could hax it back down as long as you don't use the player list) via 3038608
Thank you all!
EvoGUI v0.4.1
Fixes #15 by disabling the player locations list when it finds an empty-named player. This should never happen in multiplayer (I tried it on my server, and it made for a desync loop until I disconnected).
EvoGUI v0.4.0
This one's a little lighter than the other majors on player-visible things, and revolves around the player locations sensor:
By default, the player locations sensor shows you just the name of the other player and direction to reach them, but you'll notice on the settings GUI a new button:
Which opens this:
Which lets you make the player location sensor look like this:
EvoGUI v0.3.3
And now I think I finally fixed the player locations sensor for reals this time.
Also, we now have a remote interface. It only does one thing:
/c remote.call("EvoGUI", "rebuild", <some player name>)
-- rebuilds<some player name>
's EvoGUI as if doing a version upgrade. Might clear up some oddities, if they ever happen.
EvoGUI v0.3.2
Fixed issue #10, wherein the player list occasional caused some console spam.
EvoGUI v0.3.1
Two new value sensors were added:
- the player list:
showing all players and their current location (including which world they're on), and;
- the pollution meter:
Code-side, the most interesting improvement is player-specific sensors (like the pollution meter), which are registered to a single player and show themselves only to their owners.
EvoGUI v0.3.0
A lot of things got moved around in the code, so let me just hit the user-visible highlights:
- The GUI looks smaller and doesn't have a background anymore! I stumbled onto this look while I was trying to make things get closer together and I thought it looked pretty good. The lack of frame means that it can be harder to read sometimes, but it's relatively easy to find a contrasting background somewhere (like, say, by opening the map GUI).
- There is now a button labeled "+" or "-". This button expands or contracts the GUI to show more/fewer value counters.
- There is now a button labeled "s". What it does is it opens a settings dialog where you can choose whether a given value counter should be always visible, visible in popup, both, or neither. This one would kind of work better as a radio button, but I'm unwilling to stress the code by faking it.
An unintended consequence is that now you can reorder the display elements by unchecking and rechecking their boxes. This is purely accidental, and having to do with how we update the GUI, but it looked good so I left it in.
EvoGUI v0.2.1
Changed up how the tick to tick is calculated.
Seriously, I'm not sure what I was smoking before.