[REL] Eco Manager [58772]

Discussion in 'Mod Discussions' started by trialq, January 13, 2014.

  1. trialq

    trialq Post Master General

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    This mod gives you some buttons to quickly pause and unpause eco-sapping entities globally. Allows you to make quick macro changes to eco usage, for example reacting to eco stalls by pausing factories to allow mex and/or pgens to be built quicker.

    eco_manager_1.1_img.png

    New in v1.1:
    • Commander button
    • Group 0 button
    • Vertical orientation

    Potential future features (api and time dependent):
    • An extra button to pause radar
    • An extra button to pause powered defenses (pelters consume energy when firing)
    • Extra buttons to pause whatever else consumes eco (?)
    • All of the above for local objects (aka just things on screen)
    • Fix minor issues like unit deselect

    Let me know if there are problems. I've tested it, but not on your setup ;)

    Note: Requires Floating Framework mod.

    Attached Files:

    Last edited: January 14, 2014
    lulamae, Jaedrik, Pendaelose and 6 others like this.
  2. igncom1

    igncom1 Post Master General

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  3. Dementiurge

    Dementiurge Post Master General

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    Not seeing the buttons. Mod manager says it's installed, though, so it's got to be in the right place.
    Only other live_game mods I have are the In Game Timer and the Circle to Line mod.
  4. Raevn

    Raevn Moderator Alumni

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    It needs the Floating Framework mod (manual install currently doesn't trigger a check for dependencies :confused:)
  5. trialq

    trialq Post Master General

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    Sorry about that, I'm feeling my way in the dark with javascript. If there's a way to trigger a check for floating framework please let me know.
  6. proeleert

    proeleert Post Master General

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  7. trialq

    trialq Post Master General

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    Updated with new functionality, see OP.

    I can probably handle github, I've used it before in a grudging sort of way, and I suppose it would be easier to maintain if there's lots of updates. I think every mod needs a forum for feedback and detailed description, might as well attach the mod to the thread too even though the forum version may lag behind.
  8. zaphodx

    zaphodx Post Master General

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  9. DeathByDenim

    DeathByDenim Post Master General

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    Yeah, all mods listed in the mod managers have a link back to their respective forum thread. The forum is only one click away.
  10. naginacz

    naginacz Member

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    Great job. A very useful mod.
    An extra button to pause radar - it may be helpful.
    Can you add definable keyboard shortcuts for your buttons?
    stormingkiwi likes this.
  11. stormingkiwi

    stormingkiwi Post Master General

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    I don't understand how to add to group zero?

    Or is it literally group zero?

    In which case, if it's actually group zero, why wouldn't you just hit zero, then tab, with that mod?
  12. trialq

    trialq Post Master General

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    Radar would be helpful, however I don't think that that is currently possible. The workaround is to set radar to group 0. Definable keyboard shortcuts is possible. I know the hacky way to do it (mirror inputmap.js), but I've yet to look into a proper, other-mod-friendly way to do it (suggestions? Settings manager looks likely).

    It is literally group zero. Seemed like a good idea to have a user-definable button for whatever. For me it will be big ticket items like nukes and halleys.

    As to what I assume is 'why not just press 0 then use the standard tab on the right?'; half the reason I made the mod is that the standard tab is fiddly to use.

    I'll update the mod when the new patch is out, and I have added some features. One thing I do want is for the user to be able to select what buttons are visible. Then lots of buttons can be implemented and the user picks whatever suits their style, probably using the settings manager..
    Pendaelose likes this.
  13. stormingkiwi

    stormingkiwi Post Master General

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    'Um nah, there's another mod (Hotbuild 2) that makes a toggle power option, and assigns it to tab.

    It's in the keybinds by default - but rather than being a toggle option, it's a "press a key to turn power off, press a different key to turn power on"

    That would be cool.

    Also - on my screen (1920x1080), the buttons are perfectly in line with the menu you see when you hit esc, but they seem to be "on top". Makes clicking stuff a little tricky.
  14. trialq

    trialq Post Master General

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    I didn't think about initial placement much, luckily you can drag the buttons to wherever you'd like them thanks to the floating framework mod.
  15. xronize

    xronize New Member

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    Made a video:
    lulamae and trialq like this.
  16. tatsujb

    tatsujb Post Master General

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    Please move Eco manager down to collaborate on space with Auto Factory.

    I'm surprised this is the case, them being two of your own mods
  17. trialq

    trialq Post Master General

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    Like I said before, I didn't think about initial placement and it doesn't matter, just drag them wherever you want and they'll be there next time.
  18. zweistein000

    zweistein000 Post Master General

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    I can confirm that this mod still works with the Gamma.
    Quitch likes this.
  19. ORFJackal

    ORFJackal Active Member

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  20. ORFJackal

    ORFJackal Active Member

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    Here are the code modifications that are needed to hide this mod's UI when spectating and before the game has started:

    Add to the beginning of eco_manager.html
    Code:
    <!-- ko if: !model.isSpectator() && !model.showLanding() -->
    Add to the end of eco_manager.html
    Code:
    <!-- /ko -->

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