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. 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.
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.
It needs the Floating Framework mod (manual install currently doesn't trigger a check for dependencies )
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.
I think it's best not to release on forum anymore only through pamm. Read following on how to get it on pamm. https://forums.uberent.com/threads/guide-getting-your-mod-on-pamm.55189/ If you don't want to get involved in setting up github you could always contact a modder with access like me to upload it if needed.
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.
Yeah, all mods listed in the mod managers have a link back to their respective forum thread. The forum is only one click away.
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?
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?
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..
'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.
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.
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
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.
Please make this mod hide itself when spectating: https://forums.uberent.com/threads/how-to-hide-your-ui-mods-in-spectator-mode.57942/
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 -->