Great idea - I do find it overlaps autofactory, and worse it overlaps the pause menu, so I have to exit with ctrl-alt-del and task manager. If we could move the buttons and make them smaller, it'd be perfect.
It wasn't until you shamed me into doing so just now v1.2: Fix for path changes from 'alpha' to 'main/game' Added spectator ko code as ORFJackal suggested edit: When I tested there was a graphical glitch whenever factories or fabbers were selected. The vision of the selected seemed to briefly illuminate. It may or may not be an issue, the lighting was heavily bugged that game.
I haven't checked, but it's probably because of the floating framework. I might fix it, or abandon it for others to fix if they wish.
@trialq This is tHeTrOpHySyStEm communicating to you telepathically via "tagging". It is much easier than using those arrow shaped stones from Legend of Zelda ALTTP. I know you are doing a lot lately, but I recommend updating this mod, as well as considering a setting to autotoggle "group 1" power button automatically if energy drops below 30% and toggling it back if energy increases above 80%. This way, group 1 turns itself off and on, to allow anything else to take higher priority, and to manage itself while you pay attention and micro other stuff elsewhere. Please and thank you for considering this.
It is fixed. I finished my update to it a few weeks ago. Here's the link: https://forums.uberent.com/threads/rel-floating-framework-v2-0-73737.65658/
I didn't realise, thanks for fixing it. I'll see about fixing this mod at the weekend / start of next week.
Quick update just to get it working again, all I had to do was change the modinfo. @LavaSnake You say we can't access the live_game API from the floating framework panel, what do you mean by this? api.select.* and engine.call(*) calls still seem to work, which is all I needed to work.
In glad to hear that the update went over so smoothly. I think those are global calls so they work no matter the scene. I was talking about the live game dependent stuff like getting commander HP and the like.
Thanks for the update, I've missed this one a lot. modinfo was the fix? Is it something I can do with some other defunct mods? how did you do it?
Unlikely. He probably had to update the scene declaration, which is in in modinfo.json file, without touching the code itself.
Correct. If the defunct mods are in live_game and rely on the floating framework, it may be all you need to do to fix them. Check Lavasnake's thread on floating framework for a full explanation, he's given detailed instructions to convert from old to new.
Link here: https://forums.uberent.com/threads/rel-floating-framework-v2-0-73737.65658/ And just ask if you run into any problems.
@trialq How hard would this be to implement? https://forums.uberent.com/threads/management-mode.66076/#post-1036316 I would prefer for this to be implemented by Uber, but if a modder could do something then I guess that would be okay too.