UNMA – Universelle Nachrichten-Meldeanlage
v0.10.1Turn Captain of Industry into a fully monitored industrial control room. UNMA is a powerful notification, warning, and alarm management mod that mirrors in-game messages on fully
- Source code
- https://github.com/max2605/UNMA
- Website
- https://github.com/max2605/UNMA
UNMA – Universal Notification and Alarm System
Turn Captain of Industry into a fully monitored industrial control room. UNMA is a powerful notification, warning, and alarm management mod that mirrors in-game messages on fully customizable annunciator panels. Build a clear factory monitoring dashboard and create real-time alerts for production buildings, vehicles, logistics, resources, storage levels, shortages, health, food, workforce, and more.
Define alarm priorities and severity levels, choose colors and custom sounds, set thresholds, combine triggers with AND/OR conditions, and control acknowledgement behavior. Reserve permanent panel slots for critical warnings, scale each panel to fit your interface, and keep important status information visible at a glance.
Follow every alert through its complete lifecycle with persistent alarm history, jump directly to affected entities, and react quickly to production issues, supply bottlenecks, resource shortages, or vehicle problems. UNMA also supports custom alarms from other mods, making it a flexible monitoring and quality-of-life tool for large factories and complex islands.
Monitor your island. Detect problems early. Keep production under control.
# UNMA v0.10.1 – Cross-save configuration profiles
UNMA v0.10.1 – Cross-save configuration profiles
Released: 2026-08-11
UNMA v0.10.1 adds a controlled way to carry selected operator preferences from
one Captain of Industry save to another without copying world state.
Recommended quiet baseline
Only when %LOCALAPPDATA%\UNMA\profiles\default.json is genuinely absent does
UNMA create and persist UNMA Recommended Quiet. Exactly recognized,
unchanged earlier built-ins – UNMA Recommended Silent with six Silent rules
and the intermediate Quiet profile with two additional Hidden rules – are
upgraded to the current Quiet profile in memory only; their seed files remain
unchanged. Divergent and custom profiles are neither supplemented nor
overwritten. The built-in profile is never imported automatically: players
still inspect the preview and explicitly confirm the merge.
The recommended profile sets UpgradeInProgress, DowngradeInProgress,
VehicleGoalStruggling, VehicleNoReachableDesignations,
NoTreesToHarvest, and ExcavatorHasNoValidTruck to Silent. Silent disables
only UNMA's sound. The original Captain of Industry notification remains
unchanged, while HOME visibility and history are retained.
It sets TruckCannotDeliver and TruckCannotDeliverMixedCargo to Ignored.
CoI withdraws and re-emits these vehicle notifications with transient
NotificationId values. UNMA now discards every new event before SetAlarm,
history creation, and persistence, reducing Incident Lens and save-processing
load. Confirmed import and configuration normalization remove matching active
states and memories, plus older global history when no more-specific
non-ignored entity or prototype rule applies. The original Captain of Industry
notification remains visible and unchanged. CannotDeliverFromMineTower,
VehicleGoalUnreachable, and VehicleNoFuel remain normal and audible.
Cross-save workflow
- Save one default profile under OPTIONS, selecting notification rules,
system-alarm configuration, alarm colors/UI scale, and optionally window
positions and sizes. Window layout starts unselected. - Preview an import before applying it. UNMA reports new, changed, unchanged,
and skipped values, then atomically merges only the selected categories into
the target world. Unrelated target settings remain intact. - Transfer Vanilla rules keyed by stable
NotificationTypeand entity
prototype, including their sound assignment and automatic acknowledgement. - Safely skip exact-entity rules because entity IDs belong to one world. Both
preview and result report those skipped rules. - Validate edited or damaged profile values before merging them and report
unavailable sounds in the preview instead of hiding compatibility problems. - Keep history, active alarm and acknowledgement state, running timers,
escalation and snooze state, and every other runtime memory out of the
profile. - Keep imported ignore rules scoped to UNMA. They do not disable or alter the
original Captain of Industry notification.
The atomically written profile is stored separately from world configurations
at %LOCALAPPDATA%\UNMA\profiles\default.json. Global startup settings from
config.json, including master audio enablement and volume, already apply
across saves and are not duplicated in the profile.
Public extension API and assembly binding remain V1. World persistence remains
on schema 20; no world migration is required for v0.10.1.
Compatibility
- Captain of Industry: 0.8.6c
- UNMA: 0.10.1
- Required dependency: MultiLangLib 0.1.0 or newer
- Optional dependency: Keybind Framework 2.0.2 or newer
- Can be added to or removed from existing saves.
Download and documentation
Download the package from the
UNMA releases page. Close the game
and back up Mods/UNMA before updating.
One board, one history, one coherent operating picture.
UNMA v0.9.18 – Fully Native COI UI and Updated User Guides
UNMA v0.9.18 – Fully Native COI UI and Updated User Guides
UNMA v0.9.18 moves every visible UNMA surface into Captain of Industry's native UI hierarchy. Window frames and their contents now follow the same game-controlled z-order, eliminating the old split-layer overlap with vanilla game windows while preserving movable, pinnable, and resizable monitoring panels.
What changed in v0.9.18
- The launcher, main window, alarm editor, detached panels, forms, and instrument rendering now all live in Captain of Industry's native UI Toolkit hierarchy.
- Frames and content move forward and backward together in the game's normal window order. Vanilla windows can cover UNMA normally, and clicking a UNMA window brings the complete window to the front.
- The legacy IMGUI overlay and transparent uGUI pointer shield have been removed.
- Pointer handling, text-field focus, content scaling, and dynamic-list interactions are now consistent across multiple open UNMA windows.
- The OPTIONS page is vertically scrollable, keeping every setting accessible in smaller windows and at larger content scales.
What UNMA already offers
- Configurable annunciator panels with acknowledgement, alarm sounds, links to game objects, and explicit single- or multi-panel destinations.
- Calculated instruments that combine matching values from multiple buildings using sum, average, minimum, or maximum.
- Industrial gauges, edgewise meters, seven-segment displays, Nixie tubes, CRTs, and paper recorders with archives from one in-game day to one century.
- Alarm conditions for values, percentages, increases, decreases, and sustained states over game time, including linked instrument values.
- Global metrics for population, health, workers, food, maintenance, and stored products, plus complete English and German localization through MultiLangLib.
Updated user guides
Both user guides have been revised for v0.9.18. They now cover safe installation and updates, the native launcher and window behavior, annunciator panels, the alarm editor, instruments and recorder archives, the scrollable Options page, integrations, saved data, and troubleshooting.
Compatibility
- Captain of Industry: 0.8.6c
- UNMA: 0.9.18
- Required dependency: MultiLangLib 0.1.0 or newer
- Can be added to or removed from existing saves.
Download and safe update
Download the current package from the UNMA releases page.
Before updating, close the game and back up the existing Mods/UNMA folder. World data (unma-world-<GameId>.json and its backup files) and user-added sounds are stored inside that folder, but they are not included in the release ZIP.
Extract the new UNMA folder over the existing folder so those additional files remain. If you replace the folder completely, restore the world-data files and custom sounds from your backup afterward. Do not delete the old folder first without making a backup.
Thank you for testing UNMA and for the detailed UI feedback. If you encounter a layering, input, scaling, or migration issue, please include your game version, UNMA version, and the relevant log or screenshot in your report.
Keep the alarms loud, the panels readable, and the coal moving.
UNMA v0.9.17 – Native COI UI, Instrument Panels, and Advanced Alarms
UNMA v0.9.17 – Native COI UI, Instrument Panels, and Advanced Alarms
UNMA has grown from a configurable annunciator board into a complete industrial monitoring and alarm system for Captain of Industry.
What is new
- A native Captain of Industry window style with movable and resizable windows, proper input handling, and immersive COI controls.
- 1970s power-plant instrumentation: edgewise meters, round gauges, seven-segment displays, Nixie tubes, CRTs, and paper recorders.
- Multiple named instrument panels for organizing large factories.
- Calculated instruments that combine the same value from multiple buildings using sum, average, minimum, or maximum.
- Paper-recorder archives ranging from one in-game day to a full century.
- Alarm conditions for values, increases, decreases, percentages, and sustained states over in-game time.
- Global variables for population, health, workers, food, maintenance, and stored products.
- A dedicated INSTRUMENT source in the alarm editor.
- Explicit single- or multi-panel destinations for every instrument alarm. New alarms are never silently assigned to the Supply panel.
- Full MultiLangLib integration with complete English and German text plus safe English fallbacks for all supported locales.
Compatibility
- Captain of Industry: 0.8.6c
- UNMA: 0.9.17
- Required dependency: MultiLangLib 0.1.0 or newer
- Can be added to or removed from existing saves.
Updating
Close the game, remove the previous UNMA mod directory, and extract the new ZIP directly into:
%APPDATA%\Captain of Industry\Mods
The archive already contains the required UNMA root directory. Existing world-specific panels, alarm rules, histories, and instrument configurations are retained outside the release package.
Thank you for testing UNMA and for the detailed UI feedback. Keep the alarms loud, the panels readable, and the coal moving.
Vanilla notifications supression
Vanilla notifications can now be specifically customized for an individual object or all objects of the same type: display normally, log silently, or additionally hide from the active overview. The history remains fully intact. Ideal for recurring notifications such as "Truck cannot deliver."
Multilanguage Correct Deployed
I made a fumbel now it works
v0.10.1
Latest- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 11, 2026
- File size
- 1.7 MB
- License
- MIT
Cross-save default profile * Added a selectable cross-save default profile under OPTIONS for notification rules, system alarms, alarm colors/UI scale, and window positions. * Added the built-in UNMA Recommended Quiet profile, created and persisted only when default.json is genuinely absent. Exactly recognized, unchanged earlier built-ins with six Silent rules or with six Silent and two Hidden rules are upgraded in memory only; their seed files, divergent profiles, and custom profiles remain unchanged. Import still requires preview and explicit confirmation. * Set UpgradeInProgress, DowngradeInProgress, VehicleGoalStruggling, VehicleNoReachableDesignations, NoTreesToHarvest, and ExcavatorHasNoValidTruck to Silent. This disables only UNMA sound while retaining the Captain of Industry notification, HOME visibility, and history. * Set TruckCannotDeliver and TruckCannotDeliverMixedCargo to Ignored because CoI withdraws and re-emits them with transient NotificationIds. UNMA discards new events before SetAlarm, history creation, and persistence; confirmed import and normalization remove matching active states and memories plus older global history when no more-specific non-ignored rule applies. This reduces Incident Lens and save-processing load while leaving the original CoI notification unchanged. CannotDeliverFromMineTower, VehicleGoalUnreachable, and VehicleNoFuel remain audible. * Added an import preview that classifies new, changed, unchanged, and skipped values before atomically merging the selected categories into the target world; unrelated target settings remain intact. * Made Vanilla rules keyed by stable NotificationType and entity prototype portable, while safely skipping world-bound entity-instance rules and reporting them in the result. * Added semantic validation for edited or damaged profiles; invalid values are skipped without changing the target, and unavailable sounds are reported in the preview. * Excluded history, active alarms, acknowledgements, timers, and all other runtime memories from export and import. * Kept imported ignore rules scoped to UNMA; the original Captain of Industry notification remains unchanged. * Stored the default profile atomically at %LOCALAPPDATA%\UNMA\profiles\default.json while retaining public API and assembly binding V1 and persistence schema 20.
v0.10.0
- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 11, 2026
- File size
- 1.6 MB
- License
- MIT
Consolidated operations release * Consolidated and stabilized the complete 0.9.19 through 0.9.26 feature line: operator keybinds, history search/export, atomic panel cloning, persistent timing and hysteresis, per-slot audio snooze, escalation and safe operator attention, Historian forecasting, operational areas, and the read-only Incident Lens. * Suppressed every optional Keybind Framework action while a native UNMA text field owns focus, preventing rebound letter keys from triggering operator actions during text entry. * Added viewport-bounded scale-aware minimum sizes for the main window, editor, and detached panels so their usable logical workspace remains intact at 200 percent. * Unified every main view around the same dark card grid, spacing, input treatment, and responsive action rows; history, system alarms, notification options, instruments, and options now use the available width without empty action columns or horizontal overflow. * Added controlled instrument-title truncation and collision-free gauge values, and made the Historian use true COI fullscreen before restoring the exact prior window size and position. * Replaced unsupported icon glyphs with clear text actions and filtered COI's built-in core modules from external-provider diagnostics. * Added a fail-safe for schema 21 or newer: the main configuration plus backup, temporary, and broken-file artifacts remain untouched, and writes stay blocked for the session instead of dropping unknown future fields. * Kept the public extension API and assembly binding on V1 and the persistence model on schema 20; no migration is required for 0.10.0. * Passed the warning-free Release build, 125,696 core assertions, and all IL/reflection, localization, rollback, and package checks. * Intentionally advanced directly from 0.9.26 to 0.10.0; no 0.9.27 release was published.
v0.9.18
- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 10, 2026
- File size
- 1.5 MB
- License
- MIT
Native game UI * Moved all visible UNMA launcher, window, editor, detached-panel, form, and instrument rendering into Captain of Industry's native UI hierarchy. * Removed the legacy IMGUI layer and transparent uGUI pointer shield so UNMA and Vanilla windows now share the same game-controlled z-order. * Hardened text-field focus, UI scaling, and dynamic-list interactions across multiple open UNMA windows. Fixes * Made the Options page scrollable so every setting remains reachable in smaller windows and at larger UI scales.
v0.9.17
- Game version
- 0.8.6c - 0.8.7 re-verified
- Released
- Aug 10, 2026
- File size
- 1.5 MB
- License
- MIT
Alarm editor * Replaced the implicit first-panel destination for instrument alarms with an explicit target-panel picker. * Added independent multi-panel assignment per instrument alarm and enforced at least one destination. * Added INSTRUMENT as a permanent third source button beside game selection and global variables. Fixes * Fixed rules with missing or invalid target panels during configuration normalization.
v0.9.10
- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 09, 2026
- File size
- 2.7 MB
- License
- MIT
* Added global game variables such as population, worker reserve, food supply, and health to custom alarm conditions. * Added a persistent, prominent warning when another unsaved alarm draft is still open. * Added Save, Minimize, and Discard choices when closing the alarm editor. * Added direct deletion of custom alarms from the editor. * Added fault-tolerant JSON exports for optional external UNMA displays.
v0.9.9
- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 09, 2026
- File size
- 2.6 MB
- License
- MIT
* Fixed untranslated metric labels and units when playing in English. * Localized comparison-editor labels, display settings, severity labels, missing-source details, and condition counts.
v0.9.7
- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 09, 2026
- File size
- 2.6 MB
- License
- MIT
* Added all Vanilla continuous notifications registered on an object to its individual panel before they occur. * Added preventive per-object and per-object-type suppression for these potential notifications. * Increased the main tab width so Notification Options is displayed completely.
v0.9.3
- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 09, 2026
- File size
- 2.6 MB
- License
- MIT
* Added Normal, Log Without Sound, and Log Without Sound + Hide modes for existing Vanilla notifications. * Added separate notification handling for one object or all objects of the same prototype. * Kept hidden notifications in history while removing them from HOME, active counters, and UNMA audio. * Migrated previous global notification suppression settings to configuration schema 13.
v0.9.2
- Game version
- 0.8.6c - 0.8.6c
- Released
- Aug 09, 2026
- File size
- 378.9 KB
- License
- MIT
* Fixed autosave failures caused by a saveable runtime event registration. * Added complete MultiLangLib catalogs for all 21 supported game locales. * Added English user documentation and provider integration documentation.
v0.10.1 | 2026-08-11
Cross-save default profile * Added a selectable cross-save default profile under OPTIONS for notification rules, system alarms, alarm colors/UI scale, and window positions. * Added the built-in UNMA Recommended Quiet profile, created and persisted only when default.json is genuinely absent. Exactly recognized, unchanged earlier built-ins with six Silent rules or with six Silent and two Hidden rules are upgraded in memory only; their seed files, divergent profiles, and custom profiles remain unchanged. Import still requires preview and explicit confirmation. * Set UpgradeInProgress, DowngradeInProgress, VehicleGoalStruggling, VehicleNoReachableDesignations, NoTreesToHarvest, and ExcavatorHasNoValidTruck to Silent. This disables only UNMA sound while retaining the Captain of Industry notification, HOME visibility, and history. * Set TruckCannotDeliver and TruckCannotDeliverMixedCargo to Ignored because CoI withdraws and re-emits them with transient NotificationIds. UNMA discards new events before SetAlarm, history creation, and persistence; confirmed import and normalization remove matching active states and memories plus older global history when no more-specific non-ignored rule applies. This reduces Incident Lens and save-processing load while leaving the original CoI notification unchanged. CannotDeliverFromMineTower, VehicleGoalUnreachable, and VehicleNoFuel remain audible. * Added an import preview that classifies new, changed, unchanged, and skipped values before atomically merging the selected categories into the target world; unrelated target settings remain intact. * Made Vanilla rules keyed by stable NotificationType and entity prototype portable, while safely skipping world-bound entity-instance rules and reporting them in the result. * Added semantic validation for edited or damaged profiles; invalid values are skipped without changing the target, and unavailable sounds are reported in the preview. * Excluded history, active alarms, acknowledgements, timers, and all other runtime memories from export and import. * Kept imported ignore rules scoped to UNMA; the original Captain of Industry notification remains unchanged. * Stored the default profile atomically at %LOCALAPPDATA%\UNMA\profiles\default.json while retaining public API and assembly binding V1 and persistence schema 20.
v0.10.0 | 2026-08-11
Consolidated operations release * Consolidated and stabilized the complete 0.9.19 through 0.9.26 feature line: operator keybinds, history search/export, atomic panel cloning, persistent timing and hysteresis, per-slot audio snooze, escalation and safe operator attention, Historian forecasting, operational areas, and the read-only Incident Lens. * Suppressed every optional Keybind Framework action while a native UNMA text field owns focus, preventing rebound letter keys from triggering operator actions during text entry. * Added viewport-bounded scale-aware minimum sizes for the main window, editor, and detached panels so their usable logical workspace remains intact at 200 percent. * Unified every main view around the same dark card grid, spacing, input treatment, and responsive action rows; history, system alarms, notification options, instruments, and options now use the available width without empty action columns or horizontal overflow. * Added controlled instrument-title truncation and collision-free gauge values, and made the Historian use true COI fullscreen before restoring the exact prior window size and position. * Replaced unsupported icon glyphs with clear text actions and filtered COI's built-in core modules from external-provider diagnostics. * Added a fail-safe for schema 21 or newer: the main configuration plus backup, temporary, and broken-file artifacts remain untouched, and writes stay blocked for the session instead of dropping unknown future fields. * Kept the public extension API and assembly binding on V1 and the persistence model on schema 20; no migration is required for 0.10.0. * Passed the warning-free Release build, 125,696 core assertions, and all IL/reflection, localization, rollback, and package checks. * Intentionally advanced directly from 0.9.26 to 0.10.0; no 0.9.27 release was published.
v0.9.26 | 2026-08-11
Incident Lens and alarm pressure * Added a dashboard-only Incident Lens that groups active alarms by a two-game-day temporal burst heuristic. * Labeled the earliest member as FIRST SIGNAL without claiming a confirmed cause or root cause. * Kept incident clusters within ALL, UNASSIGNED, or the selected operational area while deriving one global ten-game-day weighted pressure level: NORMAL, ELEVATED, STORM, or SEVERE. * Added recent-occurrence and distinct-alarm counts plus an expanded view capped at six incident cards and eight visible members per card. * Made member focus a read-only navigation action with no acknowledgement, hiding, audio, history, or alarm-state mutation. * Added a revision-bound immutable history cache over the newest 8,192 occurrences; unchanged frames do not rescan history, sorting plus analysis run outside the alarm lock, and continuous revisions fall back to a coherent uncached snapshot after at most two attempts. * Kept every result transient and derived from current snapshots, with no persisted result fields or new schema migration.
v0.9.25 | 2026-08-11
Operational alarm areas * Added user-defined areas that group global panels without changing alarm state, history, historian data, or audio behavior. * Added ALL, UNASSIGNED, and concrete area filters for the panel bar and HOME; filtered HOME deduplicates active alarm tiles from its member panels. * Added area-scoped acknowledgement and next-alarm navigation while keeping MASTER ACK explicitly global. * Kept acknowledgement on the underlying global alarm state, so one alarm visible in several areas becomes acknowledged everywhere without duplicate history. * Made area create, rename, reorder, and delete one atomic draft; deleting an area only moves its panels to UNASSIGNED. * Added area assignment to panel settings, source-area inheritance for panel clones, and concrete-current-area inheritance for new panels. * Protected unsaved panel and area drafts and stacked narrow or 200-percent layouts without hiding required controls. * Migrated schema 20 with existing panels UNASSIGNED and the prior ALL behavior unchanged.
v0.9.24 | 2026-08-10
Instrument historian and directed ETA * Added HIST to every instrument type with shared game-time ranges from one day through the complete session history. * Added current, minimum, average, maximum, linear rate per game month, and R-squared fit statistics. * Added reliable rising/falling ETA toward the configured scale maximum or minimum, with explicit insufficient, stable, unreliable, and beyond-100-years states. * Kept chart and forecast on one coherent runtime snapshot and the same inclusive time window. * Started a fresh session-history epoch on every game-clock rollback so future-timeline samples cannot contaminate analysis.
v0.9.23 | 2026-08-10
Escalation and operator attention * Added one-shot, game-time custom-alarm escalation to a strictly higher severity with an optional inherited or explicit sound. * Started a new alarm occurrence on escalation so acknowledgement and occurrence-bound audio snooze reset correctly. * Added safe operator actions to custom escalation and system-stage transitions. * Limited actions to opening and scrolling the matching UNMA panel, with an option to end only the temporary five-minute mute. * Added a bounded, deterministic attention queue with exact occurrence pruning and no camera, machine, global-audio, or per-slot-snooze mutation. * Migrated schema 19 with disabled defaults while preserving all schema-18 timing memories.
v0.9.22 | 2026-08-10
Alarm timing * Added per-rule and per-system-stage activation delay, reset delay, and minimum active time on the COI game calendar. * Added per-condition hysteresis for every numeric comparison, with immediate legacy defaults. * Persisted running timers and condition latches so save/load and display-only edits do not create artificial alarm transitions. Operator audio control * Added per-slot audio snooze for one game month with an explicit resume action. * Kept snooze independent from acknowledgement, visibility, counters, sound assignment, and history. * Applied snooze and resume to every real occurrence represented by aggregated object slots.
v0.9.21 | 2026-08-10
Panel workflows * Added safe duplication of global panels with columns, filters, automatic sources, exclusions, and stable slot order. * Deep-copied assigned custom alarms to collision-free IDs and left every clone disabled for deliberate review. * Kept live alarm state, history, links, dashboards, and entity panels outside the copy operation. * Made the operation atomic with rollback on persistence failure and explicit reporting for skipped orphan rule slots.
v0.9.20 | 2026-08-10
History 2.0 * Added free-text search across message, detail, source, panel, and alarm ID. * Added combinable state and severity filters with stable newest-first ordering. * Added game-time stamps for alarm raise, clear, and acknowledgement events. * Added filtered RFC 4180 CSV and JSON export to the local UNMA exports folder. Compatibility and groundwork * Kept legacy history entries readable and normalized malformed time values. * Added a tested game-tick timing policy with legacy-compatible immediate defaults.
v0.9.19 | 2026-08-10
Operator controls * Added per-slot, per-panel, and global acknowledgement without mutating projected UI copies. * Added cyclic next-alarm navigation with panel scrolling and object focus where available. * Added optional Keybind Framework 2.0.2 integration for primary and secondary shortcuts. * Added a five-minute audio mute that preserves alarm and acknowledgement state. Fixes and tooling * Preserved entity metadata while aggregating panel slots so navigation resolves the correct object. * Added deterministic, non-deploying package and release-verification scripts plus automated core tests.
v0.9.18 | 2026-08-10
Native game UI * Moved all visible UNMA launcher, window, editor, detached-panel, form, and instrument rendering into Captain of Industry's native UI hierarchy. * Removed the legacy IMGUI layer and transparent uGUI pointer shield so UNMA and Vanilla windows now share the same game-controlled z-order. * Hardened text-field focus, UI scaling, and dynamic-list interactions across multiple open UNMA windows. Fixes * Made the Options page scrollable so every setting remains reachable in smaller windows and at larger UI scales.
v0.9.17 | 2026-08-10
Alarm editor * Replaced the implicit first-panel destination for instrument alarms with an explicit target-panel picker. * Added independent multi-panel assignment per instrument alarm and enforced at least one destination. * Added INSTRUMENT as a permanent third source button beside game selection and global variables. Fixes * Fixed rules with missing or invalid target panels during configuration normalization.
v0.9.16 | 2026-08-10
* Added a dedicated LINKED VALUES source when opening the alarm editor from an instrument. * Added direct selection of other instrument values from the same instrument panel as alarm conditions. * Restored the linked source context when editing an existing instrument-bound alarm.
v0.9.15 | 2026-08-10
* Changed recorder archives from real-time ranges to COI game-time ranges spanning one day through one century. * Added absolute and percentage increase/decrease conditions plus sustained comparisons over time. * Added days, months, years, decades, and centuries as explicit condition units. * Migrated legacy second-based conditions to equivalent game-time windows.
v0.9.14 | 2026-08-10
* Added global stored quantities for every unlocked product to the free-form notification editor. * Added global storage capacity and fill percentage conditions per product. * Added maintenance fill, reserve, capacity, monthly change, and current/maximum monthly demand conditions. * Localized product names through COI and all new labels through MultiLangLib.
v0.9.13 | 2026-08-09
* Routed all player-visible UNMA UI and runtime text through MultiLangLib. * Added complete German and English translations and key-complete English fallbacks for every other language catalog. * Made system metric, unit, and built-in sound labels resolve dynamically in the active language. * Added regression coverage for catalog parsing, key parity, referenced keys, and format placeholders across all 21 languages.
v0.9.12 | 2026-08-09
* Integrated UNMA windows with Captain of Industry's native frames and button styling, including resizing and correct input boundaries. * Added a maximized paper-recorder archive with selectable time ranges and a continuous trace. * Added calculated instruments that aggregate the same metric from multiple buildings as sum, average, minimum, or maximum. * Added threshold and timed absolute/percentage decrease alarms for calculated instrument values. * Separated instrument titles and action controls so labels no longer overlap.
v0.9.11 | 2026-08-09
* Fixed the global-variable picker closing whenever its live values refreshed.
v0.9.10 | 2026-08-09
* Added global game variables such as population, worker reserve, food supply, and health to custom alarm conditions. * Added a persistent, prominent warning when another unsaved alarm draft is still open. * Added Save, Minimize, and Discard choices when closing the alarm editor. * Added direct deletion of custom alarms from the editor. * Added fault-tolerant JSON exports for optional external UNMA displays.
v0.9.9 | 2026-08-09
* Fixed untranslated metric labels and units when playing in English. * Localized comparison-editor labels, display settings, severity labels, missing-source details, and condition counts.
v0.9.8 | 2026-08-09
* Fixed terrain-collapse warnings from structural child entities such as transport pillars missing from their visible parent object's panel. * Added the potential uneven-terrain collapse notification to collapsible static object panels before it becomes active. * Applied parent object and prototype suppression rules to attached pillar notifications.
v0.9.7 | 2026-08-09
* Added all Vanilla continuous notifications registered on an object to its individual panel before they occur. * Added preventive per-object and per-object-type suppression for these potential notifications. * Increased the main tab width so Notification Options is displayed completely.
v0.9.6 | 2026-08-09
* Renamed the Sounds tab to Notification Options. * Added inactive Vanilla alarm previews to individual object panels. * Added direct per-object and per-object-type suppression controls to Vanilla alarm tiles.
v0.9.5 | 2026-08-09
* Added a Do Not Log / Ignore Completely mode for Vanilla notifications. * Added per-object and per-prototype cleanup of matching active and recent UNMA history entries when complete suppression is enabled.
v0.9.4 | 2026-08-09
* Added a Mod Hub compatible changelog file.
v0.9.3 | 2026-08-09
* Added Normal, Log Without Sound, and Log Without Sound + Hide modes for existing Vanilla notifications. * Added separate notification handling for one object or all objects of the same prototype. * Kept hidden notifications in history while removing them from HOME, active counters, and UNMA audio. * Migrated previous global notification suppression settings to configuration schema 13.
v0.9.2 | 2026-08-09
* Fixed autosave failures caused by a saveable runtime event registration. * Added complete MultiLangLib catalogs for all 21 supported game locales. * Added English user documentation and provider integration documentation.
v0.9.0 | 2026-08-08
* Added scalable per-entity alarm panels and a separate alarm editor window. * Added linked global panels without duplicating alarm state. * Added persistent UI scaling and input protection for all UNMA windows.
v0.8.0 | 2026-08-07
* Added global Vanilla notification suppression in UNMA. * Added the active-only HOME dashboard and permanent fixed alarm panels. * Added the versioned external mod API and MultiLangLib integration.
v0.1.0 | 2026-08-06
- Initial release of the configurable industrial alarm annunciator.
No other mods depend on this mod yet.