šŸ’¬ Entity State Notification

Oh nice. Just gotta get this fixed now. Any ideas?

Have a 2nd try, please. For me it worked but maybe there was something missing in the number selector configuration.

Tried deleting > restarting entire VM which works but adding it again then rebooting shows an error. Then trying again got this

cancelling shows this

First screenshot file already exist

Just open the blueprint with a file editor. Select all, delete it, paste the content of the latest blueprint in.
Press C anywhere in your home assistant and type automation for reloading automations. (confirm with enter)

Phew think finally got it installed I think but the automation isnt working

Ok ignore. Its working. Yay! thanks

How did you test it? The notification gets fired on a state change. Try to change the state of a climate but first set a small duration in the setup, e.g of 2 seconds. Iā€™ve added this as default in the blueprint.

Working. Must be a glitch in the Matrix. lol

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Thanks for your Blueprint it seems great. Was wondering if thereā€™s a way to not have the notifications disappear after the state returns to normal. Use case is to know if someone has opened a door. Thereā€™s probably a better blueprint for this use case but just curious.

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Just update the blueprint. Donā€™t know if reimport works, Iā€™d just updated the source url inside the blueprint.
Youā€™ll find an option for enabling auto close now in the notification settings section.

@panhans Iā€™m new to HA and finding blueprints like your invaluable(!!!), thank you :smiley:

I cant get it to work, no notification is sent if I force ā€˜runā€™. I created a basic automation with the same settings and it sends fine. Iā€™m clearly missing something.



also, a few thoughtsā€¦

  1. Would really help us new guys, and make things far faster to create, if the Entities State able to be a 1:1 or 1:many. When 1:1 it would be a drop-down that listed the available states for that specific Entity.

  2. in the sections for Notification Title and Notification Message you listed some popular examples. likeā€¦ ā€œ{{ entity_name }} {{ state_attr(sensor,ā€˜device_classā€™) }} is openā€

thanks for making - and supporting - this BP!

Yes, just read the blueprint description. :wink:

Unfortunately this is not possible using blueprints. There are just hard coded selectors.

Yes, I will add some more user friendly variables and add the examples to the selector descriptions.

Thanks for your feedback.

What am I missing in the description that points me to why its not working?

I have 20+ far more complex blueprints working just fine and this one doesnt show any Trace errors. Should it not just trigger the notification when I Run it?

You cant run the automation because there is no trigger context given. The trigger context is created by the state change of an entity. So navigate to your developer tools, filter for a entity, and manipulate the state.

I assumed the ā€˜runā€™ button means ā€˜run the automation actionsā€™ without the need for an actual trigger. This is how all other automation systems have worked in the past. No clue what ā€˜Runā€™ button is for then.

Feel free to have a look into the source code and try to understand why this wonā€™t work like this. It is almost based on trigger variables.

Hey @panhans thanks a lot for the recent updates! Is it possible to add a notification of the temperature changed by 2 degrees C in the last 10 mins? Would be useful as extra trigger in conjunction with the window open notification.

@panhans

Thanks for the blueprint @panhans, one question on changing something. Is there a way to keep the notification from disappearing on my phone (IOS) after the state changes back. Here is my use case. I want to be notified if a door opens when I am away. The notification works great, but the problem is that the notification disappears as soon as the door is closed. I donā€™t always see it in time, and would like to have it stay on my phone until I dismiss it. Thank you.

@kaf27033

Already there:

@seblor
Sorry for the late reply. I will see if I can implement this easily. :slight_smile: