#Mithaldu's custom combinator
1 messages · Page 1 of 1 (latest)
sure
i can do this with circuits, but the UPS is too much
a script powered combinator will also use some ups depending on update rate
configurable, optimally, but every 20 seconds at the fastest
sounds like that will be fine then
note that i've already got most of the logic in lua, since i maintain yarm
the nature of the logic is really irrelevant, i just need to know how to make a box that every x seconds wakes up, reads its signals and writes its signals
sounds like you'll be needing 2 entities
an "inactive" combinator so you have your input points, and inside it an invisible constant combinator hooked up to both output points where you can set your signals
is that how the arithmetic and decider combinator work also?
but sure, if that's how that works best, yeah
i'm just looking for a mod that already does this
well, those are basegame so the c++ is able to set output values
i see
a bunch of mod portal mods are bound to use that mechanic, but those would probably be overcomplicated examples to disect
i could probably cook up a small barebone example mod
that was my conclusion too
i mean heck, if you wanna go that far i'd definitely be very appreciative :)
well my last 2 mods happen to be circuit related so i should be fine :D
oh actually, given how much SE stuff i've done, you might actually be interested in what it's meant to do
as mentioned, i've been maintaining yarm
yeah
and in yarm i've been trying to handle giving the user a proper estimate of "the way it's looking, your shit is gonna hit the wall in X hours"
but yarm being the way it is, it can only handle resources on the ground, and needs to do a bunch of expensive counting and such
worse, it can't do anything useful with infinite resources like oil, or resources that change their extraction speed, without getting a LOT more computationally expensive
plus it needs to do a lot of duplicate effort to track multiple mines, etc.
meantime we already have the tools to just span a bunch of wires and get a count of "we have x iron, x copper, x oil" per planet
so it'd be MUCH more useful, and ups-sparing, to just do all the observation on how it depletes and such on what a player has in their stores, instead of in the mine
plus, once it's a combinator you can hook up alarms to it
(mind, in practice all of this is basically sysadmin stuff, where experiences teaches measuring how full a drive ain't useful, warning when it's gonna be full in a week however is)
what kind of output signals do you plan to have? just like one to trigger the alarm? or also stuff like a T signal for estimated time?
depends on what's easier really in terms of making a gui for it, etc.
the most simple version would be simply outputting the ETD, probably in minutes
then users can do post-processing with their own circuitry to display that on nixies or such
could however, if easily doable, ALSO output a signal that is just a flag that's raised whenever the ETD passes a threshold
a concern would also be smoothing, but that could be handled on the input side with a constant smoothing factor
note that my little example mod will feature no custom gui
that's fine :)
i figure if i get invested enough i can learn from LTN combinator how to do that
also, for the start, since i have access to just plain signals coming in, that could be handled via a specific input signal too
A set of general utility cominators. Includes: Location Combinators, Bonus Combinators, Player Combinators, Research Combinators
justarandomgeek
904
might be a handy reference
in the readme, you might wanna fix this :) "teh" also yes, that looks really neat :D
meh, i'm gonna have to rewrite teh whole thign for 2.0 anyway
yeah, i feel that
hows this? :3
@white hollow
you're gonna get a lot of disappointed users posts with that title
its already marked as internal so i doubt the normal folk will come across it
yeah that shoudl help some
besides, didn't receive any response to https://mods.factorio.com/mod/glutenfree-circuit-network-events-demo either so it'll probably be fine and that mod is somewhat old already at this point
feesh
that looks great :D
ok, the search and replace method of cloning the decider combinator is funny, and useful
you're welcome
thanks a bunch, that's exactly what i needed :)
didnt't feel like doing normal & hr version for each cardinal direction by hand
see i don't even know what that means :D
also the handling of the invisible entity looks interesting, that looks like it would be hell to figure out
updating the texture file definitions in several levels of nested tables
its how roughly most mods do it, though i tend to use on_entity_destroyed for cleanup compared to most mods using the ~4 "normal" ones
this demo is by no means perfect but it works and its how i roughly would use it, but feel free to ask for further clarifications or suggestions for things you seem to run into
sure, once i have it running i'll see what issues come up :D