This mode is too simple
For the moment the code is really simple and needs a lot of adjustements to be usable in a regular playthrough.
To summarize, currently, it just create an energy demand entity on the belt and change the entity of the belt when it is out of power.
I am currently working on it in my free time.
State of the mod
14/01/2025
I really want to work on this mod but yeah, I have to have the time for it as I also need to learn the structure of how Factorio devs want things to be interacting with each others. And knowing that it is not an intended behavior to have belts with electricity, I have to use some "deep" knowledge of Factorio structure to develop this mod...
While working on this mod, I am usualy getting knowledge about how it could be done. I am getting some inspiration from Belt Visualizer for the moment, it seems like this mod might also be a good mod to get some inspiration from but currently idk, so don't hesitate to suggest mods that could be interesting to extract intelligence from for this mod.
Hoppefully, I will be able to do a begining of this new version in the next few months but as I am in the period where I start in world of work so it is still quite edgy for me to use my time for this mod even if I would love to have such mod in this game. I will try to develop at least one thing a month in some "deprecated"(not fully functionnal) version of this mod using some other belts to try to not disturbe your current games and to keep this mod "alive" while I am developping myself for such things as this mod.
12/02/2025
Tried to recreate the mod from scratch.
I discovered a few commands that will help me link belts together and get what I need to get it working.
-- for getting the content of the belts
event.entity.get_transport_line(i).get_contents()
event.entity.get_transport_line(i).get_detailed_contents()
event.entity.get_transport_line(i).get_item_count()
-- to make sure we get the good direction for the current belt, previous and next belt
event.entity.direction
-- gets the belts input and output entity
event.entity.belt_neighbours
At this point, the next step is to get every belt placed in a list and playing with the list to form lines of belts.
Oh and the linked belt thing is just some way to teleport so component from one point to another as if they were side by side, from what I understood.