Wires for real

by Natha

The solution for all who don't like the idea of infinite circuit wires. Make them real items that do not appear out of nowhere!

Tweaks
3 days ago
1.1 - 2.0
1.91K
Circuit network

Changelog

Version: 1.1.22
  2.0 ready!
  Changes:
    - Wires are again available via crafting
    - Added correct undo and redo handling
Version: 1.1.21
  Bugfixes:
    - Fixed crash when an entity is destroyed that had multiple requests
Version: 1.1.20
  Changes:
    - Connections between surfaces won't create wire requests
  Bugfixes:
    - Fixed crash when requesting entities are destroyed at the same time
  Information:
    - This version could cause crashes when working with power switches before game version 1.1.95
Version: 1.1.19
  Bugfixes:
    - Fixed crash when an entity dies and the map didn't have wire requests since game start
Version: 1.1.18
  Bugfixes:
    - Fixed crash when an entity is removed while connecting a wire to it
Version: 1.1.17
  Features:
    - When an entity is destroyed that has pending requests, they will be shown on its ghost
  Changes:
    - Better Space Exploration integration. Wires set in remote view are now requested or dropped
Version: 1.1.16
  Bugfixes:
    - Fixed error when deconstruct wire requester
Version: 1.1.15
  Features:
    - When removing electric poles, all rewired connections by the game will be removed
Version: 1.1.14
  Bugfixes:
    - Fixed error when placing a blueprint that didn't contain entities
Version: 1.1.13
  Changes:
    - Manual disconnecting now works on power switches and combinators
Version: 1.1.12
  Bugfixes:
    - Fixed error when connecting entities by holding only 1 wire
    - Manually connecting a non-requested wire on a power switch doesn't result in removing a request
Version: 1.1.11
  Features:
    - When disconnecting entities manually by holding a wire in the cursor, it will give one wire back. Does not fully work for power switches and combinators
  Bugfixes:
    - Works better on big blueprints
Version: 1.1.10
  Changes:
    - Wire requesting is now disabled in the Blueprint Designer Lab
Version: 1.1.9
  Bugfixes:
    - Fixed error when requesting wires if there is no requester left
Version: 1.1.8
  Bugfixes:
    - Fixed wire removing and placing for power switches
Version: 1.1.7
  Bugfixes:
    - Combined requests now work better
Version: 1.1.6
  Changes:
    - It now works with power switches on version 1.1.89 or higher
    - Requests are now combined to prevent e.g. each pole in a line from requesting one wire
Version: 1.1.5
  Bugfixes:
    - Fixed that one could use infinite wires in Space Exploration's Satellite View
Version: 1.1.4
  Bugfixes:
    - Fixed that more than 1 wires have been ignored by the requester
Version: 1.1.3
  Bugfixes:
    - Fixed that removing the wire requester manually caused errors
Version: 1.1.2
  Bugfixes:
    - Fixed that fast-replacing an entity removes and requests all wires
Version: 1.1.1
  Bugfixes:
    - Fixed that is was still possible to get free wires when building blueprints over existing entities by holding and moving the mouse
    - Fixed that shift-left clicking on power switches gives too much wires when it is connected with two poles
    - Destroying an target entity or connect manually removes that connection from the request
Version: 1.1.0
  Features:
    - Implemented the same functionality for copper cables (not power switches in blueprints). Placing electric poles consumes cables in the inventory. Can be disabled in settings
  Changes:
    - Wires go to inventory when shift-left clicking on electric poles or power switches
    - Wires are consumed by the inventory first when placing entities over ghosts
    - It is now possible to upgrade/fast replace entities while they request wires
  Bugfixes:
    - Fixed that wires disappear when mining connected entities and the inventory is full
Version: 1.0.6
  Bugfixes:
    - Fixed error when shift-left clicking on placeable-off-grid poles (e.g. the Space Exploration addon pole)
    - Fixed issue that shift-left clicking is giving you the signal cables even if the hotkey only removed copper cables
Version: 1.0.5
  Changes:
    - First implementation of a check for invisible entities (based on an empty selection box). Such entities (e.g. added by mods) should not return connected wires.
Version: 1.0.4
  Bugfixes:
    - Overlapping blueprint build now works when forcing build
    - Overlapping blueprint build now requests the exact needed amount of wires
Version: 1.0.3
  Features:
    - Wires return now when removing wires from the pole using shift+left click
  Changes:
    - Building blueprints over existing entities without wire now requests the wire instead of placing it
Version: 1.0.2
  Bugfixes:
    - Correct wire return when a deciders input and output are connected with both red and green wires (but why should one use that?)
Version: 1.0.1
  Information:
    - Before updating this mod, make sure you don't have entities waiting for wires. All wire queues will be deleted.
  Changes:
    - Upgrading an entity does not remove wires (accordingly to manual fast replacing)
  Bugfixes:
    - Better handling of wire-queued entities which are removed or died (if the target entity is removed, the wire will be dropped to the ground)
    - Better handling when the wire request is removed
Version: 1.0.0
  Information:
    - First release