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!
Small changes concerning balance, gameplay, or graphics.
Version: 1.1.24 Bugfixes: - Fixed crash when un/redoing
Version: 1.1.23 Bugfixes: - Fixed that wires could not be used in remote view
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