LuaCombinator 2 deprecated

by OwnlyMe

Running lua commands on your combinator! Check out LuaCombinator3

Content
4 years ago
0.16 - 0.18
8
Circuit network

g Wonderful Mod

5 years ago

This mod just give me the ultimate control of the game! That's exactly what I want in these long days!
Thank you for your WONDERFUL work !!!

5 years ago

Joined as tier Muse on Patreon. I'm still a student and can't afford the next tier. Sorry about that...
Hope you like it and keep working on this lovely mod.

5 years ago

Thank you so much!! I will check if there is a way to make the combinator more ups friendly when it doesn't need to read the network.
I'm currently also working on a treefarm mod and a small overhaul, i think they will also be great.

5 years ago

The combinators now save a lot of performance if you don't access both networks or no network at all, and when the output doesn't change.
The code also only gets compiled once and not every tick to squeeze out some extra ups.
Also I added blueprint support.
Hope you enjoy :)

5 years ago

I added automatic code formatting, you can download it on patreon

5 years ago

Also I added blueprint support.

What does this mean? It's Lua so it can already do anything. Did you add a hidden feature without telling us about it anywhere except in this thread? How can I find documentation on this feature?

5 years ago
(updated 5 years ago)

you can blueprint them and when the blueprint is built somewhere else the combinators automatically have the same code
and no, i also wrote it into the changelog:
0.xx.8
- Improved performance (but you should still try to use the delay)
- Added blueprint support

5 years ago

Aha, I thought "blueprint support" was something different in another context. Wasn't clear that it referred to the combinator being blueprintable. Thought it was something like "recursive blueprints" as a feature integrated into the lua combinator.

5 years ago
(updated 5 years ago)

the blueprint support was a bit tricky as the combinators usually have their data stored in a variable instead of the entity.
i fixed this by creating an invisible entity under each combinator that carries the code converted into a set of signals.
so when a combinator is built it checks if there's also a ghost at the position, reads its signals and converts them back into code.

5 years ago
(updated 5 years ago)

New version on patreon
- Added multiline comments
- Fixed an issue with blueprints
- Added 20 presets where you can store code:
- Left-click for loading / saving
- Right-click for deleting
- Added a small bug icon at the line that produced an error
- Added an option to disable code highlighting

Let me know what you think

5 years ago
  • Added multiline comments

What does this mean? What happens if you use Lua multiline comments without this patch?

5 years ago
(updated 5 years ago)

just that they weren't highlighted
guess i should have written multiline comment highlighting

4 years ago

0.17.24
- Fixed an issue with a jumping textcursor
- Fixed one case where the highlighting wouldn't update
- Fixed a crash when the undo history reached it's 500th entry (= the limit)
- Removed highlighting inside strings, comments, etc
- After updating the combinator code, the next tick will get executed immediately
- The code highlighting checkbox won't reset to default after re-opening the gui
- Fixed undo history being inactive when the highlighting checkbox is unticked

4 years ago

Wonderful :)
Thanks for your work Ownly!

4 years ago
(updated 4 years ago)

I created an event combinator version of this mod :)
Thought it might shorten your wait until i release my next bigger mod :)
You can download it on patreon.
Hope you enjoy

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