Math Combinator


A new combinator for math instructions like maximum, minimum, random, median and set theory like intersection and difference.

Utilities
2 years ago
0.14 - 1.1
1.46K

Changelog

Version: 1.1.4
Date: 2022.08.28
  Fix:
    - some index errors in "intersection" operation (and also for the new 'filter' operation)
Version: 1.1.3
Date: 2022.08.28
  Fix:
    - The setting "updateInterval" is applied on a change within a runnig game and on load a save file.
Version: 1.1.2
Date: 2022.08.28
  Change:
    - Sometimes the blueprint are still causing issues. But very often it is working as intended. Reproduction steps are needed.
      Until then a console message is written to indicate a manually recreation insteaf of non-recoverable crash. Sorry
Version: 1.1.1
Date: 2022.08.28
  Fix:
    - blueprints: something changed in blueprint API behavior in Factorio 1.1. The operation should be copied from source or blueprint to new entities again.
  Change:
    - gui is now a 'screen' window instead of a dialog. Now it has a 'close'/'X' button. It also close to close events e.g.to the default keys (normally ESC and E).
    - windows shows the last seleceted entity
    - window can be moved/dragged. 1st window will be autocentered all others will reopen in last position
  Add:
    - more strings to locale
    - german translations
Version: 1.1.0
Date: 2020.12.12
  Change:
    - adapt version to run with factorio 1.1 (breaking changes https://forums.factorio.com/viewtopic.php?p=518171#p518171)
    - remove deprecated combinators which kept for migrating to new combined one (introduced in 0.17.7)
    - remove old combinators from logistic network selections - expect removed entities after update '*-combinator' e.g. avg-combinator
Version: 0.18.0
Date: 2019.11.09
  Change:
    - no changes. just migrating to factorio 0.18
Version: 0.17.8
Date: 2019.11.19
  Fix:
    - crash if the technology has been researched in an old mod version but no entites have been build
Version: 0.17.7
Date: 2019.11.09
  Changes:
    - Merge all combinators into a single one. => less recipes. less item types.
    - copy&paste should work
    - update interval can be changed in mod settings. default every 60 ticks
  Known issues:
    - Items in chests and inventory could not be replaced or deleted. Otherwise I could not replace the already placed entites. They will be replaced by the new combinator if you build in the world.
    - Same for blueprints. So you can rebuild only until you ran out of deprecated items. So update your blueprints!
    - Blueprints: If you ran out deprecated items you will see the ghosts with the deprected item so you can still see the math operation e.g. Math.max
    - Blueprint support might be limited. The operation need also be stored in the blueprints and I don't found any best practise on this topic. I tested some blueprints and it looked good. But I had not tested complex blueprints with rails etc.
Version: 0.17.5
Date: 2019.11.09
  Fix:
    - "non-recoverable error" if no wire is connected
Version: 0.17.4
Date: 2019.09.20
  Changes:
    - 2 new co-processors: circuit set operations: intersection and symetric difference of red and green circuit
Version: 0.17.3
Date: 2019.09.18
  Bugfix:
    - fix migration: if technology has already been researched the new processors will now be shown
Version: 0.17.2
Date: 2019.09.18
  Changes:
    - change order to "b[combinators]-m["..name.."]" to fix merging with pushbutton mod
Version: 0.17.1
Date: 2019.09.17
  Changes:
    - code refactored
  Features:
    - 4 new co-processors: average, median, sum, count (red signals prefered to green singals)
Version: 0.17.0
Date: 2019.09.16
  Changes:
    - update code to factorio 0.17
    - support also electric poles (besides the combinator)