Moon Logic deprecated

by mk-fg

Adds Lua-programmable circuit network combinator. Based on Sandboxed LuaCombinator and LuaCombinator2 mods. Probably won't work in multiplayer games.

Content
2 years ago
1.0 - 1.1
4.97K
Circuit network

g Attempting a 2.0 patch

a month ago

For anyone wondering. I'm working on a 2.0 patch

a month ago
(updated a month ago)

Couple of things.

  1. hr_versions for sprites are no longer a thing. They are all high-res.

  2. the combinator-displays.png is a larger sprite than what it was in v1, so mlc-displays.png needs to be updated.

  3. recipes are different now (due to the 'quality' base mod): https://gist.github.com/tburrows13/687f7dc86da1840624575ba437e86cfa#recipes

a month ago
(updated a month ago)

Thanks for doing it.

the combinator-displays.png is a larger sprite than what it was in v1, so mlc-displays.png needs to be updated.

Iirc these are very silly simple pixel-art shapes that I made up on the spot, so probably shouldn't be hard to replace with something better at all, based on newer high-res sprites.
There are also XCF files (image format used by GIMP free raster-graphics editor) for images like that on github which might be useful (at e.g. https://github.com/mk-fg/games/tree/master/factorio/Moon_Logic/graphics ). They're sources for those PNGs, with layers and such extra editor info, like PSD format for Photoshop.

a month ago

collision_mask also have a mandatory layers field. I'm not familiar enough with factorio modding to understand what I need to do with that information, so I just removed the collision_mask from the item

a month ago

Iirc these are very silly simple pixel-art shapes that I made up on the spot, so probably shouldn't be hard to replace with something better at all, based on newer high-res sprites.

Just ended up resizing the canvas and moving the shapes to their new spots (based on the changes from combinator-displays.png)

Not super elegant, but my main goal is just to get the game to run it for right now. I can go back later and "pretty" things up

a month ago
(updated a month ago)

another change was the rename for 'advanced-electronics' to 'advanced-circuit'. That one was an easy fix

a month ago

OK. I've gotten past the splash screen. Gonna fork and publish my changes so far.

a month ago

collision_mask also have a mandatory layers field. I'm not familiar enough with factorio modding to understand what I need to do with that information, so I just removed the collision_mask from the item

I think it's used for "invisible" constant combinator which actually produces signals for output wires, which is set to empty value there because it's a kind of "virtual" entity, only there to work around inability to set signals directly on the wires or connection points (not sure if it's still a limitation btw - mod is pretty old).

These "virtual" combinators should normally always be removed along with the visible MLC part, so I think not removing collision_mask should probably be fine.
But that mask might be larger than arithmetic combinator which this is placed on top of, so might make collisions with it a little strange.
Though given that both entities are small, probably won't be noticeable, but ideally you'd still want to make this "virtual" combinator non-collidable, which might be as simple as setting that mandatory "layers" prop to an empty table or something like that.

a month ago

But that mask might be larger than arithmetic combinator which this is placed on top of, so might make collisions with it a little strange.

Oh, also, might create a scenario where this invisible combinator gets destroyed if you e.g. run into it by a car, before touching main visible combinator, which would almost certainly cause a lua error, as these aren't supposed to "not be there" :)

a month ago

Gonna fork and publish my changes so far.

Another random thing that comes to mind - github also has .md (markdown) files for Mod Description and FAQ pages, which you can copy-paste for new mod to avoid needing to fix whatever style issues if you only copy plaintext from those.
That is, unless you want to write description from scratch, which might make sense too, since it's old anyway and english isn't my native language.

a month ago

Gonna put a cork in it. Got to this issue, and the new system for combinators appears to be wildly different than the previous system.

https://github.com/anonhostpi/mk-fg-games/issues/6

a month ago

It completely changes how combinators handle signals

a month ago

I really like this mod. I would be willing to try it if there is an update!

21 days ago

Thanks for mentioning, I'll link it in the Description here too.

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