Transmutes signals into other signals, effectively a signal upgrade planner.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 1.0.7 Date: 2024. 12. 03 Info: - Fix compaktcircuit crash if you had only 1 in your hand
Version: 1.0.6 Date: 2024. 12. 03 Info: - Move sounds from hovering to building/mining - Fix a crash when editor mining the combinator
Version: 1.0.5 Date: 2024. 11. 18 Info: - Fix a similar issue to the last one related to the everything signal
Version: 1.0.4 Date: 2024. 11. 18 Info: - Fix crash when removing all input conditions
Version: 1.0.3 Date: 2024. 11. 15 Info: - Suggest the presence of newsletter-for-mods-made-by-quezler
Version: 1.0.2 Date: 2024. 11. 14 Info: - Require the presence of newsletter-for-mods-made-by-quezler
Version: 1.0.1 Date: 2024. 11. 05 Info: - Note the low ups nature in the readme - Hide the alchemical combinator surface
Version: 1.0.0 Date: 2024. 11. 05 Info: - Mod portal release
Version: 0.0.2 Date: 2024. 11. 04 Info: - Setup the entity, item, sounds & test them - Create the -active variant whilst you're hovering it - Fail to make two combinators not fight over render layers - Luarender the active sprite - Disable the combinator screen - Attempt to cut out the window - Do not even render the empty screen - Hide screen of active variant from sidebar - When opening the active variant, open the gui of the normal one - Make active sidebar less weird by showing the sprite, no shadow tho - Begin conversion into struct - Always lookup struct via id (unit_number is ambiguous when things consist of multiple entities) - Remove green arrows from alchemical combinator icon sprites - Add recipe and add to technology - Handle combinator being rotated or flipped - Do not switch to active when something is being held - Connect the inputs of the normal & active combinators so the wires highlight - Support mining the combinator whilst active is active - Fix gui not opening anymore - Make the undo queue respect mining an active combinator - Grab the red and green signals for the hidden surface - Prepare the blacklist combinator and decider filter entities - Cleanup storage when their respective entities die - Move deselection cleanup to on_tick - Read new conditions into struct when closing gui - Populate the blacklist - Make the not yet seen logic prettier - Bring the decider combinator output side back to the surface - Comment wire connection blocks - Make the deciders for each of the conditions - Switch the condition combiners from decider to arithmetic - Reuse struct.arithmetics where possible - Refractor to support entity settings pasted - Support copying onto -active - Attempt to hijack the entity settings copy event - Keep active active whilst it is a copy source - Mildly optimize copy source check - Make blueprints functional - Bump alchemical combinator sprites (or is the atlas to blame?) - Use wichcraft to make it display output signals on hover - Fix the duplicate signals by dividing (external signals might interere) - Cleanup 〃 - Only do on_tick when there are structs to tick - Make it technically not require any power so the output signals are always accurate - Immediately tick hovered struct so the output shows - Make neither of them use power (heck, the item ingredients match a battery)
Version: 0.0.1 Date: 2024. 11. 04 Info: - Initial commit