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