Alchemical combinator

by Quezler

Transmutes signals into other signals, effectively a signal upgrade planner.

Utilities
2 days ago
2.0
74
Circuit network Blueprints

Changelog

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