Circuit signal poles

by _-_-_

Adds poles that carry signals but not electricity

Content
1 year, 10 months ago
1.1
1.05K
Circuit network

i Suggestions

1 year, 10 months ago
(updated 1 year, 10 months ago)

1) Could these be poles without collision? For example, Space Exploration has addon power poles that can be placed on top of entities. They can also be placed without any tile-locking behavior.

2) It's not apparent what the max range of these poles are, any way of a visual aid how far the pole can reach to the next location?

3) Signals do not appear on the tooltip when mousing over the circuit signal pole. Can it be displayed on the tooltip without having to select the pole to look at the signal like a storage box?

4) Perhaps add a description to the Mod page explaining this is a UPS friendly solution to reducing independent electric networks?

1 year, 10 months ago

For point 2, the engine allows you to give most prototypes a radius_visualization which could be useful: https://wiki.factorio.com/Prototype/Entity#radius_visualisation_specification

1 year, 10 months ago

Also you probably want to add se_allow_in_space = true to the prototype.

1 year, 10 months ago

I appreciate the suggestions and tips. I've tacked 1, 2, and will be tackling 4 shortly. Unfortunately 3 doesn't seem viable - I gave it a shot and it both doesn't work and hard crashes the game if I load a save with the poles placed down (type='electric-pole',maximum_wire_distance=30,supply_area=0)

1 year, 10 months ago

Maybe offer a short pole version? Like those from the Connection Box mod?

1 year, 10 months ago

Thanks for the changes, any chance of making it place without being associated with an individual tile?

1 year, 10 months ago

Thanks for the changes, any chance of making it place without being associated with an individual tile?

That's probably one suggestion I won't take for the time being, having things off-grid in a 99% grid-based environment (especially with how wires draw) is something I think doesn't work well.

1 year, 10 months ago

Also, maybe #1, if SE is installed? Kind of odd not having a collision mask, able to place it on other entities just does not feel right. Or maybe make it a settings option?

1 year, 10 months ago

But whatever your design choices, thank you for this mod!

1 year, 10 months ago

Thanks for the changes, any chance of making it place without being associated with an individual tile?

That's probably one suggestion I won't take for the time being, having things off-grid in a 99% grid-based environment (especially with how wires draw) is something I think doesn't work well.

Fair enough, if you haven't had a chance, take a look at how addon power poles work in Space Exploration. They're pretty nice for usage in spaceships to wire up signals throughout the ship because you can tuck them away and very close to other entities.

1 year, 10 months ago
1 year, 10 months ago

Finding that was worth the effort of making the mod, thanks!

1 year, 3 months ago

Thanks for the changes, any chance of making it place without being associated with an individual tile?

That's probably one suggestion I won't take for the time being, having things off-grid in a 99% grid-based environment (especially with how wires draw) is something I think doesn't work well.

Any reconsideration for making collision a toggleable user option in mod settings?

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