Combinator Codify

by sparr

Allows editing combinator settings as code

Utilities
10 days ago
2.0
72
Circuit network

b Arithmitic Combinator unable to be edited via code.(Deciders and Constants work as expected)

13 days ago

At the moment, arithmetic combinators cannot be written to by changing code in the interface. Decider combinators and constant combinators seem to work without issue. Selector combinators seem writable in certain situations, such as when changing mode of operations, but not when changing index constants.

Once this is in a functional state, I think I will use this frequently. I'm surprised this concept hasn't been tried before. Good work.

13 days ago

I'll try to figure out why it's not working in those situations. I did test them previously, but I made some "improvements" that I may not have tested thoroughly enough. Thanks for the feedback!

13 days ago

I'm able to apply changes to an arithmetic combinator in my tests.

{
first_constant = 3,
operation = "-",
second_signal = { name = "refined-hazard-concrete" },
second_signal_networks = { red = true, green = false },
output_signal = { name = "active-provider-chest" }
}

I changed all five of the values and applied them one at a time and the changes were effective, although changing the red/green booleans wasn't visibly effective so I'll open a bug report about that.

13 days ago

bug report for checkbox changes not being visible on arithmetic combinators: https://forums.factorio.com/viewtopic.php?f=7&t=124115

13 days ago

Found and fixed the problem with Selector combinators. The way I was detecting the type of combinator was dumb and mistaking selectors for arithmetics in some situations. New version published with that fix.

If you can show me a test case where arithmetic combinators don't work I can probably reproduce it to fix them.

13 days ago

Here is your test.

Place the following blueprint:

0eNq9VG1rgzAQ/i/3cWRl1dhO/0oZEvW2Hmgil1hWxP++RKUrnfRljH0zns9rDnso6g5bJu0g64FKoy1kux4sfWhVh3daNQgZKCa3b9BR+VyapiCtnGEYBJCu8BOy9SAWUBWWVCEvQ6LhTQBqR45wUh0Px1x3TYHsOcV1dQGtsR5tdJAMjNutgCNkcr1KvE5FjOU0lgJ8NsemzgvcqwN5uMd88+Z+XI1cNgzeia3Lf+QpOtY+DmmL7HAMYzEgA9w6FWp8EWBaZDUJwxMMQ+jmIlv0eLZ4lUzpouH/0sR3pYlPaSzWvnPDN7Ikt7Kci06cIOaHvFGew3GH8yqdl7/kToor+7hgTt4yN9NctHx+2vVhuU3n2s7Nx8Xikgetzfsd3bnff2d08+gNz07jO53+/r69fXLYhH0+/csEHJDtyJZsolSmaSLT6HUj/fdfp4O6Xw==

This blueprint contains the game's three combinators in both orientations, horizontal and vertical.

Attempt to write a change to any of the vertical combinators. Attempt to make the same change on one of the horizontal combinators.

I now believe the problem is exclusively with horizontally oriented combinators.

13 days ago

Thanks, that helps a lot. You're right, it was horizontal orientation that wasn't working. Version 0.0.3 is on the portal now and should fix this!

13 days ago

Thank you very much for quickly fixing this bug! Do you see yourself expanding this mod's functionality to cover speakers and display panels?

13 days ago

Probably. I may end up making it work for every entity with a gui (and maybe the ones without too?), just for completeness sake. And whole blueprints perhaps? TBD

11 days ago

Train schedules are what I'm looking forward to in particular :)

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