Sometimes you wish to keep the belt a certain percentage full of items, with this mod you can read the belt length.
Providing the player with new tools or adjusting the game interface, without fundamentally changing gameplay.
Version: 1.1.1
Date: 2025. 05. 02
Info:
- Fix transport belt connectable crash
- Fix nil struct error
- Fix invalid entity crash
Version: 1.1.0
Date: 2025. 04. 30
Info:
- Switch to the new total_segment_length for performance and sanity
Version: 1.0.6
Date: 2025. 04. 26
Info:
- Fix force building in another rotation over an already counted belt
Version: 1.0.5
Date: 2025. 04. 11
Info:
- Fix assert crash when wires are already connected
Version: 1.0.4
Date: 2025. 03. 19
Info:
- Fix tailing splitters and both of their lines being included
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. 14
Info:
- Rename mod as per vovosunt's suggestion on discord
Version: 1.0.0
Date: 2024. 11. 12
Info:
- Mod portal release
Version: 0.0.7
Date: ????
Info:
- Update the count in the combinator
- Give the combinator their default signal
- Allow the player to set a new signal
- Read the signal from the struct upon reset
- Connect the combinator to the belt
- Collapse when nothing externally is connected
- Cleanup to inch closer to a release candidate
- Actually, just keep the belt in hold all mode when copy pasted
- Some more cleanup
- Fix copy pasting the combinator
- Lower the combinator update rate, but check new ones right away
Version: 0.0.6
Date: 2024. 11. 12
Info:
- Begin building the combinator logic (in a seperate file)
- Start walking to the front of the belt
- Prevent an infinite loop
- Use the unit number as the seen key (will help with cross-surface)
- Skip "has any circuit wires" check whilst the entity is a ghost
- Test if a ghost can still do .belt_neighbours
- Rename seen to belts and return it
- Try to detect the ending if there are multiple inputs
- Do not blindly step onto a belt with multiple inputs
- Allow sideloading onto this belt
- Change previous to previous_direction to avoid nil
- Avoid the goto raptor
- Prepare to walk the transport line backwards
- Pull the debug rendering a layer higher
- Follow the single line to the back
- Fail at making the input respect the direction
- Fix it, but tight corners still break it
- Fix the backwards solver
- Attempt to support backwards underground belts
- Fix undergrounds
- Make forward underground belts function
- Cleanup
- Count the total belt pieces
- Correctly count the underground belts
- Support linked belts, through input to output side is currently broken
- Fix going through the input side of a linked belt
- Prepare to leave get_transport_line alone
Version: 0.0.5
Date: 2024. 11. 12
Info:
- Decouple struct creation/destruction from belt control behaviour
- Create the combinator through the checkbox
- Rely on player.opened vs checking for tags
- Assert instead of error
- Remove combinator when moving the belt away from read all mode
- Customize assert
- Reset the belt count gui when the belt no longer holds all
- Prevent selecting a control signal until the combinator exists
- Reset signal picker when unchecking the checkbox
- Setup the correct state during reset & checkbox regardless of on_tick
- Cleanup
- Switch things around
- Move some local functions to a helpers file
- Move more functions into helpers
Version: 0.0.4
Date: 2024. 11. 12
Info:
- Setup the hidden blueprintable entity
- Prevent the combinator from being placed somewhere without belts
- Run on_tick conditionally
- Improve on_tick readability
- Disable the checkbox, label & button whilst not reading all belts
- Cleanup nested gui access
- Create and destroy the combinator based on hold (all belts)
- Ensure the combinator doesn't exist as a ghost
- Add a sanity check that ensures only one combinator can occupy a tile
- Remove the combinator when the belt gets destroyed
- Check for the prescence of any wires at all
- As long as a belt exists at the combinator's tile, stay existing
- Refractor struct to be keyed by an index (since it swaps belts)
- Fix combinator not re-appearing
- Fix todo
- Broken logic rabbit hole
- Cleanup warning
Version: 0.0.3
Date: 2024. 11. 12
Info:
- Align the thumbnail B further from the right edge
- Start gui off disabled
- Check for hold mode when having a belt (ghost) open
- Add entity_is_transport_belt(entity)
Version: 0.0.2
Date: 2024. 11. 12
Info:
- Setup the initial gui frame
- Add circuit selector with caption
- Add a checkbox
- Replicate photoshopped thumbnail
- Align the thumbnail B further from the right edge
Version: 0.0.1
Date: 2024. 11. 11
Info:
- Initial commit