Filter Combinator


Provides a filter combinator, which lets you filter any number of signals from the input. Does not alter the signal level and is valid for every signal level. Implemented in terms of circuitry rather than on_tick for performance. 3 ticks of delay between input and output. Compatible with Space Exploration.

Utilities
8 days ago
1.1 - 2.0
1.59K
Circuit network

b [Fixed] Old migration crashes on new map

26 days ago
  29.931 Applying migration: Filter Combinator: 0.1.0.lua
  30.104 Error AppManagerStates.cpp:1636: Error while applying migration: Filter Combinator: 0.1.0.lua

LuaGameScript doesn't contain key active_mods.
stack traceback:
    [C]: in function '__index'
    __silent-filter-combinator__/migrations/0.1.0.lua:7: in main chunk

Also, the decider combinator can act as a filter now:

  • Input-Condition: Anything <> 0
  • One output for each filtered item set to "input count"

Maybe just migrate people to that?

26 days ago

Interesting, I haven't had that crash on new maps. I tested it on several new maps of course and didn't have that issue.
Removing them could have weird / broken effects on old saves loaded into 2.0 (which is something you can do), which had old versions of the mod installed already.

24 days ago

I get basically the same error after adding the mod to an existing game.

Error while applying migration: Filter Combinator: 0.1.0.lua

LuaGameScript doesn't contain key active_mods.
stack traceback:
[C]: in function 'index'
__silent-filter-combinator
/migrations/0.1.0.lua:7: in main chunk

23 days ago
(updated 23 days ago)

I get basically the same error after adding the mod to an existing game.

Error while applying migration: Filter Combinator: 0.1.0.lua

LuaGameScript doesn't contain key active_mods.
stack traceback:
[C]: in function 'index'
__silent-filter-combinator
/migrations/0.1.0.lua:7: in main chunk

Same error here. However! Since I'm on a new playthrough and not migrating old content I was able to get it to launch by simply deleting the migrations folder outright from the mod zip file. I have no idea if this is the right way to troubleshoot but it worked.

I did get this specific error to go away by changing game.active_mods to script.active_mods on line 7 of that file it mentions, but there was another error in the 1.0.0 migrations file and at that point I thought it might just be easier to blast the whole folder.

19 days ago

I also encountered the same issue when loading an existing game save with version 2.0 after adding this mod. I had to temporarily remove the Migrations to resolve the issue.

8 days ago

Should be fixed with 2.0.2, sorry for the delay

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