
{
  "available-campaign-levels": 
  {
    "demo": 
    {
      "level-01": "hard"
    },
    "npe": 
    {
      "level-01": "hard"
    },
    "tight-spot": 
    {
      "level-01": "hard"
    },
    "transport-belt-madness": 
    {
      "level-01": "hard",
      "level-02": "easy"
    }
  },
  "tutorials": 
  {
    "stack-transfers": 
    {
      "status": "completed"
    },
    "logistic-system-basic": 
    {
      "status": "completed"
    },
    "construction-robots": 
    {
      "status": "completed"
    },
    "trains-basics": 
    {
      "status": "completed"
    },
    "trains-ghost-rail-planner": 
    {
      "status": "completed"
    },
    "trains-stations": 
    {
      "status": "completed"
    },
    "trains-basic-signals": 
    {
      "status": "completed"
    },
    "trains-advanced-signals": 
    {
      "status": "completed"
    }
  },
  "console-history": 
  [
    "/c game.player.selected.get_control_behavior().parameters =  {parameters={second_signal = {type=\"virtual\",name=\"signal-each\"}} }",
    "/c local map={}   local comb = game.player.selected   count = 0    function addSig(sig)     comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=count + 1})     count = count + 1     if count % 18 == 0 then        comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})      end     return   end    for _,v in pairs(game.virtual_signal_prototypes) do      if (not v.special) and v.name~=\"signal-black\" then addSig({name=v.name,type=\"virtual\"}) end end   for _,f in pairs(game.fluid_prototypes) do      if not f.hidden then addSig({name=f.name,type=\"fluid\"}) end end   for _,i in pairs(game.item_prototypes)  do      if not i.has_flag(\"hidden\") then addSig({name=i.name,type=\"item\"}) end end",
    "/c local map={}    local comb = game.player.selected    count = 0     count2 = 0 count3 = 1 function addSig(sig)      comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,count2)+math.pow(2,count3)})      count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count3 = 0 count2 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0     count2 = 0 count3 = 1 function addSig(sig)      comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,count2)+math.pow(2,count3)})      count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count2 = count2 + 1 count3 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0     count2 = 0 count3 = 1 function addSig(sig)      comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,count2)+math.pow(2,count3)})      count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count2 = count2 + 1 count3 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" and v.name~=\"magic-lamp\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0     count2 = 0 count3 = 1 function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,count2)+math.pow(2,count3)})     if math.pow(2,count2)+math.pow(2,count3) == 160 then game.print(sig.name) end    count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count2 = count2 + 1 count3 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" and v.name~=\"magic-lamp\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0     count2 = 0 count3 = 1 function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,count2)+math.pow(2,count3)})     if math.pow(2,count2)+math.pow(2,count3) == 160 then game.print(sig.name) end    count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count2 = count2 + 1 count3 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and v.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0     count2 = 0 count3 = 1 function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,count2)+math.pow(2,count3)})     if math.pow(2,count2)+math.pow(2,count3) == 160 then game.print(sig.name) end    count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count2 = count2 + 1 count3 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,31)-(count+1)*(count+1)})     if math.pow(2,count2)+math.pow(2,count3) == 160 then game.print(sig.name) end    count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count2 = count2 + 1 count3 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,30)-(count+1)*(count+1)})     if math.pow(2,count2)+math.pow(2,count3) == 160 then game.print(sig.name) end    count = count + 1 count3 = count3 + 1 if count3 == count2 then count3 = count3 + 1 end if count3 == 24 then count2 = count2 + 1 count3 = count2 + 1 end  if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2, 31)-(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=-(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=(256*count+1)*(256*count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=1+(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=count})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.pow(2,count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=1+math.pow(2,count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=1+math.pow(2,count-1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=-1+math.pow(2,count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=-1+(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=256*256*(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=216*216*(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=216*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=216})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=215})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0   function addSig(sig)       comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=215*215*(count+1)*(count+1)})     count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/game.print(math.bor(3,-2147483648))",
    "/c game.print(math.bor(3,-2147483648))",
    "/c game.print(bit.bor(3,-2147483648))",
    "/c game.print(bit.not(3))",
    "/c game.print(bit.bnot(3))",
    "/c game.print(math.bit.bnot(3))",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=bit32.bor(math.pow(2,(count+1) %30 - 1), -2147483648)})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=bit32.bor(math.pow(2,(count+1) %30 + 1), -2147483648)})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=bit32.bor(math.pow(2,(count+1) %30 + 1)+(-2147483648))})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c game.print(bit32.bor(3,-2147483648))",
    "/c game.print(math.pow(2,(0+1) %30 + 1)+(-2147483648))",
    "/c game.print(math.pow(2,(28+1) %30 + 1)+(-2147483648))",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=math.pow(2,(count+1) %30 + 1)+(-2147483648)})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c game.print(5/3)",
    "/c game.print(math.floor(5/3))",
    " /c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)        temp = count+1+math.floor((count+1)/9)*30 if temp > 30 then value = 3 else value = 0 end comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=value+(-2147483648)})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    " /c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)        temp = count+1+math.floor((count+1)/9)*30 if temp > 30 then  comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=3+(-2147483648)})  end    count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=math.pow(2,(count+1) %30)+(-2147483648)})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}     local comb = game.player.selected  count = 0   index = 1    function addSig(sig)   temp = index-math.floor(count/30)*30   if temp > 30 then      comb.get_control_behavior().set_signal((index - 1) % 15 + 1, {signal=sig, count=3+(-2147483648)})     index = index + 1   end   count = count + 1   if count % 15 == 0 then     comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})   end   return end for _,v in pairs(game.virtual_signal_prototypes) do   if (not v.special) and v.name~=\"signal-black\" then     addSig({name=v.name,type=\"virtual\"})   end end for _,f in pairs(game.fluid_prototypes) do   if not f.hidden then     addSig({name=f.name,type=\"fluid\"})   end end for _,i in pairs(game.item_prototypes) do   if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then    addSig({name=i.name,type=\"item\"})   end end",
    "/c local map={}     local comb = game.player.selected  count = 0   index = 1    function addSig(sig)   temp = index-math.floor((count+1)/30)*30   if temp > 30 then      comb.get_control_behavior().set_signal((index - 1) % 15 + 1, {signal=sig, count=3+(-2147483648)})     index = index + 1   end   count = count + 1   if count % 15 == 0 then     comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})   end   return end for _,v in pairs(game.virtual_signal_prototypes) do   if (not v.special) and v.name~=\"signal-black\" then     addSig({name=v.name,type=\"virtual\"})   end end for _,f in pairs(game.fluid_prototypes) do   if not f.hidden then     addSig({name=f.name,type=\"fluid\"})   end end for _,i in pairs(game.item_prototypes) do   if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then    addSig({name=i.name,type=\"item\"})   end end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=math.floor((index+15)/16)+16})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=math.floor((count+16)/16)+16})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=math.floor((count+16)/16)-16})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=-count%16-17})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 15 + 1, {signal=sig, count=-(count%16)-17})      count = count + 1   if count % 15 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=-(count%16)-17})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.floor((count+16)/16)-16})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=1})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.floor((count+16)/16)})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=math.floor((count+16)/16)-2147483648})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=-(count+15)%16})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=-((count+15)%16)})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=-(count%16+1)})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=(count%16+1)})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=16-count%16})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=(count%16)+1-2147483648})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=count+1})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=(count%16)-2147483648})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c local map={}    local comb = game.player.selected    count = 0    function addSig(sig)         comb.get_control_behavior().set_signal(count % 18 + 1, {signal=sig, count=15-(count%16)-2147483648})      count = count + 1   if count % 18 == 0 then         comb = game.player.surface.create_entity({name = \"constant-combinator\", position = {x=comb.position.x+1,y=comb.position.y}, force = game.forces.player})       end      return    end     for _,v in pairs(game.virtual_signal_prototypes) do       if (not v.special) and v.name~=\"signal-black\" then  addSig({name=v.name,type=\"virtual\"})  end  end    for _,f in pairs(game.fluid_prototypes) do       if not f.hidden then  addSig({name=f.name,type=\"fluid\"})  end  end    for _,i in pairs(game.item_prototypes)   do       if not i.has_flag(\"hidden\") and i.name~=\"magic-lamp\" then  addSig({name=i.name,type=\"item\"})  end  end",
    "/c for _, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do car.direction = 0 end",
    "/c for index, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do game.print(index) car.direction = 0 end",
    "/c game.player.selected.orientation = 0",
    "/c for _, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do car.orientation = 0 end",
    "/c for _, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do  if game.player.surface.find_entity(\"express-transport-belt\", car.position) ~= nil then   car.orientation = 0   end end",
    "/c for _, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do  local belt = game.player.surface.find_entity(\"express-transport-belt\", car.position) game.print(belt) if belt~= nil then   car.orientation = 0   end end",
    "/c for _, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do  local belt = game.player.surface.find_entities_filtered{name=\"express-transport-belt\", area={car.position, car.position}} game.print(belt) if belt~= nil then   car.orientation = 0   end end",
    "/c for _, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do  local belt = game.player.surface.find_entities_filtered{name=\"express-transport-belt\", area={x=car.position, y=car.position}} game.print(belt) if belt~= nil then   car.orientation = 0   end end",
    "/c for _, car in pairs(game.player.surface.find_entities_filtered{name = \"car\"}) do  if game.player.surface.find_entities_filtered{name=\"express-transport-belt\", area={left_top=car.position, right_bottom=car.position}} ~= nil then   car.orientation = 0   end end",
    "/c game.player.force.technologies[\"mining-productivity-4\"].level = 12000",
    "/c game.player.surface.chart_all()",
    "/c game.player.forcechart_all()",
    "/c game.player.force.unlock_all_technologies()",
    "/c game.print(game.player.selected.direction)",
    "/c game.print(game.player.selected.name)",
    "/c  for _,v in pairs(game.virtual_signal_prototypes) do         if v.special then             game.print(v.name..\" virtual\")         end     end     for _,f in pairs(game.fluid_prototypes) do       if f.hidden then             game.print(v.name..\" fluid\")       end     end     for _,i in pairs(game.item_prototypes) do       if not i.has_flag(\"hidden\") then             game.print(v.name..\" item\")       end     end",
    "/c  for _,v in pairs(game.virtual_signal_prototypes) do         if v.special then             game.print(v.name..\" virtual\")         end     end     for _,f in pairs(game.fluid_prototypes) do       if f.hidden then             game.print(f.name..\" fluid\")       end     end     for _,i in pairs(game.item_prototypes) do       if not i.has_flag(\"hidden\") then             game.print(i.name..\" item\")       end     end",
    "/c  for _,v in pairs(game.virtual_signal_prototypes) do         if v.special then             game.print(v.name..\" virtual\")         end     end     for _,f in pairs(game.fluid_prototypes) do       if f.hidden then             game.print(f.name..\" fluid\")       end     end     for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") then             game.print(i.name..\" item\")       end     end",
    "/c  for _,v in pairs(game.virtual_signal_prototypes) do         if v.special then             game.print(v.name..\" virtual\")         end     end     for _,f in pairs(game.fluid_prototypes) do       if f.hidden then             game.print(f.name..\" fluid\")       end     end",
    "/c for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") then             game.print(i.name..\" item\")       end     end",
    "/c for k,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") and k<10 then             game.print(i.name..\" item\")       end     end",
    "/c local k = 0 for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") and k<10 then   k = k+1          game.print(i.name..\" item\")       end     end",
    "/c local k = 0 for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") and k<30 then   k = k+1          game.print(i.name..\" item\")       end     end",
    "/c local k = 0 for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") and k<20 then   k = k+1          game.print(i.name..\" item\")       end     end",
    "/c local k = 0 for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") and k<40 then   k = k+1          game.print(i.name..\" item\")       end     end",
    "/c local k = 0 for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") and k<35 then   k = k+1          game.print(i.name..\" item\")       end     end",
    "/c local k = 0 for _,i in pairs(game.item_prototypes) do       if i.has_flag(\"hidden\") and k<35 then   k = k+1          game.print(i.name..\" item\")       end     end game.print(k)",
    "/c game.player.force.research_all_technologies()",
    "/c game.print(game.player.position)",
    "/c game.player.force.chart_all()",
    "/c game.print(game.player.selected.position)",
    "/editor"
  ],
  "service-username": "Allaizn",
  "service-token": "redacted",
  "last-used-filters": 
  {
    "players": "any",
    "password": "any",
    "mods": "any",
    "friends": "any"
  },
  "column-ordering": 
  {
    "public-index": "playtime",
    "public-ascending": false,
    "lan-index": "name",
    "lan-ascending": true
  },
  "shortcut-bar": 
  [
    
    {
      "name": "toggle-alt-mode",
      "docked": false,
      "enabled": true
    },
    
    {
      "name": "undo",
      "docked": false,
      "enabled": true
    },
    
    {
      "name": "copy",
      "docked": false,
      "enabled": true
    },
    
    {
      "name": "cut",
      "docked": false,
      "enabled": true
    },
    
    {
      "name": "paste",
      "docked": false,
      "enabled": true
    },
    
    {
      "name": "import-string",
      "docked": true,
      "enabled": true
    },
    
    {
      "name": "give-blueprint",
      "docked": true,
      "enabled": true
    },
    
    {
      "name": "give-blueprint-book",
      "docked": false,
      "enabled": true
    },
    
    {
      "name": "give-deconstruction-planner",
      "docked": true,
      "enabled": true
    },
    
    {
      "name": "give-upgrade-planner",
      "docked": true,
      "enabled": true
    },
    
    {
      "name": "toggle-personal-roboport",
      "docked": true,
      "enabled": true
    },
    
    {
      "name": "toggle-equipment-movement-bonus",
      "docked": true,
      "enabled": true
    }
  ],
  "last-played-version": 
  {
    "game_version": "0.17.69",
    "build_version": 47194,
    "build_mode": "steam",
    "platform": "win64"
  }
}
