Previously, in alt-mode, a constant combinator would display the icons of the first (up to) 4 signals defined in it, in the order they were defined. This let the alt-mode be used as a label, indicating what the combinator did. E.g., my nuclear reactor control circuitry had a constant combinator that functioned as a master on/off switch, and was set to send the signals [O] = 1 and [N] = 0 in that order, thus causing it to show up in alt-mode as 'ON'.
Now, constant combinators still show 4 signals, but they use the order the signals are listed in the set-filter dialogue rather than the order they are added in the combinator config. Thus, e.g., my master on/off now reads 'NO', because signal [N] comes before signal [O] on the 'Signals' tab of the the set-filter dialogue.
(And before someone suggests it - no, display panels are not a replacement for these sorts of alt-mode labels. For one thing, each display panel can only show one icon, not 4. And even if I were willing to add 2 useless display panels just to label a combinator that formerly labelled itself, since the display panels are separate physical buildings, they would end up reading 'ON' or 'NO' depending on which orientation I build the blueprint.)
[2.0.10] Constant combinator alt-mode no longer displays signals in definition order
constant combinator changes order for display
No matter what i select for my constant combinator, it rearranges them to choose what to display (perhaps based on item ID?)
This can cause loss of items when you want to display certain items which it doesn't prioritize. In my case, i found it with two items swapping. It doesn't matter what order i put them in the list, it always displays coal first in this case
This can cause loss of items when you want to display certain items which it doesn't prioritize. In my case, i found it with two items swapping. It doesn't matter what order i put them in the list, it always displays coal first in this case
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Re: [2.0.10] Constant combinator alt-mode no longer displays signals in definition order
This was also useful for indicating which item should go on which lane of a belt. Not respecting the order is a solid loss of functionality.
Re: [2.0.10] Constant combinator alt-mode no longer displays signals in definition order
Hello, this is a technical implication of how we generally changed internals of the game (modules ghosts being shown etc.)
If constant combinator was used this way, it would be nicer if we allowed the display panel to have 2X2 grid and be usable for that instead.
If constant combinator was used this way, it would be nicer if we allowed the display panel to have 2X2 grid and be usable for that instead.
Re: [2.0.10] Constant combinator alt-mode no longer displays signals in definition order
"Literally unplayable"kovarex wrote: ↑Sat Oct 26, 2024 1:15 pm Hello, this is a technical implication of how we generally changed internals of the game (modules ghosts being shown etc.)
If constant combinator was used this way, it would be nicer if we allowed the display panel to have 2X2 grid and be usable for that instead.
Re: [2.0.10] Constant combinator alt-mode no longer displays signals in definition order
That would help, but it would not be a complete fix. E.g. in my example of the reactor control switch, the constant combinator is it's own label; switching the combinator on or off controlled the reactor, and then combinator's own alt-mode acted as a label. Having to use two buildings to do what could formerly be done with one would be a downgrade.kovarex wrote: ↑Sat Oct 26, 2024 1:15 pm Hello, this is a technical implication of how we generally changed internals of the game (modules ghosts being shown etc.)
If constant combinator was used this way, it would be nicer if we allowed the display panel to have 2X2 grid and be usable for that instead.
Re: [2.0.10] Constant combinator alt-mode no longer displays signals in definition order
Did your "ON" converted to "NO", reversing the meaning?macdjord wrote: ↑Thu Oct 31, 2024 3:34 amThat would help, but it would not be a complete fix. E.g. in my example of the reactor control switch, the constant combinator is it's own label; switching the combinator on or off controlled the reactor, and then combinator's own alt-mode acted as a label. Having to use two buildings to do what could formerly be done with one would be a downgrade.kovarex wrote: ↑Sat Oct 26, 2024 1:15 pm Hello, this is a technical implication of how we generally changed internals of the game (modules ghosts being shown etc.)
If constant combinator was used this way, it would be nicer if we allowed the display panel to have 2X2 grid and be usable for that instead.