Event when singal of a constant combinator are changed
-
- Manual Inserter
- Posts: 1
- Joined: Fri Jun 17, 2022 12:03 pm
- Contact:
Event when singal of a constant combinator are changed
I'm trying to update the status of other entities when a constant combinator is updated (without using wires/signals). I tried looking through the events section in the API docs but couldn't find anything specific for this.
-
- Smart Inserter
- Posts: 2767
- Joined: Tue Apr 25, 2017 2:01 pm
- Contact:
Re: Event when singal of a constant combinator are changed
I know there used to be a mod that added new entities to wirelessly transmit circuit signals between them. Maybe if you can find that you might be able to see what they did?
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
Re: Event when singal of a constant combinator are changed
The event does not exist.
You can catch most changes with on_gui_closed.
But constant combinators can also be updated by copy/pasting (on_entity_settings_pasted) or stamping a blueprint (no relevant event).
You can catch most changes with on_gui_closed.
But constant combinators can also be updated by copy/pasting (on_entity_settings_pasted) or stamping a blueprint (no relevant event).
Re: Event when singal of a constant combinator are changed
I am attempting to do the same thing here, catch when the settings of a custom combinator are changed. I'm currently catching when the settings are copy-pasted and when the gui to change them is accessed, but I cannot find a way to catch when the combinator is blueprinted over. Is there a way to disable allowing combinator settings to be copied by blueprint?
Honestly if there is no way to catch it and no way to disable it, I'm not sure what I should do to prevent players from accidentally breaking my mod thinking blueprints will work.
Honestly if there is no way to catch it and no way to disable it, I'm not sure what I should do to prevent players from accidentally breaking my mod thinking blueprints will work.
Re: Event when singal of a constant combinator are changed
Haven't tried it but wouldn't watching player_cursor_stack_changed for the player switching away from a blueprint at least make checking whether the bp has constant combinators and if so rechecking every constant combinator on the map once a tolerable expense?
Re: Event when singal of a constant combinator are changed
Re: Event when singal of a constant combinator are changed
I was skeptical if this worked with blueprints but looks like it does, thanks!
Re: Event when singal of a constant combinator are changed
I just attempted to use player_cursor_stack_changed, but if the player is using a blueprint from their blueprint library, it does not seem to show up. When watching the player_cursor_stack_changed, is there a way to determine if the player is holding a blueprint from their blueprint library?