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[Request] Name my mod (about combinators)

Posted: Thu Jan 03, 2019 8:44 pm
by thelordodin
I can't come up with a good name for two mods I'm developing:

The first one:
A complex combinator, inside which you can have many combinators.
This complex combinator have input and output legs.
You can open in and edit layout inside it, than you save it and get a small entity (1x1) which ressembles your layout, but only needs one tile.
It's reusable - you can blueprint it.
Its very performant - offers vanilla perfomance, because it just hides your combinators (makes them invisible and lays them all into this one cell) and does no "on tick" jobs.

Any ideas how would you name it? Which name would you be looking for on a mods portal or forum?

The second one is a library for modding UI:
It allows you to create UI in declarative way. Simmilar as React.js or Angular do.

Any ideas how would you name it? Which name would you be looking for on a mods portal or forum?

Re: [Request] Name my mod (about combinators)

Posted: Thu Jan 03, 2019 9:39 pm
by quyxkh
The Combonator.

Re: [Request] Name my mod (about combinators)

Posted: Fri Jan 04, 2019 8:04 am
by darkfrei
Combinator and Factorissimo -> Combinissimo

Re: [Request] Name my mod (about combinators)

Posted: Fri Jan 04, 2019 10:37 am
by SuperSandro2000
1. Tardis Combinators
2. Moduilar, Modact, F.js

Re: [Request] Name my mod (about combinators)

Posted: Fri Jan 04, 2019 8:28 pm
by thelordodin
Thanks! All of you!
I would never imagine this good names. All I came with is "Invisible Combinators"

Combinissimo - wins, I'll use it as the mods name
Combonator - wins as primary item & entity name

https://github.com/yuyaryshev/Combinissimo
Mod is under development, it won't run yet...

Re: [Request] Name my mod (about combinators)

Posted: Thu May 16, 2019 10:22 pm
by Qon
Any progress on the mod? Even if it's not ready it would be interesting to hear how far you have come or if there's any problems etc. You could make a thread for the mod telling us about it before it's ready for the mod portal.

Re: [Request] Name my mod (about combinators)

Posted: Sun Oct 13, 2019 3:26 pm
by thelordodin
I've abandoned Factorio for quite a while...

Re: [Request] Name my mod (about combinators)

Posted: Fri Nov 22, 2019 5:39 pm
by criador15
compact A.L.U (arithmetic logic unit)

Re: [Request] Name my mod (about combinators)

Posted: Fri Nov 22, 2019 7:22 pm
by PyroFire
Circuitissimo: https://mods.factorio.com/mod/circuitchips

Enjoy, you're welcome etc

Re: [Request] Name my mod (about combinators)

Posted: Sun Feb 16, 2020 2:27 pm
by Qon
PyroFire wrote:
Fri Nov 22, 2019 7:22 pm
Circuitissimo: https://mods.factorio.com/mod/circuitchips

Enjoy, you're welcome etc
Wow, that's cool! It doesn't say if it supports recursion though, I assume it does because that's just necessary and cool. Currently doing my cuitcuits with Lua-combinators though. The internal space looks a bit cramped from the screenshots, but I haven't tried the mod yet so can't really say. If there's recursion then that problem should be mostly solved. Also having the tiny and cute mini combinators on top of the circuitissimo combinator looks really neat, at least with a reasonable amount of internal wiring.
But it's also for 0.17 only so I can't test it with latest Factorio.

Re: [Request] Name my mod (about combinators)

Posted: Wed Apr 08, 2020 3:40 pm
by PyroFire
Qon wrote:
Sun Feb 16, 2020 2:27 pm
recursion
Sadly there is no recursion.
Combinators can only be so tiny.

The mod works by literally using tiny combinators and duplicating your setup as it was on the inside, plus a bunch of tricks so you can't select the tiny ones and they appear to just be sprites, when they're actually real combinators.
The space is limited to fit these tiny combinators into the footprint of the chip in a "legible" manner.

Re: [Request] Name my mod (about combinators)

Posted: Thu Apr 09, 2020 7:55 am
by Qon
PyroFire wrote:
Wed Apr 08, 2020 3:40 pm
The space is limited to fit these tiny combinators into the footprint of the chip in a "legible" manner.
They don't need to be visible past the first recursion step. When you put a chip inside a chip all it's subcomponents are invisible from the world, you just see chips (that are empty) and regular combinators on the inside of a chip. I agree that showing all the recursion steps isn't possible when things get subpixel sized, but it should be fine if those things aren't visible. As long as it works like a chip with chips inside it is fine.