CCnet wiring manipulation: wiring, probing, un-wiring

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MF-
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CCnet wiring manipulation: wiring, probing, un-wiring

Post by MF- »

The modding API allows electric poles to be wired (standard wiring) and such connection to be probed for.
It would be nice if the same feature was available for the CCnet wires as well.

While un-wiring is not directly supported, blackence did find a hacky way around
See the bottom of this post for a video / description / download of the proof-of-concept mod:
https://forums.factorio.com/forum/vie ... 022#p42983
Last edited by MF- on Sun Sep 07, 2014 8:09 pm, edited 4 times in total.

MF-
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Re: CCnet wiring manipulation

Post by MF- »

PS: At https://forums.factorio.com/forum/vie ... php?t=5564 "Any way to remove a red/green cable?"
I learned, that the player can in fact un-wire CCnet wiring manually.

drs9999
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Re: CCnet wiring manipulation

Post by drs9999 »

CCnet wiring is also possible (since 0.10.0):

See:
https://forums.factorio.com/forum/vie ... 109#p30603
(the third code-box from the end)

MF-
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Re: CCnet wiring manipulation: probing, un-wiring

Post by MF- »

Oh, the "Expanded connectneighbour-method" has an optional parameter now, thanks.

Is there a way how to selectively un-wire connections?
Can pole.neighbours even read CCnet wire presence (otherwise the un-wiring hack cannot be applied)?

MF-
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Re: CCnet wiring manipulation: wiring, probing, un-wiring

Post by MF- »

Am I supposed to create a new thread for probing / un-wiring CCnet wires?

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Re: CCnet wiring manipulation: wiring, probing, un-wiring

Post by MF- »

Yay, un-wiring is implemented in 0.11
Added disconnectneighbour: used with electric poles; takes the circuit connector to disconnect - none to disconnect standard copper wire.
The changelong doesn't mention any wire-detection mechanism, though
EDIT: For CCnet wiring that is.

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Re: CCnet wiring manipulation: wiring, probing, un-wiring

Post by MF- »

Topic abandoned

curiosity
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Re: CCnet wiring manipulation: wiring, probing, un-wiring

Post by curiosity »

This should be moved to implemented requests. All three features exist now, provided by LuaEntity::connect_neighbour, LuaEntity::disconnect_neighbour and LuaEntity::circuit_connection_definitions.

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