I will have to remember it
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Moderator: ickputzdirwech
Just as an aside, you can avoid having to clean the output by using an active low control signal. I.e. The control signal ("transformed" green) would be "If wood < 1000 then x=1", and then for the actual filter "If x == 0 then output everything".mrvn wrote: Thu Feb 15, 2018 11:49 am Here is another use case for the decider combinator: if green wood > 1000 then output red each. Currently you have to first transform the green wood into a signal not present on the red wire, possibly add another combinator to delay the red signals to match the timing. Then use the transformed signal in the decider combinator. And if you want a clean output signals you need another 2 combinators to remove the transformed signal from the output again. That's a total of 5 combinators and 3 ticks signal length.
This is a feature request. As simple as that. It is something others and me would like to have in the game.ssilk wrote: Thu Jan 16, 2020 4:43 am I guess developers think this ( to choose the wire color) has been tested during development and they found the current solution to be good enough, because you can emulate most things without it - just needs more combinators.
I guess you mean the mouse over tooltip.ssilk wrote: Sat Jan 18, 2020 5:37 am Yes!
Sorry, I wrote it so that it could be misunderstand. Fact is that I would also like to have that implemented. Really : it could make some things a lot easier (and some even possible) and I would be one of the first that would use them.
In my former post I played around with the thought why it isn’t implemented yet.
BTW: another possible reason not being implemented yet is that the game has severe problems to properly show circuits in an understandable way. Connections will overlap, it’s difficult to follow the wires. And so many more that it could be never be fixed (because most comes from the angle how you look on ground). Adding this new color separation would make the circuits completely unreadable from above; in doubt you need to click on each combinator to understand how that circuit works. Negative gameplay value. Sorry again.
(IMHO we need a new display mode, where the circuits are displayed and edited as a circuit-plan. But that would be a complete new suggestion.)
Nice idea, at first glance. If you're cramming lots of combinators in limited space (and then noticed you forgot something and need to put down some extra combinators wherever there is room instead of next to the combinators they logically belong to), it's really hard to see whether a certain wire connects to a combinator or the pole in front of it, so a circuit-plan display would help a lot there. But how big would that circuit-plan have to be? Have a look at this outpost: There are several tightly crammed small networks at each train stop (A), for ordering trains and controlling the inserters. Here's a close-up: A needs to get input from a wire on the main rail line (the two lower rails going through C), marked in the close-up with "Network orders". Both the train stop entries (B) and the branch-off from the main rail line (C) need input from A, marked in the close-up with "Cumulated guidance signals". A, B, and C work as one system, but it's several chunks wide. So, should such a circuit-plan display show all connections in the system (A+B+C), should it show just the connections from each subsystem (A|B|C), or should it even be just for parts of each subsystem (e.g. the circuitry for each individual train stop in A)?ssilk wrote: Sat Jan 18, 2020 5:37 am (IMHO we need a new display mode, where the circuits are displayed and edited as a circuit-plan. But that would be a complete new suggestion.)
The requested feature would not affect the wiring on the map at all. It only affects the GUI of the combinators. As shown in the mockups in the op, there would only be the options to "color" the outgoing signals and to chose from which line color a signal is taken for the calculation. Edit: and in fact it would reduce the ammount of combinators and wiring for more complex circuits.ssilk wrote: Sat Jan 18, 2020 5:37 am ... another possible reason not being implemented yet is that the game has severe problems to properly show circuits in an understandable way. Connections will overlap, it’s difficult to follow the wires. And so many more that it could be never be fixed (because most comes from the angle how you look on ground). Adding this new color separation would make the circuits completely unreadable from above ...
Oh, I am with you on this one. I would like to have only one combinator that, when opened, shows a circuit board where everything can be done (for free?) plus has unlimited space. That would remove the wire and combinator spam from the map forever.ssilk wrote: Sat Jan 18, 2020 5:37 am (IMHO we need a new display mode, where the circuits are displayed and edited as a circuit-plan. But that would be a complete new suggestion.)
BlueTemplar wrote: Thu Jan 23, 2020 2:19 am "Just" make a LabView plugin for Factorio !
Or something like the older fpga or pld design tools I.E. one of the earlier versions of the Xilinx FPGA ISE.
And a new entity like a 4,14 or 16 pin IC blocks to put the logic in.
And give me the option to disable the 'wired-or' function of combinators.