Manual Toggle Combinator
Posted: Thu Aug 06, 2015 2:56 pm
I played around with combinators for the first time today, so bear with me if I overlooked something obvious.
Combinators allow complicated automation but so far only based on events occurring in the game (like a resource running out). I think it would be practical to have a simple interaction mechanism for the player.
So what I'm suggesting is a switch-like combinator. It's fairly similar to the constant combinator, in that it only has an output. However it has two states, which can be switched by the player simply by clicking (or right-clicking or duple clicking or whatever) on it. So if it is “on” it will output all the signals specified for the first state, and if it is “off” it'll output the signals specified for the second state.
There are currently many ways to simulate this, e.g. have a constant combinator output more/less than a certain amount of something. Somewhere I saw a contraption that switches based on rotating an inserter. I think there were other setups as well. All of them try to create a simple player interaction with as little opening inventories etc. as possible.
Also while we're on the subject of player-network interaction, I hope the idea of a custom alert created from within the network hasn't been forgotten.
Let me know what you think or if I overlooked something.
Combinators allow complicated automation but so far only based on events occurring in the game (like a resource running out). I think it would be practical to have a simple interaction mechanism for the player.
So what I'm suggesting is a switch-like combinator. It's fairly similar to the constant combinator, in that it only has an output. However it has two states, which can be switched by the player simply by clicking (or right-clicking or duple clicking or whatever) on it. So if it is “on” it will output all the signals specified for the first state, and if it is “off” it'll output the signals specified for the second state.
There are currently many ways to simulate this, e.g. have a constant combinator output more/less than a certain amount of something. Somewhere I saw a contraption that switches based on rotating an inserter. I think there were other setups as well. All of them try to create a simple player interaction with as little opening inventories etc. as possible.
Also while we're on the subject of player-network interaction, I hope the idea of a custom alert created from within the network hasn't been forgotten.
Let me know what you think or if I overlooked something.