Will this be Possible in 0.13?
Posted: Wed Jun 08, 2016 2:13 am
So I noticed there was an expanded interface for circuit network connectivity stuff. Does that mean it will possible to make new types of combinators in 0.13? For example, an arithmatic that knows modulo, or deciders that do logic gate operations?
I'm hopeful for the possibilities, but I wonder about the efficiency of a Lua behavior that has to fire every single tick for every single New Combinator
I looked through all the present mods, and I saw a couple things that emit signals (based on no input), and a LuaCombinator which doesn't seem to act like a combinator at all, so I'm pretty sure it's not possible in 0.12 to just make a new combinator which works like an arithmatic or decider with slightly different rules (that or no one wants such a thing besides myself, which seems... unlikely). Actually, since most "new ideas" for combinators can, in theory, be made by the two combinators types we have, if you stack enough of them and wire them up right, I'm kinda surprised there isn't a 0.12 mod to make, say, a modulo combinator that spawns a bunch of invisible combinators stacked in the same spot to do the job - which makes me wonder if even THAT is possible?
I know Twinsen is against adding new types on combinators into the base game ( http://www.factorio.com/blog/post/fff-122 ), which is why I'm interested in whether we can do it with mods (since those evaporate all Twinsen's reasons for not wanting to add to the base game: overwhelmed by too much content? your fault for adding the mod. Factorio philosophy is few things in different ways? Yeah, okay, but given what people add in mods, this isn't unusual. Cleaner toolbar and inventory? Those are dictated by playstyle, not by what is available (shouldn't even be a reason not to add things to base). End game factories like to make all possible things? again, your fault for installing the mod).
I'm hopeful for the possibilities, but I wonder about the efficiency of a Lua behavior that has to fire every single tick for every single New Combinator
I looked through all the present mods, and I saw a couple things that emit signals (based on no input), and a LuaCombinator which doesn't seem to act like a combinator at all, so I'm pretty sure it's not possible in 0.12 to just make a new combinator which works like an arithmatic or decider with slightly different rules (that or no one wants such a thing besides myself, which seems... unlikely). Actually, since most "new ideas" for combinators can, in theory, be made by the two combinators types we have, if you stack enough of them and wire them up right, I'm kinda surprised there isn't a 0.12 mod to make, say, a modulo combinator that spawns a bunch of invisible combinators stacked in the same spot to do the job - which makes me wonder if even THAT is possible?
I know Twinsen is against adding new types on combinators into the base game ( http://www.factorio.com/blog/post/fff-122 ), which is why I'm interested in whether we can do it with mods (since those evaporate all Twinsen's reasons for not wanting to add to the base game: overwhelmed by too much content? your fault for adding the mod. Factorio philosophy is few things in different ways? Yeah, okay, but given what people add in mods, this isn't unusual. Cleaner toolbar and inventory? Those are dictated by playstyle, not by what is available (shouldn't even be a reason not to add things to base). End game factories like to make all possible things? again, your fault for installing the mod).