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"The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 5:38 am
by mp0011
Very simple device - user click on it, it sends defined 0/1 signal. And option to change it's operation mode from monostable (sends 1 only when mouse button is down) to bistable (toggles signal on each click). With optional built-in state indicator (light)., if that's not too much to ask.
I know it's can be achieved by eg. changing constant Combinator variables or similar designs, but... is to many clicks, menus, slider dragging and searching for propper icon...
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 7:49 am
by Caine
Perhaps we should just have a modifier to toggle a constant combinator on/off instead. Now we have to open the GUI, toggle and close it again.
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 8:06 am
by eradicator
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 8:24 am
by mp0011
I generally avoid mods, but will try.
As I see, it has no "monostable" option, but for now it's good enough...
Constant Provider already has option to on/off, but with no "external" control. You can ofc add combinator and filter it's output if other signal is detected, but not on users direct mouse input.
Simple extension to Constant Combinator options (ENABLED: on/off/on mouse down/on mouse(toggle); last two options without need to open the GUI) will do the trick... However, someone may find it to easy (or OP), so it's enough to have just one variable, with 0 (or -1...) or 1 output. If You need switch more variables, just use Constant Combinator filtered by Decider...
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 8:52 am
by eradicator
Factorios modding api does not currently support "hold key down" type inputs.
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 11:57 am
by steinio
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 4:19 pm
by Caine
mp0011 wrote:I know it's can be achieved by eg. changing constant Combinator variables or similar designs, but... is to many clicks, menus, slider dragging and searching for propper icon...
I just realized that you can copy/pasting of constant combinator values for this. So set up a three constant combinators:
- One connect to the circuit network
- One configured with the "off" configuration
- One configured with the "on" configuration
You can now quickly copy/paste the on/off configurations to the connected constant combinator. This scales to multiple configurations as well.
Re: "The Interactive Button" Combinator (or, at least, leaver ;)
Posted: Tue Feb 13, 2018 4:27 pm
by mrvn
You can blueprint the constant provider settings over an existing constant combinator. So make yourself an ON blueprint and OFF blueprint.
Alternatively use a chest and put a fish in it or not. (stone, coal, whatever. anything works).
I haven't tried the mentioned mods but maybe the chest way could be used by mods too so that dropping an item into the "chest" turns it on and returns the item to your inventory and removing the "chest" contents turns it off without actually giving you the content. That way the inventory transfere hotkeys would work to toggle the switch.