remove maximum_wire_distance limit
Posted: Thu Oct 18, 2018 12:36 pm
for some mods, it's necessary that poles can be connected over a long distance.
you could hack this by connecting them and teleporting one of the poles, but if you don't want them to get disconnected by players shift-clicking on them, you have to do the teleporting thing again when the script notices that they have been disconnected.
or you could use a combinator, which has no limit on the wire distance, but it doesn't have the property draw_circuit_wires, which get rendered on both surfaces even though the neighbour is on another surface.
example:
i'm working on a microprocessor mod, which has 10-20 connectors that connect to another surface.
hacking the wire connections is the only solution because transmitting the signals via script wouldn't be performance friendly.
each microprocessor has it's own dedicated area on the other surface, so the distance between them can get really big.
you could hack this by connecting them and teleporting one of the poles, but if you don't want them to get disconnected by players shift-clicking on them, you have to do the teleporting thing again when the script notices that they have been disconnected.
or you could use a combinator, which has no limit on the wire distance, but it doesn't have the property draw_circuit_wires, which get rendered on both surfaces even though the neighbour is on another surface.
example:
i'm working on a microprocessor mod, which has 10-20 connectors that connect to another surface.
hacking the wire connections is the only solution because transmitting the signals via script wouldn't be performance friendly.
each microprocessor has it's own dedicated area on the other surface, so the distance between them can get really big.