ChooseSignalOrNumberButton

Place to get help with not working mods / modding interface.
Post Reply
cyfrov
Inserter
Inserter
Posts: 25
Joined: Thu May 03, 2018 7:09 pm
Contact:

ChooseSignalOrNumberButton

Post by cyfrov »

How can I instance a signal or number button like you see in a combinator entity gui, and control the appearance of {Each, Anything, Everything}?

cyfrov
Inserter
Inserter
Posts: 25
Joined: Thu May 03, 2018 7:09 pm
Contact:

Re: ChooseSignalOrNumberButton

Post by cyfrov »

End results I'm looking for is to have a new level of combinator that would make circuit networks significantly less stressful.

I've got a simple gui mockup below, but getting control logic to run on_tick and perform well with large games is proving to be a challenge.
This would be a very good candidate for the devs to include into the C++, and IMO shouldn't take more than an hour for them to code it in once they have time...though documenting might take a bit more.

Basic concept is to be able to select which color circuit network the operands come from...opens soooo many possibilities.
Same thing with the arithmetic combinator.
And it also adds an adjustable constant output for the decider.
decider.png
decider.png (55.34 KiB) Viewed 1434 times
It also expands with a few more functions...that allow for even more logic without the need of other mods.
  • MIN() and MAX() would have 3 modes of operation:
    1. MIN(Each) => Each {passes only the signals with the minimum value among all signals, so the output signals can be either a single signal that caries the min value among all the inputs, or several different, but equal-valued signals}
    2. MIN(Each) => SignalOut {puts the minimum value among the input signals into *signal*}
    3. MIN(Each, Signal_Bound or Number) => Each {Passes all each signals with the minimum value between itself and the bounding signal value}
  • ABS() would have 1 mode of operation (optional, since it can be implement with 2 arithmetic and 2 regular deciders, though with an extra z^-1 delay):
    1. ABS(Each) => Each {passes only the absolute value input operand}
  • IN() Can only be used as Each{R or G} IN Each{G or R}, and then the output will be the first operand
  • IS_*() are just that, they pass only signals that match those signal categories
    Can be implemented with a constant combinator and an IN(), so also optional
decider2.png
decider2.png (114.66 KiB) Viewed 1434 times

Thoughts?

cyfrov
Inserter
Inserter
Posts: 25
Joined: Thu May 03, 2018 7:09 pm
Contact:

Re: ChooseSignalOrNumberButton

Post by cyfrov »

crickets?...?

slippycheeze
Filter Inserter
Filter Inserter
Posts: 587
Joined: Sun Jun 09, 2019 10:40 pm
Contact:

Re: ChooseSignalOrNumberButton

Post by slippycheeze »

cyfrov wrote:
Sun Aug 18, 2019 12:21 am
crickets?...?
You pretty much assured yourself of them by putting this in the wrong place, in a forum for modding interface requests, rather than in the multiple threads requesting this in the "suggestions" forum. You sealed it nicely when you told developers how hard it was to write code for their own game.

Post Reply

Return to “Modding help”