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ClaudeMetz avatar ClaudeMetz commented on June 1, 2024 2

Turns out this isn't very hard after all, which is why I added it for the next major release! Thanks for the help.

edd6436

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ClaudeMetz avatar ClaudeMetz commented on June 1, 2024

I don't actually know what I wanted to do here anymore ...

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pkoziol avatar pkoziol commented on June 1, 2024

@ClaudeMetz I'm not 100% sure, but I πŸ‘-ed the issue, because it sounded like something I would like to see, so...

When Factory Planner is in collapsed mode (is that correct name?) you can click buildings/beacons to get blueprint of them. You can also click ingredietns (and probably products and byproducts as well? I'm not sure right now) and get constant combinator with the a signal telling you what resource you need and how much per 1s/1m/1h. It's useful for marking belts when doing designs.

But that only works for non-fluid items. For fluids it shows message "Fluids can’t be blueprinted as a combinator".

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ClaudeMetz avatar ClaudeMetz commented on June 1, 2024

Hmm right, I'm not sure why I excluded fluids from this in the first place, there's probably a reason? Can you think of any reasons for excluding fluids from the combinators?

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pkoziol avatar pkoziol commented on June 1, 2024

I'm not super familiar with Lua nor modding Factorio, but from the user (player) perspective fluids work the same as other items - you can just set a signal that is a fluid.

So the question might be: is the function used in many places or only to generate constant combinators? Like, I don't know... calculating needed belts or something?

Do fluids need to be handled differently when creating a signal? Like, for example, when you add an icon to station names or blueprints you have to use [item=iron-plate], but [fluid=water].

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ClaudeMetz avatar ClaudeMetz commented on June 1, 2024

Appreciate the reply. I was mostly asking from a player perspective, I can work out the internals :)

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pkoziol avatar pkoziol commented on June 1, 2024

My bad, it was a reflex πŸ˜‚

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