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circuit-checker-factorio's Issues

false positve error

There is one bug, it will display as error even trough the game can use combinators in this way.
2023-05-07 20_25_16-Window
2023-05-07 20_24_52-Window
2023-05-07 20_24_26-Window

Input any, and output a signal, as input counter, will work even there is no input signal of this kind present

Some feedback/cross-post from mod-portal

I'm trying to track a bug in a very large network:

I am tracking the number of items on a sushibelt (sushi everything fun XD) everywhere that something goes onto the belt I count it, everywhere something is taken off that belt I count that too, and I have 3 overlapping networks: +items, -items, current state, the current state lets inserters know when to grab items and +items and -items are so I don't need a million combinators doing individual each*-1=each.

The trouble is the network is LARGE and to highlight it all I have to also highlight the computer that utilizes the information, the computer by design has some combinators that are Errors or Warnings to your mod and this means that the console is just not enough space to try and track down issues. And like I say I'm highlighting several different networks if I could highlight only 1 at a time I'd have an easier time too.

I know it's a really niche use of your mod but you asked for feedback on the mod portal so...

Suggestion 1: Selecting a single power pole/combinator could track down every entity connected by wire to that power pole/combinator and highlight them. This would mean that it's not necessary to highlight unnecessary things in order to track down bugs like inserters that should be connected aren't. (and things that are disconnected but should be connected are easier to spot for the player)

Suggestion 2: As for anomalies if 99% of a type of thing connected to a network are one thing say read belt contents pulse mode and 1% is different say hold mode or even disable the belt maybe that 1% should be warnings... I'm not sure if you could have a computer do pattern recognition easily but if you could that'd be great. (or a way to show configuration as part of the numbers? players can pattern match if pulse is + and hold is * enable/disable - etc?)

Suggestion 3: Some sort of GUI, if you have 3000 things connected to a network then tracking down problems using console (which has no scroll feature to look at all the messages dumped into it by the mod) is not always feasible. A HUD of some kind maybe showing the errors and warnings within a radius of the player might be useful.

Bug 1: Talking of HUDs your mod doesn't play nice with Circuit HUD 2 though I don't expect any sort of fix for that you should be aware

Bug 2: And while I'm on bugs your mod doesn't like when something is connected to the Logistic Network, if I have something in the Logistic Network configuration and your tool selects it then it will complain about the circuit network conditions when it doesn't need to be connected to the circuit network, it doesn't need any circuit network configuration as the logistic network is doing all the enabling and disabling.

Hope this helps I've been loving the mod so far... but it seems like you're not monitoring the mod portal so GitHub might be a little bit luckier.

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