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CYBERSYN COMBINATOR

by Sharparam

--------------------------------------------------------------------------------

A specialized combinator for the Project Cybersyn mod

Content
Mod category: Content

Mods introducing new content into the game.

14 days ago
1.1
7.81K
Circuit network
Mod tag: Circuit network

Entities which interact with the circuit network.

source code

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 * Information
 * Changelog
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 * Dependencies 3 / 18
 * Discussion 9
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Owner: Sharparam Source: https://github.com/Sharparam/cybersyn... Homepage:
https://github.com/Sharparam/cybersyn... License: Mozilla Public License 2.0
Created: 1 year, 5 months ago Latest Version: 1.0.0 (14 days ago) Factorio
version: 1.1 Downloaded by: 7.81K users




CYBERSYN COMBINATOR

This mod adds a new fancy combinator to the game, made to be used with the
Project Cybersyn mod.

It functions like a regular constant combinator, but has built-in support for
setting the various Cybersyn-specific signals.


FEATURES

 * More slots than a regular constant combinator (configurable)
 * Dedicated inputs for Cybersyn signals
 * Request threshold
 * Priority
 * Locked slots
 * Ability to input signals using stack counts
 * Panel to input network masks with options to display them in various formats.
 * You could use it instead of a constant combinator for purposes other than
   Cybersyn, if you want to (perhaps for the higher slot count)


NETWORK MASKS

On the left side of the combinator window is an area to input network masks.
You can read more about how the masks themselves work on the Cybersyn mod page.

At the moment, the interface only has manual input of mask values, but there's a
plan to add a friendlier GUI option down the line.

There are options to display masks as decimal, hexadecimal, binary, or octal
numbers, with or without a prefix.

For inputting mask values, you first select a signal (has to be virtual) and
then put the value of the network mask in the text field.
By default you can either write decimal numbers as normal, or use
hexadecimal/binary/octal by prefixing with 0x, 0b, or 0o, respectively.

Example: Writing the mask as "0x80" is 128 in decimal, or "1000 0000" in binary
(the eigth bit is set).

There's also an option to always assume hexadecimal input, but then no other
formats will be accepted and any input will be assumed to be hexadecimal.

After pressing the green confirm button, the new network mask will be added to
the list, which shows the virtual signal along with the value of the mask.
Left clicking an item in the list will populate the fields above for it to be
edited, or you can right click to remove it from the combinator.

ENCODER

If you don't fancy manually writing out network masks, since version v1.0.0
there is now a friendly GUI encoder you can use!

At the moment, you will have to add a network mask to the list as described
above first, then you can Control + Left-click on it to open the encoder
interface.

In the encoder, you can use numbered buttons to toggle each bit in the network
mask, and also see the resulting value in decimal, hexadecimal, binary, and
octal.

(The encoder also still has a text field you can use to write the mask yourself,
and see the buttons update in real-time as you type.)


COPY-PASTING SETTINGS

Because the Cybersyn constant combinator is based on a regular constant
combinator, you can copy and paste signals between them like regular constant
combinators.


EXPRESSION INPUTS

If you enable the per-player option of using expressions in inputs, you can use
mathematical expressions instead of regular numbers in the following places:

 * Stack input for item signals
 * Non-stack input for item signals
 * Cybersyn signal values

This lets you, for example, input something like 50 * 288 * 4, which will then
evaluate to 57600 when you confirm it (press Enter or use the green confirm
button).

Note that for the Cybersyn signals, the values are updated as you type, but you
can press enter to evaluate it and see the resulting value from your expression.


BUGS/SUPPORT/FEATURE REQUESTS/QUESTIONS

You can use the discussion area on the Factorio mods site, but you are more
likely to receive a timely response by communicating via the repository on
GitHub.


ACKNOWLEDGEMENTS

This mod was made with inspiration from the similar mod LTN Combinator
Modernized for the Logistic Train Network mod.


COMPATIBILITY

This mod should probably work with most other mods, provided they don't do very
drastic changes and/or overhauls.

Special compatibility notes will be listed in this section as they are
discovered.

If there's a mod that is not compatible, please let me know and I'll look into
whether it can be made to support it!


LTN COMBINATOR MODERNIZED

There's no issue using both mods at the same time, but the option to enable
"upgrading constant combinators" might not work as intended if enabled on both
mods at the same time.
One mod would get precedence based on load order.
So if you're using both, make sure you only enable the "upgrade" option on the
mod you wish to be able to upgrade to from constant combinators (if at all).


NULLIUS

Since version 0.3.4, there is support for using this mod with Nullius.

The recipe is altered to use 1x Logic Circuit and 1x Memory Circuit, as well as
some energy, to match the cost of making an LTN Combinator in Nullius.

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