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charredUtensil / cnide

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Circuit Network IDE for Factorio

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Cnide

Cnide (Cyanide) is a web-based tool for developing complex circuit networks in Factorio.

Syntax

Wires

In Factorio, which wires connect to which things is determined by actually attaching them. Cnide identifies wires by strings of uppercase letters, numbers, and underscores. The first character must be a letter.

  • INVENTORY
  • FOO_BAR
  • X

Wires are separated from combinators with an arrow (->). Inputs come before the combinator. Outputs come after the combinator.

  • INPUT -> counter + 1 as counter -> OUTPUT

You may specify a pair of wires (one red, one green) instead. This has the same effect as in Factorio: The inputs are summed together, and the outputs each get the result. Cnide makes no distinction between red and green wire, so they may be specified in any order.

  • (RED, GREEN)
  • (GREEN, RED)

You can also specify that no wires are connected with ().

Signals

Valid signals in Factorio are a specific set of items, colors, letters, and numbers. Cnide accepts any string of lowercase letters, numbers, and underscores. The first character must be a letter. The following reserved words may also not be used as signal names:

  • all
  • any
  • anything
  • as
  • each
  • everything
  • pulse
  • then
  • toggle

Special Signals

In some cases, everything, anything, and each may be used as a signal. See the Factorio wiki for details on where these can be used. For convenience, Cnide accepts all and any as aliases for everything and anything, respectively.

Whitespace and Comments

Whitespace is ignored by the parser and usually optional. Line breaks have no special syntactic meaning except to end a single-line comment.

Comments work as they do in C/Java/JavaScript: from // to the end of the line or between a /* and */. Comments are treated as whitespace.

  • // This is a comment.
  • /* This is a comment, too. */

Labels

Labels are another "form" of comment. They are treated as complete statements and are visible in the exported code, whereas comments are not. Labels begin with a # and end at the end of the line. As in Markdown, ## or ### may be used instead for less important and smaller text.

# Control Panel
## Add Iron
## Add Copper
## Reset

Arithmetic Combinators

Arithmetic combinators are, in order:

  • The input/output wires
  • The left side signal or number
  • The operator
  • The right side signal or number
  • The keyword as
  • The output signal

IN -> left + right as x -> OUT

Decider Combinators

Decider combinators are, in order:

  • The input/output wires
  • The left side signal or number
  • The comparison operator
  • The right side signal or number
  • The keyword then
  • The output signal

IN -> left > right then x -> OUT

By default, this functions as if the "input count" radio button were selected in the game ui. To use the "1" behavior, add 1 as before the output: IN -> left > right then 1 as x -> OUT

Constants and Inputs

Constant combinators are defined via a JSON-like structure: { iron: 4, copper: -1 } -> OUT Constants take no inputs, so no input wire is allowed. Since Cnide is not a full Factorio simulator, it does not include any of its various input-causing devices. In addition, these can be hard to debug with, so instead, Cnide offers two prefixes for combinators: pulse as and toggle as. Both turn the combinator into a clickable toggle button that outputs its values when ON and nothing when OFF. A button with the pulse modifier will automatically disable itself after one tick, so it can be used to simulate single-tick pulses of data.

  • pulse as { iron: 1 } -> IRON_COUNTER
  • toggle as { green: 1 } -> TRAIN_SIGNAL_READ

Displaying output

(FOO, BAR) -> [iron] will create a display showing the value of the iron signal from the FOO and BAR wires.

Networks

Cnide programs are divided up into networks, with combinators defined inside. A network name must start with an uppercase letter and may contain letters, numbers, and underscores. Define a network with the network name, the parameters, and the body. Think of this as a class or method definition.

Counter(OUTPUT, product) {
  // One item
  pulse as {product: 1} -> COUNTER
  // One stack of items
  pulse as {product: 50} -> COUNTER
  COUNTER -> each + 0 as each -> (COUNTER, OUTPUT)
}

The parameters may consist of wires or signals. Wire parameters are used to attach the network to a parent network. Signal parameters are used to substitute a signal within the network. Networks can be bound (or "called") within other networks like this:

Counter(OUTPUT=INVENTORY, product=iron)
Counter(OUTPUT=INVENTORY, product=copper)

This is roughly the equivalent of writing:

  // One item
  pulse as {iron: 1} -> IRON_COUNTER
  // One stack of items
  pulse as {iron: 50} -> IRON_COUNTER
  IRON_COUNTER -> each + 0 as each -> (IRON_COUNTER, INVENTORY)
  // One item
  pulse as {copper: 1} -> COPPER_COUNTER
  // One stack of items
  pulse as {copper: 50} -> COPPER_COUNTER
  COPPER_COUNTER -> each + 0 as each -> (COPPER_COUNTER, INVENTORY)

Main

The simplest valid Cnide program is an empty Main network:

Main() {}

All programs must have a Main network. Any network which isn't called within the Main network won't appear.

Examples

Copy these into the editor to try them out.

Counter

Main() {
  // Counts forever increasing by 1 each tick
  ETERNAL_LOOP -> elapsed + 1 as elapsed -> ETERNAL_LOOP
  ETERNAL_LOOP -> [elapsed]
}

SR Latch

This is a direct implementation of the SR Latch example from the wiki. Note that if this example is run, before either button is pressed the circuit will rapidly toggle between on and off. This is to be expected, as the same thing will happen in Factorio if all combinators are constructed at the same time.

Main() {
  (SET, SR_ON) ->
    a = 0 then 1 as a
    -> SR_OFF
  (RESET, SR_OFF) ->
    a = 0 then 1 as a
    -> SR_ON
  // Set
  toggle as {a:1} -> SET
  // Reset
  toggle as {a:1} -> RESET
  // Output
  SR_ON -> [a]
}

Stopwatch

Main() {
  toggle as {enable: 1} -> CONTROL
  OUTPUT -> [seconds]
  CONTROL ->
    enable != 0 then 1 as tick
    -> TIMER
  CONTROL ->
    enable = 0 then 1 as reset
    -> TIMER
  TIMER ->
    reset = 0 then tick
    -> TIMER
  TIMER ->
    tick / 60 as seconds
    -> OUTPUT
}
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