spidertron link tool 1

This commit is contained in:
Peter 2020-08-24 20:43:41 +08:00
parent 398ed6fc87
commit a7d3854217
9 changed files with 341 additions and 112 deletions

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@ -36,7 +36,13 @@ Date: 2020-08-17
---------------------------------------------------------------------------------------------------
Version: 0.3.2
Date: 2020-08-17
Date: 2020-08-18
Bugfixes:
- Fixed leader spidertron death causing a crash
- Fixed incorrect global table initialization when a vanilla game receives the mode (which fixes crash on vehicle exit and spidertron exit in a previously vanilla game)
---------------------------------------------------------------------------------------------------
Version: 0.3.3
Date: 2020-08-23
Bugfixes:
- Hotfix: fixed missing check for invalid entity

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@ -20,6 +20,21 @@ local function give_tool(player, stack)
end
end
local function give_link_tool(index)
local d = global.spidercontrol_spidersquad[index]
if d then
if #d.spiders > 0 and d.spiders[1].spider_entity.valid then --- NEED TO CHECK THIS!!!!!!!!!!!!!!!!! CAN WE REMOVE IT?
local player = game.players[index]
if give_tool(player, {name="squad-spidertron-link-tool",count=1}) then
player.cursor_stack.connected_entity=d.spiders[1].spider_entity
end
-- give_tool(player, {name="spidertron-link-tool",count=1})
else
give_tool(game.players[index], {name="squad-spidertron-unlink-tool",count=1})
end
end
end
local function squad_center(spidersquad)
local xbar=0
local ybar=0
@ -51,31 +66,89 @@ local function spiderbot_select(event)
if give_tool(player, {name="squad-spidertron-remote",count=1}) then
player.cursor_stack.connected_entity=spiders[1]
end
elseif event.item == "squad-spidertron-unlink-tool" and #spiders > 0 then
if #global.spidercontrol_linked_squads > 0 then
-- This is highly unoptimised, because we're searching through the list of all spidertrons and comparing it to the spidertrons in the selection box. Not quite the worst case, because everytime we get a match we remove it from the search list and we terminate the search when nothing is left in the search list. Can have a large UPS impact spike for bases with many squads that are very large, when a large selection of spidertrons are to be unlinked
-- Is there a way to attach an attribute directly to an entity, so that we don't need to search the whole global table?? That would improve speed by a lot
local ids = {}
local force = game.players[index].force.index
for i=1, #spiders do
ids[#ids+1] = spiders[i].unit_number
end
for i,t in pairs(global.spidercontrol_linked_squads) do
if #ids == 0 then break end
if force == t.force then
local pos = t.target.position
local c = 0
for j, spider in pairs(t.spiders) do
if #ids == 0 then break end
for k,id in pairs(ids) do
if spider.spider_entity.unit_number == id then
global.spidercontrol_linked_squads[i].spiders[j] = nil
table.remove(ids,k)
c = c + 1
end
end
end
if c > 0 then
if t.target and t.target.valid then
game.forces[t.force].print({"", c.." spidertrons have been unlinked from a ", t.target.localised_name, " near [gps="..pos.x..","..pos.y.."]"})
else
game.forces[t.force].print(c.." spidertrons have been unlinked from an entity near [gps="..pos.x..","..pos.y.."]")
end
end
end
end
end
end
end
local function validate_spiders(index)
local function validate_spiders(t, msg)
local c=0
if global.spidercontrol_spidersquad[index] then
--for i, spider_ in pairs(global.spidercontrol_spidersquad[index].spiders) do
for i, spider in pairs(global.spidercontrol_spidersquad[index].spiders) do
if not spider.spider_entity or not spider.spider_entity.valid then
global.spidercontrol_spidersquad[index].spiders[i] = nil
if t then
--for i, spider_ in pairs(t.spiders) do
for i, spider in pairs(t.spiders) do
local spider_entity = spider.spider_entity
if not spider_entity or not spider_entity.valid then
t.spiders[i] = nil
c=c+1
end
end
if c > 0 then
game.players[index].print(c .. " units were destroyed or mined since the last position command was sent") --this is causing crashes for one user. states that the player does not exist (why?) needs more research
local str = c .. " units were destroyed or mined since the last position command was sent"
if type(msg) == "boolean" and msg == true then -- This is for messaging when a unit is destroyed
local pos = t.target.position
game.forces[t.force].print(str..". Position is near [gps="..pos.x..","..pos.y.."]")
else
game.players[msg].print(str) --this is causing crashes for one user. states that the player does not exist (why?) needs more research
end
end
return true
elseif type(msg) ~= "boolean" then
global.spidercontrol_spidersquad[msg] = {spiders={}}
end
end
local function spiderbot_designate(index, position)
if validate_spiders(index) then
local d_ = global.spidercontrol_spidersquad[index]
local function spiderbot_designate(index, position, force)
local d_
local msg
if force then
d_ = global.spidercontrol_linked_squads[index]
msg = true
else
d_ = global.spidercontrol_spidersquad[index]
msg = index
end
if validate_spiders(d_, msg) then
local spidersquad = d_.spiders
local leader = d_.spider_leader
local leader
local follow
if not force then
leader = d_.spider_leader
follow = game.players[index].is_shortcut_toggled("squad-spidertron-follow")
end
local l_d = {0,0}
if leader then
if spidersquad[leader] and spidersquad[leader].spider_entity.valid then
@ -89,7 +162,6 @@ local function spiderbot_designate(index, position)
end
local follow = game.players[index].is_shortcut_toggled("squad-spidertron-follow")
for i, spider_ in pairs(spidersquad) do
if i ~= leader or not follow then
local spider = spider_.spider_entity
@ -115,6 +187,7 @@ end
local function initialize()
if global.spidercontrol_spidersquad == nil then
game.print("Create tables for spidertron control mod")
global.spidercontrol_linked_squads = {}
global.spidercontrol_spidersquad = {}
for _, player in pairs(game.players) do
global.spidercontrol_spidersquad[player.index] = {spider_leader = nil, spiders={}}
@ -122,6 +195,27 @@ local function initialize()
end
end
local function squad_leader_state(index)
local player = game.players[index]
if player.vehicle and player.vehicle.type == "spider-vehicle" then
local unit_no = player.vehicle.unit_number
if validate_spiders(global.spidercontrol_spidersquad[index], index) then
local d = global.spidercontrol_spidersquad[index].spiders
if d then
for i, spider in pairs(d) do
-- game.print(spider.spider_entity.unit_number)
if spider.spider_entity.unit_number == unit_no then
global.spidercontrol_spidersquad[index].spider_leader = i
break
end
end
end
end
elseif player.vehicle == nil and global.spidercontrol_spidersquad[index] ~= nil then -- Why is it possible for this to be nil?
global.spidercontrol_spidersquad[index].spider_leader = nil
end
end
script.on_init(initialize)
script.on_configuration_changed(initialize)
--commands.add_command("spiderbot_initialize_variables", "debug: ensure that all global tables are not nil (should not happen in a normal game)", initialize)
@ -134,74 +228,75 @@ script.on_event(defines.events.on_player_used_spider_remote, function(event)
local player = game.players[index]
local cursor_stack = player.cursor_stack
if cursor_stack then -- how can a player use a remote without a cursor_stack though???
if cursor_stack.valid_for_read and cursor_stack.name == "squad-spidertron-remote" and event.success then
player.set_shortcut_toggled("squad-spidertron-follow", false)
spiderbot_designate(index, event.position)
elseif cursor_stack.valid_for_read and cursor_stack.name == "spidertron-remote" and event.success then -- WARNING: We're only overriding for the player's spidertron if it's the vanilla spidertron remote. Does not cover modded remotes!
-- Alter dy and dx
local unit_no = event.vehicle.unit_number
local d_ = global.spidercontrol_spidersquad[index]
local spidersquad = d_.spiders
local leader = d_.spider_leader
if cursor_stack.valid_for_read and event.success then
local cname = cursor_stack.name
if cname == "squad-spidertron-remote" then
player.set_shortcut_toggled("squad-spidertron-follow", false)
spiderbot_designate(index, event.position)
elseif cname == "spidertron-remote" then -- WARNING: We're only overriding for the player's spidertron if it's the vanilla spidertron remote. Does not cover modded remotes!
-- Alter dy and dx
local unit_no = event.vehicle.unit_number
local d_ = global.spidercontrol_spidersquad[index] -- Note : Decided against doing checks on a linked squad because it would involve checking that table which can be massively large (larger than player table)
if validate_spiders(d_, index) then
local spidersquad = d_.spiders
local leader = d_.spider_leader
if spidersquad then -- HELLO: if you are reading this and have an idea how to optimize it pls let me know (Not really critical as it's not in the tick loop, but could be problematic for very large squads )
for i, spider in pairs(spidersquad) do --something something premature debugging evil, but seriously the amount of loops are worrying (for large squds).
if i ~= leader and spider.spider_entity.unit_number == unit_no then -- Don't alter dy and dx for the squad leader (leads to infinite walking)
local dest = event.position
local flat = {} -- repack the array (which is divided because of us storing dy and dx) into a flat one
for j, spider_ in pairs(spidersquad) do
if j == i then
flat[#flat+1] = {position = dest} -- need to predict where it will be and use that as a mean, not current location
else
flat[#flat+1] = spider_.spider_entity
-- HELLO: if you are reading this and have an idea how to optimize it pls let me know (Not really critical as it's not in the tick loop, but could be problematic for very large squads )
for i, spider in pairs(spidersquad) do --something something premature debugging evil, but seriously the amount of loops are worrying (for large squds).
if i ~= leader and spider.spider_entity.unit_number == unit_no then -- Don't alter dy and dx for the squad leader (leads to infinite walking)
local dest = event.position
local flat = {} -- repack the array (which is divided because of us storing dy and dx) into a flat one
for j, spider_ in pairs(spidersquad) do
if j == i then
flat[#flat+1] = {position = dest} -- need to predict where it will be and use that as a mean, not current location
else
flat[#flat+1] = spider_.spider_entity
end
end
end
local center = squad_center(flat)
-- tried to do something without calling this loop but it's the most reliable option
local center = squad_center(flat)
-- tried to do something without calling this loop but it's the most reliable option
--very interesting problem : because the mean of the squad is dependent on the positions of each squad member, varying the dy/dx parameters of only one spider (originally the one we're moving) results in this one being scaled off the 'actual' target location - at very far distances from the squad mean this becomes very noticeable. This means we need to calculate the mean of the entire squad if one has changed position. I noticed this error because of the fact that the offset was not constant but proportional to distance away from the mean
for k, spider_ in pairs(spidersquad) do
if k == i then
global.spidercontrol_spidersquad[index].spiders[k].d = {
dest.x - center[1], --dx
dest.y - center[2] --dy
}
else
local pos = spider_.spider_entity.position
global.spidercontrol_spidersquad[index].spiders[k].d = {
pos.x - center[1], --dx
pos.y - center[2] --dy
}
--very interesting problem : because the mean of the squad is dependent on the positions of each squad member, varying the dy/dx parameters of only one spider (originally the one we're moving) results in this one being scaled off the 'actual' target location - at very far distances from the squad mean this becomes very noticeable. This means we need to calculate the mean of the entire squad if one has changed position. I noticed this error because of the fact that the offset was not constant but proportional to distance away from the mean
for k, spider_ in pairs(spidersquad) do
if k == i then
global.spidercontrol_spidersquad[index].spiders[k].d = {
dest.x - center[1], --dx
dest.y - center[2] --dy
}
else
local pos = spider_.spider_entity.position
global.spidercontrol_spidersquad[index].spiders[k].d = {
pos.x - center[1], --dx
pos.y - center[2] --dy
}
end
end
-- game.print("dx"..dest.x - center[1].."dy"..dest.y - center[2])
break
end
-- game.print("dx"..dest.x - center[1].."dy"..dest.y - center[2])
break
end
end
elseif cname == "squad-spidertron-link-tool" then
if player.selected and player.selected.valid then
local selected = player.selected
local pos = selected.position
player.print({"", "Linked ".. #global.spidercontrol_spidersquad[index].spiders .. " spiders to ", selected.localised_name, " near [gps=" .. pos.x .. "," .. pos.y .. "]"})
global.spidercontrol_linked_squads[#global.spidercontrol_linked_squads+1] = {
force=player.force.index,
target=selected,
spiders=util.table.deepcopy(global.spidercontrol_spidersquad[index].spiders)
}
global.spidercontrol_spidersquad[index] = {spider_leader = nil, spiders = {}} -- We're taking away player control of this squad!
-- Probably should print the squad ID, the target entity id and other information
else
local vehicle = event.vehicle
vehicle.autopilot_destination = vehicle.position
end
end
end
end
end)
local function squad_leader_state(index)
local player = game.players[index]
if player.vehicle and player.vehicle.type == "spider-vehicle" then
local unit_no = player.vehicle.unit_number
local d = global.spidercontrol_spidersquad[index].spiders
if d then
for i, spider in pairs(d) do
-- game.print(spider.spider_entity.unit_number)
if spider.spider_entity.valid and spider.spider_entity.unit_number == unit_no then
global.spidercontrol_spidersquad[index].spider_leader = i
break
end
end
end
elseif player.vehicle == nil then
global.spidercontrol_spidersquad[index].spider_leader = nil
end
end
script.on_event(defines.events.on_player_driving_changed_state, function (event)
squad_leader_state(event.player_index)
end)
@ -211,15 +306,18 @@ script.on_event(defines.events.on_player_died, function(event)
end)
script.on_event(defines.events.on_lua_shortcut, function (event)
if event.prototype_name == "squad-spidertron-follow" then
local name = event.prototype_name
if name == "squad-spidertron-follow" then
local index = event.player_index
squad_leader_state(index)
spiderbot_follow(game.players[index])
elseif name == "squad-spidertron-link-tool" then
give_link_tool(event.player_index)
end
end)
script.on_event(defines.events.on_player_created, function (event)
global.spidercontrol_spidersquad[event.player_index] = {spiders={}}
global.spidercontrol_spidersquad[event.player_index] = {spider_leader = nil, spiders = {}}
end)
script.on_event("squad-spidertron-remote", function(event)
@ -235,17 +333,49 @@ script.on_event("squad-spidertron-switch-modes", function(event)
local player = game.players[event.player_index]
local cursor_stack = player.cursor_stack
if cursor_stack and cursor_stack.valid_for_read then
if cursor_stack.name == "squad-spidertron-remote" then
local name = cursor_stack.name
if name == "squad-spidertron-remote" then
give_tool(player, {name="squad-spidertron-remote-sel",count=1})
elseif cursor_stack.name == "squad-spidertron-remote-sel" then
elseif name == "squad-spidertron-remote-sel" then
local e = global.spidercontrol_spidersquad[event.player_index]
if e.spiders[1] and e.spiders[1].spider_entity.valid and give_tool(player, {name="squad-spidertron-remote",count=1}) then
player.cursor_stack.connected_entity=e.spiders[1].spider_entity
end
-- -- Link pair
elseif name == "squad-spidertron-link-tool" then
give_tool(player, {name="squad-spidertron-unlink-tool",count=1})
elseif name == "squad-spidertron-unlink-tool" then
give_link_tool(event.player_index)
end
end
end)
script.on_event("squad-spidertron-link-tool", function(event)
give_link_tool(event.player_index)
end)
-- -- - This stuff handles the link tool
-- script.on_event(defines.events.on_put_item, function(event)
-- local player = game.players[event.player_index]
-- local cursor_stack = player.cursor_stack
-- if cursor_stack and cursor_stack.valid_for_read then
-- if cursor_stack.name == "spidertron-link-tool" then
-- game.print("HELLO")
-- end
-- end
-- end)
-- script.on_event(defines.events.on_built_entity, function(event)
-- if event.created_entity.name == "spidertron-link-tool" then
-- event.created_entity.destroy()
-- -- give_tool(player, {name="spidertron-link-tool",count=1}) -- Not using because this can cause UPS lag if someone click-drags it within placement range!
-- game.print("HELLO")
-- end
-- end)
local mov_offset = settings.global["spidertron-follow-prediction-distance"].value --This is so the player stays within the spider squad when moving
local mov_offset_diagonal = math.sqrt(mov_offset^2/2)
@ -293,7 +423,8 @@ script.on_nth_tick(update_interval, function(event)
for _, player in pairs(game.players) do
if player.is_shortcut_toggled("squad-spidertron-follow") and player.controller_type ~= 0 then -- 0 => defines.character.ghost (DEAD)
local index = player.index
if global.spidercontrol_spidersquad[index].spiders[1] then
local chk = global.spidercontrol_spidersquad[index]
if chk and chk.spiders and #chk.spiders > 0 then
local p_pos = player.position
local pos = p_pos
if player.walking_state.walking then
@ -304,4 +435,24 @@ script.on_nth_tick(update_interval, function(event)
end
end
end
if #global.spidercontrol_linked_squads > 0 then -- Might put this on another update_interval loop so the lag can be adjusted accordingly. Use the old modulo trick for that.
for i,t in pairs(global.spidercontrol_linked_squads) do
-- local t = global.spidercontrol_linked_squads[i]
if t.spiders then
if t.target.valid then
if #t.spiders > 0 then
spiderbot_designate(i, t.target.position, true)
else
local pos = t.target.position
game.forces[t.force].print({"", "Spidertron squad has been destroyed or unlinked from ", t.target.localised_name, " near [gps="..pos.x..","..pos.y.."]"}) -- using force comms because this could be the death of a spidertron, not only removal
table.remove(global.spidercontrol_linked_squads,i)
end
else
local pos = t.spiders[1].spider_entity.position
game.forces[t.force].print("Target entity of spidertron squad has been destroyed or removed near [gps="..pos.x..","..pos.y.."]")
table.remove(global.spidercontrol_linked_squads,i)
end
end
end
end
end)

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@ -1,6 +1,6 @@
{
"name": "Spider_Control",
"version": "0.3.2",
"version": "0.4.0",
"factorio_version": "1.0",
"title": "Spidertron squad control",
"author": "npc_strider(morley376)",

6
make.sh Normal file
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@ -0,0 +1,6 @@
v=$(grep "\"version\"" info.json | sed 's|.*:||;s|[",]||g;s| ||g')
n=$(grep "\"name\"" info.json | sed 's|.*:||;s|[",]||g;s| ||g')
#echo ${n}_${v}.zip
powershell -c "\$files = Get-ChildItem -Path . -Exclude .git,*.sh
Compress-Archive -Path \$files -DestinationPath ../${n}_${v}.zip"

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@ -0,0 +1,3 @@
if global.spidercontrol_linked_squads == nil then
global.spidercontrol_linked_squads = {}
end

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@ -8,6 +8,57 @@
require('util')
local item_remote_sel = {
type = "selection-tool",
name = "squad-spidertron-remote-sel",
icon = "__base__/graphics/icons/spidertron-remote.png",
-- icon_color_indicator_mask = "__base__/graphics/icons/spidertron-remote-mask.png",
icon_size = 64, icon_mipmaps = 4,
subgroup = "other",
flags = {"hidden", "not-stackable", "only-in-cursor"},
order = "b[personal-transport]-c[spidertron]-b[squad-remote]",
stack_size = 1,
stackable = false,
selection_color = { r = 1, g = 0, b = 0 },
alt_selection_color = { r = 1, g = 0, b = 0 },
selection_mode = {"same-force", "entity-with-health"},
alt_selection_mode = {"same-force", "entity-with-health"},
selection_cursor_box_type = "copy",
alt_selection_cursor_box_type = "copy",
entity_type_filters = {"spider-vehicle"},
tile_filters = {"lab-dark-1"},
entity_filter_mode = "whitelist",
tile_filter_mode = "whitelist",
alt_entity_type_filters = {"spider-vehicle"},
alt_tile_filters = {"lab-dark-1"},
alt_entity_filter_mode = "whitelist",
alt_tile_filter_mode = "whitelist",
always_include_tiles = false
}
local item_unlink_sel = util.table.deepcopy(item_remote_sel)
item_unlink_sel.name = "squad-spidertron-unlink-tool"
item_unlink_sel.icon = "__Spider_Control__/graphics/icons/spidertron-unlink-tool.png"
local item_remote = {
type = "spidertron-remote",
name = "squad-spidertron-remote",
localised_name = "Spidertron squad remote",
icon = "__base__/graphics/icons/spidertron-remote.png",
icon_color_indicator_mask = "__base__/graphics/icons/spidertron-remote-mask.png",
icon_size = 64, icon_mipmaps = 4,
subgroup = "other",
flags = {"hidden", "not-stackable", "only-in-cursor"},
order = "b[personal-transport]-c[spidertron]-b[remote]",
stack_size = 1
}
local item_link = util.table.deepcopy(item_remote)
item_link.name = "squad-spidertron-link-tool"
item_link.localised_name = "Spidertron link tool"
item_link.icon = "__Spider_Control__/graphics/icons/spidertron-link-tool.png"
item_link.icon_color_indicator_mask = "__Spider_Control__/graphics/icons/spidertron-link-tool-mask.png"
local shortcut_remote = {
type = "shortcut",
name = "squad-spidertron-remote",
@ -47,11 +98,18 @@ local shortcut_remote = {
local shortcut_follow = util.table.deepcopy(shortcut_remote)
shortcut_follow.name = "squad-spidertron-follow"
shortcut_follow.action = "lua"
shortcut_follow.localised_name = "Follow player"
shortcut_follow.localised_name = "Spidertron follow player"
shortcut_follow.associated_control_input = "squad-spidertron-follow"
shortcut_follow.style = "blue"
shortcut_follow.toggleable = true
local shortcut_link = util.table.deepcopy(shortcut_remote)
shortcut_link.name = "squad-spidertron-link-tool"
shortcut_link.action = "lua"
shortcut_link.localised_name = "Link spidertrons to entity"
shortcut_link.associated_control_input = "squad-spidertron-link-tool"
shortcut_link.style = "green"
local input_remote = {
type = "custom-input",
name = "squad-spidertron-remote",
@ -70,52 +128,57 @@ input_switch_modes.name = "squad-spidertron-switch-modes"
input_switch_modes.localised_name = "Switch modes (between selecting and commanding)"
input_switch_modes.key_sequence = "mouse-button-2"
local input_link = util.table.deepcopy(input_remote)
input_link.name = "squad-spidertron-link-tool"
input_link.localised_name = "Link spidertron squad to entity"
input_link.key_sequence = "ALT + Z"
data:extend(
{
shortcut_remote,
shortcut_follow,
shortcut_link,
item_remote_sel,
item_unlink_sel,
{
type = "selection-tool",
name = "squad-spidertron-remote-sel",
icon = "__base__/graphics/icons/spidertron-remote.png",
-- icon_color_indicator_mask = "__base__/graphics/icons/spidertron-remote-mask.png",
icon_size = 64, icon_mipmaps = 4,
subgroup = "other",
flags = {"hidden", "not-stackable", "only-in-cursor"},
order = "b[personal-transport]-c[spidertron]-b[squad-remote]",
stack_size = 1,
stackable = false,
selection_color = { r = 1, g = 0, b = 0 },
alt_selection_color = { r = 1, g = 0, b = 0 },
selection_mode = {"same-force", "entity-with-health"},
alt_selection_mode = {"same-force", "entity-with-health"},
selection_cursor_box_type = "copy",
alt_selection_cursor_box_type = "copy",
entity_type_filters = {"spider-vehicle"},
tile_filters = {"lab-dark-1"},
entity_filter_mode = "whitelist",
tile_filter_mode = "whitelist",
alt_entity_type_filters = {"spider-vehicle"},
alt_tile_filters = {"lab-dark-1"},
alt_entity_filter_mode = "whitelist",
alt_tile_filter_mode = "whitelist",
always_include_tiles = false
type = "simple-entity",
name = "spidertron-link-tool",
icon = "__base__/graphics/icons/ship-wreck/small-ship-wreck.png",
icon_size = 32,
flags = {"placeable-off-grid"},
selectable_in_game = false,
map_color = {r=0, g=0, b=0},
order = "a[spidertron-link-tool]",
max_health = 1,
collision_box = {{0, 0}, {0, 0}},
collision_mask = {"layer-13"},
picture =
{
filename = "__core__/graphics/empty.png",
width = 1,
height= 1
}
},
{
type = "spidertron-remote",
name = "squad-spidertron-remote",
localised_name = "Spidertron squad remote",
icon = "__base__/graphics/icons/spidertron-remote.png",
icon_color_indicator_mask = "__base__/graphics/icons/spidertron-remote-mask.png",
icon_size = 64, icon_mipmaps = 4,
subgroup = "other",
flags = {"hidden", "not-stackable", "only-in-cursor"},
order = "b[personal-transport]-c[spidertron]-b[remote]",
stack_size = 1
type = "item",
name = "spidertron-link-tool",
icon = "__base__/graphics/technology/laser.png",
icon_size = 128,
flags = {"only-in-cursor", "hidden"},
place_result = "spidertron-link-tool",
subgroup = "capsule",
order = "zz",
stack_size = 1,
stackable = false
},
item_remote,
item_link,
input_remote,
input_follow,
input_switch_modes
input_switch_modes,
input_link
})