[MOD 1.1.x|1.0.x]Recycling Machines

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DRY411S
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.7

Changes:
Support for 5dim mods added

Bugfixes:
- Fix: #74 Some Angel's Mod locale is missing
- Fix: #77 Angels makes some vanilla items recyclable, that vanilla does not allow

Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core is installed #81

Download Latest version:
Experimental factorio v0.18: v0.18.7 (19-Apr-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So far, this is Bob's, Angel's, Bio Industries and 5dim Mods only.

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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.8

The lockdown edition

Changes:
- Complete rewrite of code to handle normal and expensive recipe constructs, aligned to https://wiki.factorio.com/Prototype/Recipe
- New code tested with vanilla, Angel's and Bob's mods
- Removed the mod setting for whether to use normal or expensive craft times
- Seperation of results into stacks removed. No longer required (tested in Sandbox scenario)
- Migration script to correct the expensive recipes
Bugfixes:
- Incorrect expensive recycling recipes #83
- New recipe prototype definition is not handled #84
Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81

Download Latest version:
Experimental factorio v0.18: v0.18.8 (05-May-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So far, this is Bob's, Angel's, Bio Industries and 5dim Mods only.

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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.9

The Pyanodon edition

Changes:
- Added Pyanodon mod support
- Recycles all the Pyanodon machines
- Recycles glassworks, tar, solid separator crafting methods from PyCoal
- Recycles handcrafting crafting methods from Py RawOres and Py HighTech
- Recycles chip, nano, electronic and pcb crafting methods from Py HighTech
- Disables Recycling py-tiles crafting methods from Py Industry
- Disables Recycling all crafting in Py AlienLife that involves food, animals, genetics and flora
- Note. Recycling Machines cannot recycle anything that has more than one fluid, either as an ingredient or a result (or both)
Bugfixes:
- None in this version
Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81

Download Latest version:
Experimental factorio v0.18: v0.18.9 (10-May-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So far, this is Bob's, Angel's, Bio Industries, 5dim and Pyanodon Mods.

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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.10

Changes:
- French locale removed and replaced with dependency on Patch FR des Mods, with thanks to Bev memberlist.php?mode=viewprofile&u=100570 who will add support in his mod later this month
Bugfixes:
- result_count == nil not handled correctly https://github.com/DRY411S/Recycling-Machines/issues/87
Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81

Download Latest version:
Experimental factorio v0.18: v0.18.10 (08-Jul-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So far, this is Bob's, Angel's, Bio Industries, 5dim and Pyanodon Mods.

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DRY411S
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

This bug has resurfaced. https://github.com/DRY411S/Recycling-Machines/issues/63

If you adjust the mod setting that says you must have X of an item in the Recycling Machine to get the ingredients back for 1 item, but the stack size of the item is less than X, then the Recycling Machine loads 1 stack, and does nothing, waiting for more items that won't fit in the machine.

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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v1.0.1

Changes:
- New default mod setting to require extra machine ingredients per craft. Default was 1 is now 2.
- New default mod setting for recycling machine speed relative to assembling machine. Default was equal speed, is now 1/2 speed.
- Only new mod installs will inherit these defaults. They are selectable from game main settings menu.
Bugfixes:
- Items with small stack sizes cannot always be recycled https://github.com/DRY411S/Recycling-Machines/issues/63
Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81

Download Latest version:
Stable factorio v1.0: v1.0.1(15-Aug-2020)
Experimental factorio v0.18: v1.0.1(15-Aug-2020)
Stable factorio v0.17.79: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is 'complete'. These are Bob's, Angel's, Bio Industries, 5dim and Pyanodon Mods. If you require further mod support to be added, please raise an issue at https://github.com/DRY411S/Recycling-Machines/issues

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Re: [MOD 1.0.x|0.18.x|0.17.x]Recycling Machines

Post by MasterWiky »

Hello,
In the description you say "The mod recycles 100% of the original ingredients" but whenever I want to recycle something I need 2 items to get the materials worth of one item.
Am I doing something wrong?

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Re: [MOD 1.0.x|0.18.x|0.17.x]Recycling Machines

Post by dgw »

The mod description is outdated. Default recycling ratio is 2, which is exactly the behavior @MasterWiky sees.

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Re: [MOD 1.0.x|0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

I will amend the description on the next version.

The release notes for v1.0.1 do specifically mention that the default is 2, but the description could be clearer that the achievable ratio is UP TO 100% with a default of 50%.

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Re: [MOD 1.0.x|0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

MasterWiky wrote:
Tue Sep 08, 2020 2:35 pm
Hello,
In the description you say "The mod recycles 100% of the original ingredients" but whenever I want to recycle something I need 2 items to get the materials worth of one item.
Am I doing something wrong?
The description has been changed as follows:
This mod recycles 50% of the ingredients by default. If you want to increase it to 100% or reduce it further, change it in the game's Mod Settings Menu before starting a new map.

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Re: [MOD 1.0.x]Recycling Machines

Post by DRY411S »

v1.0.2

Changes:
- None
Bugfixes:
- Mod crashes when recipe amounts appear before the name https://github.com/DRY411S/Recycling-Machines/issues/89
- Cannot Recycle Spidertron Remote https://github.com/DRY411S/Recycling-Machines/issues/90
Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81

Download Latest version:
Stable factorio v1.0: v1.0.2 (09-Sep-2020)
Downloads for earlier versions of factorio are available, but are no longer being maintained

Note: Support for mods that adds their own item group tabs to crafting menus is 'complete'. These are Bob's, Angel's, Bio Industries, 5dim and Pyanodon Mods. If you require further mod support to be added, please raise an issue at https://github.com/DRY411S/Recycling-Machines/issues

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Re: [MOD 1.0.x]Recycling Machines

Post by DRY411S »

v1.0.3

Changes:
- None
Bugfixes:
- When setting craftspeed to 1 the mod fails to load https://github.com/DRY411S/Recycling-Machines/issues/91
Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81

Download Latest version:
Stable factorio v1.0: v1.0.3 (11-Sep-2020)
Downloads for earlier versions of factorio are available, but are no longer being maintained

Note: Support for mods that adds their own item group tabs to crafting menus is 'complete'. These are Bob's, Angel's, Bio Industries, 5dim and Pyanodon Mods. If you require further mod support to be added, please raise an issue at https://github.com/DRY411S/Recycling-Machines/issues

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Re: [MOD 1.0.x]Recycling Machines

Post by Dae »

hello, what exactly you mod do better than https://mods.factorio.com/mod/reverse-factory ?

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Re: [MOD 1.0.x]Recycling Machines

Post by DRY411S »

Dae wrote:
Fri Sep 11, 2020 9:16 am
hello, what exactly you mod do better than https://mods.factorio.com/mod/reverse-factory ?
The fundemental difference between the 2 mods is that the reverse factory inserters grab whatever goes past it and recycles it. On this mod, you tell the machines exactly what you want to recycle.

Some may say that makes this mod better, others would disagree. But it isn't a competition.

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Re: [MOD 1.0.x]Recycling Machines

Post by Dae »

Cool, and why do not work in co-op with the other dev and make a great unique mod, with alternative option, 1 for "all in one" and one with "selector recycle"

more good idea, more update and more chance to keep this mod alive =)

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Re: [MOD 1.0.x]Recycling Machines

Post by DRY411S »

Dae wrote:
Fri Sep 18, 2020 1:47 pm
Cool, and why do not work in co-op with the other dev and make a great unique mod, with alternative option, 1 for "all in one" and one with "selector recycle"

more good idea, more update and more chance to keep this mod alive =)
There is no risk of this mod dying.

There needs to be at least 2 mods. One that is based on furnaces (Reverse Factory) and you don't choose the recycling recipe. The other that is based on Assembling Machines (this one) and you get to choose the recycling recipe.

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Re: [MOD 1.1.x|1.0.x]Recycling Machines

Post by DRY411S »

v1.0.4 and v1.1.4

Changes:
- Compatability test with Angel's Infinite Ores, support for factorio v1.1 experimental released.
Bugfixes:
- None
Known Issues:
- Minor: Cliff explosives are not recyclable when 5dim-core mod is installed https://github.com/DRY411S/Recycling-Machines/issues/81

Download Latest version:
Experimental factorio v1.1: v1.1.4 (05-Dec-2020)
Stable factorio v1.0: v1.0.4 (05-Dec-2020)
Downloads for earlier versions of factorio are available on GitHub, but are no longer being maintained

Note: Support for mods that adds their own item group tabs to crafting menus is 'complete'. These are Bob's, Angel's, Bio Industries, 5dim and Pyanodon Mods. If you require further mod support to be added, please raise an issue at https://github.com/DRY411S/Recycling-Machines/issues

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Re: [MOD 1.1.x|1.0.x]Recycling Machines

Post by DRY411S »

It has been reported that this mod is incompatible with Industrial Revolution 2 mod. This appears to be because IR2 seems to completely remove the vanilla assembling machines from the game, whereas this mod assumes that no mod ever does that.

Given that one of the features of Industrial Revolution 2 is
Scrapping system for recycling unwanted products
I won't make any attempt to make this mod compatible with IR2. The next release of this mod will prevent it being made active at the same time as IR2. In the meantime, you will see this error if you try to use both mods at the same time.


IR2incompatible.png
IR2incompatible.png (29.37 KiB) Viewed 695 times

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Re: [MOD 1.1.x|1.0.x]Recycling Machines

Post by Deadlock989 »

DRY411S wrote:
Tue Feb 02, 2021 5:33 pm
It has been reported that this mod is incompatible with Industrial Revolution 2 mod. This appears to be because IR2 seems to completely remove the vanilla assembling machines from the game, whereas this mod assumes that no mod ever does that.
Not true. In fact they are merely reskinned. IR2 doesn't use hr_version textures, there is only one sprite/animation definition for every machine (the high res version). It's a completely legal sprite definition.

However a third party recycling/scrapping mod would be redundant so it's not worth fixing in my view.
"If Stalin had a good writeup on programming, would linking that be dangerous?"

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Re: [MOD 1.1.x|1.0.x]Recycling Machines

Post by DRY411S »

Thank you for clarifying so quickly.

I hadn't checked whether hr_version was optional. If it is, then that IS a bug in my mod.

I'll fix it, it won't be difficult. Then it will be up to the user whether or not they use my mod with IR2.

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