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

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DRY411S
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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

Mahribar wrote:Allright. So I will as a start do nothing with my game, and will wait, until you and bobingabout have found a workaround. Right!?
If using my mod is that important to you then yes, sure. I'd be flattered.

There are however other mods that perform recycling. None as elegant as mine though. :D

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by Mahribar »

I do not want to use another mod, cause RM is the most likely for me.
No stress to you, but still try to fix it anyhow ;)

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

I'm discussing this offline with Bobingabout. I cannot reproduce this strange behaviour with any other mods that add recipes, and it doesn't happen with the v0.15 release of the game and our mods for that version. It's very peculiar.

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by Mahribar »

I have an update for you: It still happens with recipes, that were researched before the mod was added.
I juste run the mod, although i couldn't use it and now after some more research there are a few recipes., that I#ve researched in this time.
Maybe that helps you.

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by bobingabout »

This breaks because of the way DRY441S unlocks his recipes, in combination with me using this is my main migration script, as part of bobplates control.lua

Code: Select all

script.on_configuration_changed(function(event)
  for index, force in pairs(game.forces) do
    force.reset_technology_effects()
  end
end)
Although what DRY441S is doing isn't wrong, it's not the recommended method for unlocking recipes, so when my script calls reset_technology_effects() (which was added as an easy way to deal with migration, to automatically unlock recipes added to technologies that might have already been researched), it disables all the recycling recipes, because they're not on a researched technology (or technology at all).
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

bobingabout wrote:Although what DRY441S is doing isn't wrong, it's not the recommended method for unlocking recipes, so when my script calls reset_technology_effects() (which was added as an easy way to deal with migration, to automatically unlock recipes added to technologies that might have already been researched), it disables all the recycling recipes, because they're not on a researched technology (or technology at all).
Yup. http://lua-api.factorio.com/latest/LuaF ... gy_effects

This may take a while for me to fix. Issue raised on my GitHub https://github.com/DRY411S/Recycling-Machines/issues/43

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

JDoolin wrote:Well, I set up for recycling transistors, which cost 1 plastic, 1 tinned copper wire, and 2 silicon wafers, and provide 5 transistors. However, when I went to recycle, I expected it to take 5 transistors and output 1 plastic, 1 tinned copper wire, and 2 silicon wafers. A similar phenomenon occurs with Basic Electronics Components and Integrated Electronics.
Added as an issue for investigation on my GitHub https://github.com/DRY411S/Recycling-Machines/issues/44

Edit: Confirmed as bug

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

I believe that this should fix the issue. Please upload it into your mods folder and delete the previous version.

Please feed back on whether it has worked, startup performance (I think it's slow), and the affect it has on the icons on the Research screens.

I'll upload it to the mod portal after a little more testing.
Attachments
ZRecycling_0.16.3.zip
(8.73 MiB) Downloaded 122 times

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by Mahribar »

Startup is slower thank other mods, but i dont think, that you must do something here. It's not as slow as i think too slow. (Don't know, if this is correct english, but hope you understand me ;))
The mod itself seems to work properly. All recipes are ingame now.
Will test it over my playtime today and if I reconize any bug,I will report it here to you.

Thanks for gettin' in touch so fast. I appreciate it!

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

For factorio v0.16: v0.16.4 (12-Feb-2018) is now available on the mod portal.

Now includes an in-game changelog.

New release fixes https://github.com/DRY411S/Recycling-Machines/issues/43 that was causing mod to fail when it was added to a game where Bob's Plates mod had previously been used, or when Bob's Plates was added to a file where this mod was being used. A previous attempt to fix this in v0.16.2 of the mod had not worked.

New feature https://github.com/DRY411S/Recycling-Machines/issues/45 to allow the user to select whether they want to use the Recycle Time equal to the Expensive or Normal time in the original item's recipe. This feature also fixes https://github.com/DRY411S/Recycling-Machines/issues/44 where the mod startup setting for a scaling factor was not being set correctly if the original item to be recycled had different amount of results in the Normal and expensive recipe.

In game, hover over the text in the Mod Settings screen for more information on how to use these settings. Hovering over this screen shot will not work. :D
mod startup settings.PNG
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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

bobingabout wrote:This breaks because of the way DRY441S unlocks his recipes, in combination with me using this is my main migration script, as part of bobplates control.lua

Code: Select all

script.on_configuration_changed(function(event)
  for index, force in pairs(game.forces) do
    force.reset_technology_effects()
  end
end)
Although what DRY441S is doing isn't wrong, it's not the recommended method for unlocking recipes, so when my script calls reset_technology_effects() (which was added as an easy way to deal with migration, to automatically unlock recipes added to technologies that might have already been researched), it disables all the recycling recipes, because they're not on a researched technology (or technology at all).
Fixed in 0.16.4

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

pleauser wrote:
Using your latest version in 0.16.7 loaded into an existing bobs plus a few others run. no recipes in the recycler. i tried: Save. exit, toggle mod off, load save. save again. exit. toggle back on. load save. save again, exit. load save. no change.
sigh :)
Fixed in 0.16.4

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

DRY411S wrote:
JDoolin wrote:Well, I set up for recycling transistors, which cost 1 plastic, 1 tinned copper wire, and 2 silicon wafers, and provide 5 transistors. However, when I went to recycle, I expected it to take 5 transistors and output 1 plastic, 1 tinned copper wire, and 2 silicon wafers. A similar phenomenon occurs with Basic Electronics Components and Integrated Electronics.
Added as an issue for investigation on my GitHub https://github.com/DRY411S/Recycling-Machines/issues/44

Edit: Confirmed as bug
Fixed in 0.16.4

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

All fixes and enhancements in v0.16.4 are also now applied to v0.15.7 (12-Feb-18) available from the mod portal.

Note that to make these fixes work in both factorio v0.15.x and v0.16.x, it has been necessary to 'clutter' the research screens. An example:
newresearch.PNG
newresearch.PNG (270.18 KiB) Viewed 7182 times
After the Recycling Machine icon, is a list of items that can be recycled in a Level 1 Recycling Machine, including items that won't actually be available in the game such as the Railgun darts, Electric Energy Interface and fast loaders.

With a lot of mods enabled, this screen can be even more cluttered. As an example (note the scroll bar):
newresearchwithmods.PNG
newresearchwithmods.PNG (267.18 KiB) Viewed 7182 times

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by pleauser »

downloaded factorio 0.16.23 and i get this error with your mod enabled :(
Recycling error 16.23.png
Recycling error 16.23.png (13.18 KiB) Viewed 7169 times
my mods list is attached :) i didn't bother with a save as factorio won't finish loading
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mod-list.json
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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

Thanks for the report.

This did not show up in my 0.16 testing, but it did in 0.15 where it is already fixed.

Fix will be published in 0.16 around 20:00GMT when I get home from work.

If only all the other mod writers out there would have recipe files that followed the published format and didn't manage to find methods that the game accepts, but then break my mod. :sigh:

This has been assigned: https://github.com/DRY411S/Recycling-Machines/issues/46

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

v0.16.5 (13-Feb-2018) available on the mod portal
v0.15.8 (13-Feb-2018) available on the mod portal

Fixes https://github.com/DRY411S/Recycling-Machines/issues/46

The root cause of this bug (every pun intended) was between 1 and 9 seedlings in Bob's Greenhouse. :D

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DarkNova »

If I see it right, the Unknown Key comes at Recycling Machine by Angel's Refining
I do not know if there is more because I'm not quite there with my research
Sry for Error i have translate with Google
Link to the Discussion from the Modpag with Screenshots: https://mods.factorio.com/mod/ZRecyclin ... 000d25de16

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Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines

Post by DRY411S »

DarkNova wrote:If I see it right, the Unknown Key comes at Recycling Machine by Angel's Refining
I do not know if there is more because I'm not quite there with my research
Sry for Error i have translate with Google
Link to the Discussion from the Modpag with Screenshots: https://mods.factorio.com/mod/ZRecyclin ... 000d25de16
Thank you for reporting this. This issue has been raised before at viewtopic.php?f=93&t=31692&p=290545&hil ... le#p290545. I need to add lines to the mod's locale file.

Please attach your mod-list.json file, and I will fix in the next release.

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Re: [MOD 0.16.x|0.15.x]Recycling Machines

Post by DRY411S »

v0.16.6 (18-Feb-2018) available on the mod portal
v0.15.9 (18-Feb-2018) available on the mod portal

This version includes new features.
  • A new method for generating the localised text for the Recycling Recipes should reduce the number of errors like the ones reported by DarkNova above
  • DarkNova also reported above how the Angel's Mods were using 'generic' Recycling tabs. I've added bespoke tabs for Angel's Mods
  • The UsefulCombinators Mod is now fully supported
angels.PNG
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