[MOD 0.15] Crafting Combinator

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[MOD 0.15] Crafting Combinator

Postby theRustyKnife » Sun Oct 16, 2016 9:09 am

Crafting Combinator

Description:

Allows you to switch the recipe of an assembler (and other machines). There's also a recipe combinator for finding recipe ingredients.

Details:



Want to help?
I'm currently looking for some decent tutorial/documentation. If you feel like you know enough about the mod and want to help, consider creating some examples for others to learn from. It would be much appreciated.
See this post for some whining and details :P

This thread is meant for questions and discussion only - please post bugs and suggestions on the mod portal or GitHub. Thanks


Downloads on the mod portal


Changelog
0.9.8
Changes
  • Added compatibility for base game version 0.16
0.9.7
Features
  • Added Quarry compatibility (quarry)
0.9.6
Bugfixes
  • Fixed a crash with Bottleneck
0.9.5
Features
Bugfixes
  • Removed the flashing logistic network warning (17387)
0.9.4
Bugfixes
  • Fixed that Bottleneck read mode would get disabled when not appropriate (34)
0.9.3
Bugfixes
  • Fixed settings being lost when reviving combinators using Picker Extended (PickerExtended)
  • Fixed that the data entities could get placed in large numbers when dragging a blueprint while placing it (31)
0.9.2
Bugfixes
  • Fixed a crash in the migration script
0.9.1
Features
Bugfixes
  • Fixed crash when loading without Bottleneck installe (14118, 28)
0.9.0
Features
  • Crafting combinator can read Bottleneck status (Bottleneck)
0.8.1
Changes
  • Multiply by input count can now be used with find recipes
Bugfixes
  • Negative values are handled properly (not ignored as before)
0.8.0
Features
  • Added an option to read crafting speed to crafting combinator
  • Added an option to multiply results by input count to recipe combinator
  • Added a mode to recipe combinator for finding recipes that produce a given item
Bugfixes
  • Fixed modules being carried back to storage in certain cases
0.7.2
Changes
  • Moved the refresh rate configuration to mod settings
0.7.1
Bugfixes
  • Fixed wrong icon scale for virtual recipe group
  • Fixed recipes that defined complexities would get a virtual signal even if not necessary (11640)
  • Fixed broken localization
  • Enabled sorting virtual recipes into groups
0.7.0
Changes
  • Updated for Factorio 0.15
0.6.2
Bugfixes
  • Fixed a crash when the root GUI element was clicked (9454)
0.6.1
Bugfixes
  • Fixed recipes not being enabled again (4438)
0.6.0
Features
  • Settings are saved in blueprints
  • Modules that have been removed due to recipe change can now be requested back into the assembler
  • The multiplier for time in recipe combinator can now be changed to any number
  • Refresh rate is now configurable from in-game, individually for crafting and recipe combinators
0.5.2
Bugfixes
  • Removed rocket part signal and made the rocket part item not hidden to prevent flickering issues (251643)
0.5.1
Bugfixes
  • Fixed that module would be moved even when not necessary which caused duplication (251542)
0.5.0
Changes
  • Modules are now moved to overflow if they can't be used with the new recipe
  • Half-finished crafting should now return the ingredients into overflow
  • Crafting and recipe combinators now have seperate refresh rates specifiable in config (GUI coming later)
  • Many minor changes
Features
  • Added configuration GUIs for combinators
  • Added product mode to recipe combinator
  • Added an option to crafting combinator to read recipes from assemblers
  • Added settings copy/paste
  • Added an option to crafting combinator to empty inserters' hands to prevent jamming
  • Added a way to specify what type of chest to use for overflow items and modules
0.4.2
Features
  • Added Recycling Machines compatibility (ZRecycling)
0.4.1
Bugfixes
  • Fixed a crash when loading with AAI Programmable Vehicles
  • Fixed some virtual recipes would get the default icon when not necessary
0.4.0
Changes
  • Changed the way virtual recipes are generated which should increase compatibilty (by [url=Changed the way virtual recipes are generated which should increase compatibilty]Nexela[/url])
  • Combinators are color coded now (by [url=Changed the way virtual recipes are generated which should increase compatibilty]Nexela[/url])
Features
  • Added automatic locale generation (by [url=Changed the way virtual recipes are generated which should increase compatibilty]Nexela[/url])
  • Added a subgroup for virtual recipes (by [url=Changed the way virtual recipes are generated which should increase compatibilty]Nexela[/url])
0.3.3
Bugfixes
  • Fixed a crash caused by a rounding error in recipe combinator
0.3.2
Bugfixes
  • Fixed crash when placing a combinator after reloading a game (5908)
0.3.1
Bugfixes
  • Fixed wrong path for no-icon icon and an error in migration script (5869)
0.3.0
Changes
  • Completely rewritten code
  • Moved special cases to the locale mod
Features
  • Added support for external special case and icon definitions
  • Added an invisible active provider chest where the items from the assembler are put when recipe changes
0.2.2
Features
  • Added crafting time to recipe combinator output (thanks to [LuziferSenpai](https://mods.factorio.com/mods/theRustyKnife/crafting_combinator/discussion/4654))
0.2.1
Bugfixes
  • Fixed a crash when removing a recipe combinator in a new game (4644)
0.2.0
Changes
  • Moved localisation into another mod
Features
  • Added recipe combinator (thanks to [Igie](https://mods.factorio.com/mods/theRustyKnife/crafting_combinator/discussion/4421))
0.1.4
Changes
  • Changed to work with any and all (hopefully) crafting machine (chemplants, refineries too)
Features
  • Added locale for some mods
0.1.3
Bugfixes
  • Recipe for combinator is enabled when the mod is added to the game
0.1.2
Features
  • Added a special case system to solve a recipe naming problem
  • Translations for vanilla virtual recipes
0.1.1
  • Initial release
Last edited by theRustyKnife on Fri Jan 05, 2018 9:51 pm, edited 25 times in total.
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Re: [MOD 0.14] Crafting Combinator

Postby Grogg13 » Thu Nov 24, 2016 11:10 am

what happens to the unused items still in the machine when the recipie is changed or turned off?
it seems to me there being deleted
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Thu Nov 24, 2016 12:06 pm

Grogg13 wrote:what happens to the unused items still in the machine when the recipie is changed or turned off?
it seems to me there being deleted

Yes, that's the way it is for now, but I may try to do something about it.
The problem is, I don't know what :|
It wouldn't make much sense to drop the items on the ground and there's no simple way to put them back where they came from.
The only idea that makes some amount of sense is to have a hidden active provider chest which the items would be put into so your bots could put them back into the logistic network. There could also be another entity that you could place next to the assembler that would receive all the excess items, but that would take an extra input tile from the assembler.
I think what I will do is try those options in my next playthrough and see what works and what does not. Until then, you'll just have to be careful when you're switching your assemblers... :?

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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Thu Dec 01, 2016 12:11 pm

Version 0.3 is out and it sort of fixes the issue of items being deleted. They're moved to an active provider for bot pickup.
I'll look into making the chest somehow accessible by the player directly, but this seems ok for now.
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Re: [MOD 0.14] Crafting Combinator

Postby Speadge » Thu Dec 01, 2016 1:44 pm

What happens if i dont want to use / empty the chest?
Im totally fine with items vanishing since i dont want to handle them further. Could u make it optional? What happens with a full chest?
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Thu Dec 01, 2016 1:51 pm

Speadge wrote:What happens if i dont want to use / empty the chest?
Im totally fine with items vanishing since i dont want to handle them further. Could u make it optional? What happens with a full chest?

It is actually optional, you can turn it off by setting the combinator to off. This will (unless I fucked up and didn't notice) stop the items from being put into the chest while still allowing you to set the recipe.
You can copy paste it too if you need a lot of combinators changed.
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Thu Dec 01, 2016 7:04 pm

Version 0.3.1 is released:
* Fixed wrong path for no-icon icon and an error in migration script ([5869](https://mods.factorio.com/mods/theRusty ... ssion/5869))
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Sun Dec 04, 2016 8:12 am

Version 0.3.2 is released:
* Fixed crash when placing a combinator after reloading a game ([5908](https://mods.factorio.com/mods/theRusty ... ssion/5908))
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Sat Dec 24, 2016 11:46 pm

Version 0.3.3 released.
Changes:
* Fixed a crash caused by a rounding error in recipe combinator
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Re: [MOD 0.14] Crafting Combinator

Postby Bylo » Mon Dec 26, 2016 8:20 pm

Can you create pictured instruction?
(Me english language it poor)
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Mon Dec 26, 2016 8:36 pm

Bylo wrote:Can you create pictured instruction?
(Me english language it poor)


Yes, but after the next update. There are going to be some bigger changes so I'd have to redo it :|

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Re: [MOD 0.14] Crafting Combinator

Postby DRY411S » Fri Jan 13, 2017 12:12 pm

Could you enhance this so that it works with my recycling machines as well as vanilla assemblers please? And perhaps Bob's Assembly machines too?

The recycling machines are just assemblers with different entity names, and recipe categories. My mod is at https://mods.factorio.com/mods/DRY411S/ZRecycling
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Fri Jan 13, 2017 8:15 pm

DRY411S wrote:Could you enhance this so that it works with my recycling machines as well as vanilla assemblers please? And perhaps Bob's Assembly machines too?

The recycling machines are just assemblers with different entity names, and recipe categories. My mod is at https://mods.factorio.com/mods/DRY411S/ZRecycling

The mod should work with any assembler type. I did a couple of quick tests with bobs assemblers and your recyclers and they seem to work.
The problem I'm seeing with your mod is that the virtual recipes don't get created properly, however, I haven't tested it with the companion locale mod (linked on the mod portal page) which might change things.

Regardless, I have quite a backlog of things for this mod that I'd like to work on during this weekend, so I'll check how well it works when I'm going to be at it.

Cheers TRK
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Re: [MOD 0.14] Crafting Combinator

Postby DRY411S » Fri Jan 13, 2017 8:35 pm

theRustyKnife wrote:
DRY411S wrote:Could you enhance this so that it works with my recycling machines as well as vanilla assemblers please? And perhaps Bob's Assembly machines too?

The recycling machines are just assemblers with different entity names, and recipe categories. My mod is at https://mods.factorio.com/mods/DRY411S/ZRecycling

The mod should work with any assembler type. I did a couple of quick tests with bobs assemblers and your recyclers and they seem to work.
The problem I'm seeing with your mod is that the virtual recipes don't get created properly, however, I haven't tested it with the companion locale mod (linked on the mod portal page) which might change things.

Regardless, I have quite a backlog of things for this mod that I'd like to work on during this weekend, so I'll check how well it works when I'm going to be at it.

Cheers TRK


Thanks for the quick response. My mod names the recycling 'reverse' recipes with exactly the same name as it finds, but with the 'dry411s_' prefix.
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Re: [MOD 0.14] Crafting Combinator

Postby HoraZ86 » Sun Jan 29, 2017 5:56 pm

Hey rusty

I resently found out about our mod, and started using it, its a preaty usefull mod and i love to use it.

Bud sadl i had to discover, that our mod is not compatible with the recycling mod from DRY411S
I even tred to use combinators but either your or his mod are not implemanting the reccling recipes to the logic symbol categorie.

do you know a wa to make them compatible?

i would love to build a universal recycling machine
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Sun Jan 29, 2017 6:11 pm

HoraZ86 wrote:Hey rusty

I resently found out about our mod, and started using it, its a preaty usefull mod and i love to use it.

Bud sadl i had to discover, that our mod is not compatible with the recycling mod from DRY411S
I even tred to use combinators but either your or his mod are not implemanting the reccling recipes to the logic symbol categorie.

do you know a wa to make them compatible?

i would love to build a universal recycling machine

Hi,
I've been aware of that issue for some time now, but unfortunately haven't had the time to look into it :(
I'm pretty sure that it is an issue on my side and that it can be fixed, I'll just have to find the time to do it.

The pile of things I need to do with this mod is getting scarily big, but my schedule seems to be clearing up a bit lately, so hopefully I will be able to put some work into this.

Anyway, I'm happy to hear that you're enjoying the mod (gives the work some amount of sense :P).

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Re: [MOD 0.14] Crafting Combinator

Postby HoraZ86 » Mon Jan 30, 2017 9:43 pm

Dont worry, i will still use your mod.
Today i build a facility with the warehouse mod, wich produces raffineries, pumpjacks, chimical plants, offshore Pumps, pipes and underground pipes, with just one crafting machiene and your crafting combinator.
All of them up to specific amounts e.g. 200 pipes, 5 refineries and so on. So far, its working pretty good :D
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Re: [MOD 0.14] Crafting Combinator

Postby HoraZ86 » Wed Feb 01, 2017 1:26 am

Hey, its me again, i just wanted to ask, if There is a way to deactivate the virtual active provider chest of the combinator? After some testing, i realised that inserters and loaders are able to unload the combinator, after it has stoped the assembly machine and took out the remaining ingridients.
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Re: [MOD 0.14] Crafting Combinator

Postby theRustyKnife » Wed Feb 01, 2017 6:44 am

HoraZ86 wrote:Hey, its me again, i just wanted to ask, if There is a way to deactivate the virtual active provider chest of the combinator? After some testing, i realised that inserters and loaders are able to unload the combinator, after it has stoped the assembly machine and took out the remaining ingridients.

There's currently no way of doing that. It does seem like a good thing to add to my todo list though ;)

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Re: [MOD 0.14] Crafting Combinator

Postby EmperorZelos » Mon Feb 13, 2017 5:37 am

You should add a product combinator :) So you can get both the recipie and product!
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