[MOD 0.16] Crafting Combinator

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theRustyKnife
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[MOD 0.16] Crafting Combinator

Post by 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
Last edited by theRustyKnife on Mon Aug 13, 2018 1:15 pm, edited 29 times in total.
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Re: [MOD 0.14] Crafting Combinator

Post by 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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theRustyKnife
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Re: [MOD 0.14] Crafting Combinator

Post by 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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theRustyKnife
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Re: [MOD 0.14] Crafting Combinator

Post by 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

Post by 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

Post by 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

Post by 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

Post by 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

Post by 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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Bylo
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Re: [MOD 0.14] Crafting Combinator

Post by 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

Post by 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

Post by 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

Post by 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

Post by 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

Post by 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

Post by 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).

Cheers TRK
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Re: [MOD 0.14] Crafting Combinator

Post by 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

Post by 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

Post by 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

Post by 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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