[MOD 0.18] Multi-Product Recipe Details 0.18.1

Topics and discussion about specific mods
Post Reply
User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

[MOD 0.18] Multi-Product Recipe Details 0.18.1

Post by KvaNTy »

Title: Multi-Product Recipe Details
Short Desc: Lists all product names in recipe description if there are more than one product in the recipe.
Factorio Version: 0.16 - 0.18
Dependencies: Base
Author: KvaNTy
License: MIT
Source: https://github.com/KvaNTy/MPRD
Locales: en/ru/de
Version: 0.18.1
Download: https://mods.factorio.com/mod/multi-pro ... pe-details
Download (Alternative): https://github.com/KvaNTy/MPRD/releases

Have you played with Angel's, MadClown's, Pyanodon's or any other mods that introduce a lot of complex recipes? Have you tried to guess output products judging only by their icons? Have you been plowing FNEI and What-Is-It-Really-Used-For looking for answers? If yes then this little mod is for you.

If recipe has more than one output product, their names will be added to recipe description in same order as they are listed. Simple as that.

Image
More Pictures
Technical details and limitations
Changelog
Last edited by KvaNTy on Mon Feb 10, 2020 3:29 pm, edited 12 times in total.
There is no such thing as unarmed spaceship © Isaac Arthur

User avatar
ZombieMooose
Filter Inserter
Filter Inserter
Posts: 289
Joined: Mon Feb 09, 2015 7:23 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details

Post by ZombieMooose »

Thank you! This was always such a headache to deal with.
"men will literally learn everything about ancient Rome instead of going to therapy"

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details

Post by KvaNTy »

I'm glad if it helps!
To be honest I'm genuinely surprised that I was the first one to come up with this idea. Especially considering that people on forum and reddit were literally asking for something like this for as long as Petrochem exists and that is two years at least.
There is no such thing as unarmed spaceship © Isaac Arthur

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.2

Post by KvaNTy »

Made some improvements in 0.16.2:
- Implemented product type handling to fix occasional Items/Fluids order mismatch, so now what you see is what you get.
- Also added German locale (thanks to LuziferSenpai) and removed dependency on exact versions of other mods.
There is no such thing as unarmed spaceship © Isaac Arthur

User avatar
AlphaStrike
Burner Inserter
Burner Inserter
Posts: 9
Joined: Mon Jul 02, 2018 6:25 pm
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.2

Post by AlphaStrike »

Bless you sir.

fsponholz
Burner Inserter
Burner Inserter
Posts: 6
Joined: Mon Jul 20, 2015 3:14 pm
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.2

Post by fsponholz »

Unfortunately this doesn't appear to be compatible with Omnimods, which is a shame.

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.2

Post by orzelek »

My guess is that it might need an optional dependency - ominimods might use final fixes stage to create it's recipes.
With dependency this mod would be loaded after ominimods.

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.2

Post by KvaNTy »

orzelek wrote:My guess is that it might need an optional dependency - ominimods might use final fixes stage to create it's recipes.
With dependency this mod would be loaded after ominimods.
Last omni version I checked(one two weeks old) worked totally fine. But you're right, better add optional dependency just in case.
There is no such thing as unarmed spaceship © Isaac Arthur

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.3

Post by KvaNTy »

Minor update 0.16.3:
- Added explicit support for Omni, 5dim, FactorioPlus and MoreScience.
There is no such thing as unarmed spaceship © Isaac Arthur

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.3

Post by KvaNTy »

0.16.4:
By popular request added mod settings with two options: Display products in a vertical list, Show production amounts and probabilities(if present). Both off by default.
Also fixed an issue when some recipes with probabilities were not handled properly.

Example of both options turned on:
Image
There is no such thing as unarmed spaceship © Isaac Arthur

Firemonkey1412
Inserter
Inserter
Posts: 35
Joined: Thu Jan 25, 2018 12:34 pm
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.4

Post by Firemonkey1412 »

It works perfect and is very helpfull. Could there be an option, that it lists the building names too, where the item can be crafted? Py has so many buildings and the items look so identical...

orzelek
Smart Inserter
Smart Inserter
Posts: 3911
Joined: Fri Apr 03, 2015 10:20 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.4

Post by orzelek »

Is this mod marked deprecated on mod portal by design?
It did show up in search but entering mod page shows it as deprecated.

Anson
Fast Inserter
Fast Inserter
Posts: 249
Joined: Sun May 22, 2016 4:41 pm
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.4

Post by Anson »

Firemonkey1412 wrote:
Thu Aug 09, 2018 3:39 pm
It works perfect and is very helpfull. Could there be an option, that it lists the building names too, where the item can be crafted?
completely agree ... the mod is very helpful on the products, and could be similarly helpful on the machines ...
orzelek wrote:
Thu Aug 09, 2018 4:36 pm
Is this mod marked deprecated on mod portal by design?
it would be a shame if this mod is no longer supported.
or is it replaced by a better mod? which one ???

foodfactorio
Filter Inserter
Filter Inserter
Posts: 454
Joined: Tue Jun 20, 2017 1:56 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.4

Post by foodfactorio »

hi i still need to try this mod but it does look cool. (even if the icons themselves do not always show the full item details when you mouseover)

i think the author is still around, (at least making git hum updates on other stuff, so could just be not available for updating this particular mod for the moment). but maybe there is a way of auto-adding that dependency for any mod, so that manual updates are no longer necessary?

for example, when the game started giving errors because icon size specification became a requirement, darkfrei made a cool mod that auto added it if missing. (the game should ideally have done that but maybe there was a technical reason) but using that mod, now meant that any mods would still load without giving hard errors, and without needing each mod author to frantically run around adding in missing icon values :)
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea :) viewtopic.php?f=33&t=50256

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.16] Multi-Product Recipe Details 0.16.4

Post by KvaNTy »

I apologize for inconveniences. I had too little time IRL to notice problem with this mod. Mod portal suddenly made mandatory to have steam account with Factorio linked to that site otherwise it marks all mods deprecated. And guess what - it did not notify mod developers.

Anyway, everything should be sorted out now, including update for 0.17.
There is no such thing as unarmed spaceship © Isaac Arthur

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.17] Multi-Product Recipe Details 0.17.2

Post by KvaNTy »

0.17.2
Fixes:
- Improved compatibility with mods which have recipes with very large number of output products.

For some reason there is a hardcoded limit to how many elements can be put into localizable recipe description. Just 20 (Devs, why?).
Because of that if recipe exceed this limit(has 15 output products for example) it will be skipped.
There is no such thing as unarmed spaceship © Isaac Arthur

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.17] Multi-Product Recipe Details 0.17.2

Post by KvaNTy »

0.17.3
Changes:
- Better support of recipes with large number of output products(up to 9).
Fixes:
- Fixed localization errors when recipe includes entity/equipment type items.
There is no such thing as unarmed spaceship © Isaac Arthur

Illiander42
Filter Inserter
Filter Inserter
Posts: 409
Joined: Mon Feb 05, 2018 10:01 am
Contact:

Re: [MOD 0.17] Multi-Product Recipe Details 0.17.3

Post by Illiander42 »

Please tell me that the latest patch (0.17.73) ascended this mod?

Or at least didn't break it?

User avatar
BlueTemplar
Smart Inserter
Smart Inserter
Posts: 2420
Joined: Fri Jun 08, 2018 2:16 pm
Contact:

Re: [MOD 0.17] Multi-Product Recipe Details 0.17.3

Post by BlueTemplar »

Why would it have ?
BobDiggity (mod-scenario-pack)

User avatar
KvaNTy
Burner Inserter
Burner Inserter
Posts: 13
Joined: Thu Jun 28, 2018 7:27 am
Contact:

Re: [MOD 0.17] Multi-Product Recipe Details 0.17.3

Post by KvaNTy »

Same question. Mod appears to be working just as fine as before.
There is no such thing as unarmed spaceship © Isaac Arthur

Post Reply

Return to “Mods”