Sorry, I think we were talking about two different parts because I misunderstood one of your posts.kingarthur wrote: ↑Wed Mar 18, 2020 8:34 amThat's not how factorio loading works at all. It reads threw each mod one at a time and loads everything in it before moving on to the next one. Mods get completly reloaded every time you start the game.
I noticed some machines are now disabled by script when missing module animals / plants. Can we investigate AL removing / disabling certain recipes that appear to be missed then? EG: I can copy and paste old recipes from old machines, which means they're still available, even though the item they generate (fertiliser) is a nothing-item and can't be used.
Either the AL mod needs to remove the other mod fertiliser completely, or both outputs should be the same item. They have the same pic and info, but one has "Good for plants" or something flavour text.