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Add capital/tool/something like that to recipe.

Posted: Sat Jan 01, 2022 7:21 pm
by Rafiz
TL;DR
Game could provide API for items that are needed to craft something, but don't get used in process.
What ?
I thought kovarex process and some modded recipes could benefit from that suggestion being implemented.
Right now - 40 U-235 needs to be ingredient in Kovarex provess and it returns 41 U-235. If my suggestion was implemented, the recipe would require 40 U-235 and 2 U-238 as "capital/tool" that needs to be in machine and convert 3*U-238 into 1*U-235. You don't need to throw capital away and take back again each time recipe finishes.

Image
... I already made image, but now I think it would work cooler if only 40 U-235 was "capital" U-238 could stay as it is (5 input->2 output)
Why ?
I think it's more logical, It simplifies player builds, it simplifies code (I guess.. I think right now kovarex process is only exception that needs to work differently with productivity modules than any other recipe)...

I also don't think it would be hard to implement. Basically add array of items "capital" to recipe, if it is missing (=nil), then it would default to {} , then if there's not enough items in "capital" slot machine would be in disabled state.

I actually don't think I made compelling enough argument to convince anyone (if I read it, I wouldn't be convinced by my "why?" paragraph), but I really think it would be interesting idea, probably simplifying/opening new routes for modders. Realism-based mods could use assemblers as machine frame and then require items, like example inserters for assembling complex engines/circuits , require electro-magnet for splitting dusts recipe, etc. Right now - they would need to make separate machine for every recipe, which is .. kind of work intensive. I would for sure use this feature in my mods.

Re: Add capital/tool/something like that to recipe.

Posted: Sun Jan 02, 2022 10:56 am
by ickputzdirwech
To be honest I don’t understand your suggestion at all :?

Re: Add capital/tool/something like that to recipe.

Posted: Sun Jan 02, 2022 11:06 am
by aka13
ickputzdirwech wrote:
Sun Jan 02, 2022 10:56 am
To be honest I don’t understand your suggestion at all :?
I think he means, that recipes should have a "catalyst"-field/slot, (he refers to it as capital). The idea being, you should be placing some item into the assembler, for it to work, like a module.

Re: Add capital/tool/something like that to recipe.

Posted: Sun Jan 02, 2022 11:44 am
by ickputzdirwech
Ah yes, thank you. Now it makes sense to me.

Re: Add capital/tool/something like that to recipe.

Posted: Sun Jan 02, 2022 4:42 pm
by FuryoftheStars
Can’t modders achieve this affect with the multiple results and probabilities and all of that?

Re: Add capital/tool/something like that to recipe.

Posted: Mon Jan 03, 2022 2:03 am
by ssilk
Is IMHO already implemented and is called “modules”. The only thing missing is, that modules can be directly inserted by inserters into module slots.

Re: Add capital/tool/something like that to recipe.

Posted: Tue Jan 04, 2022 12:06 pm
by jodokus31
Or simply add those items to the machines construction recipe. It's not the same, but pretty close.

The Kovarex process would be pretty boring, though

Re: Add capital/tool/something like that to recipe.

Posted: Tue Jan 04, 2022 7:15 pm
by BlueTemplar
Yeah, that way becomes even closer with de-crafting mods like https://mods.factorio.com/mod/SchallUncraft . One exception : fluids.