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[1.1.76] Specific crafting oddity with multiple recipes for ingredients

Posted: Sat Feb 18, 2023 10:01 pm
by Honktown
Description:
A recipe can be crafted when it shows no number in the corner, an ingredient is red, and there is an alternative ingredient recipe available.

Why is this a bug? :
The behavior I've always seen and expect, is when there is a not-used-in-the-decomposition-cost recipe for an ingredient, the recipe is clicked and says "Not enough ingredients." A test mod (trying to reproduce the bug) repeats the expected behavior, but somehow, my current mods *don't* behave the same way.

Unfortunately, I only encountered the bug playing with PyMods, which is not a small reproduction.
power_pole_craftable_bug.jpg
power_pole_craftable_bug.jpg (340.01 KiB) Viewed 690 times


1) Here is a modified Advanced Electric, which provides the new recipe/item and, in data, promptly returns so only that gets added.
Advanced_Electric_edited_1.1.0.zip
(129.53 KiB) Downloaded 36 times

2) PyMods. Full modlist and versions:
mod list
pypostprocessing might be slightly tweaked, and stdlib is out-of-date (1.4.7 vs 1.4.8) but I wouldn't expect any differences to cause this. I can use original versions if the bug is irreproducible.



Reproduction:
1) create a freeplay game
2) run command:
enable recipes, give items

3) Craft Small Electric Pole MK2 even though you "can't".

Quickly tested data-final-fixes code which does not reproduce the issue:
looks similar in game but does not trigger the bug

Re: [1.1.76] Specific crafting oddity with multiple recipes for ingredients

Posted: Sat Feb 18, 2023 10:13 pm
by Loewchen
Post the save please.

Re: [1.1.76] Specific crafting oddity with multiple recipes for ingredients

Posted: Sat Feb 18, 2023 10:21 pm
by Honktown
k