[MOD 0.17] Crafting Combinator
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- Fast Inserter
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Re: [MOD 0.17] Crafting Combinator
The new 0.18 version errors for me on load.
12.695 Mods to disable:Failed to load mods: __rusty-locale__/prototypes.lua:21: table index is nil
stack traceback:
__rusty-locale__/prototypes.lua:21: in function 'inherits'
__rusty-locale__/prototypes.lua:29: in function 'find'
__rusty-locale__/locale.lua:54: in function 'f'
__rusty-locale__/util.lua:10: in function '__index'
__rusty-locale__/locale.lua:57: in function 'f'
__rusty-locale__/util.lua:10: in function '__index'
__crafting_combinator__/data-final-fixes.lua:128: in function 'make_signal_for_recipe'
__crafting_combinator__/data-final-fixes.lua:142: in function 'process_recipe'
__crafting_combinator__/data-final-fixes.lua:173: in main chunk
EDIT: It also looks like the latest Bottleneck update broke stuff. The API was changed.
12.695 Mods to disable:Failed to load mods: __rusty-locale__/prototypes.lua:21: table index is nil
stack traceback:
__rusty-locale__/prototypes.lua:21: in function 'inherits'
__rusty-locale__/prototypes.lua:29: in function 'find'
__rusty-locale__/locale.lua:54: in function 'f'
__rusty-locale__/util.lua:10: in function '__index'
__rusty-locale__/locale.lua:57: in function 'f'
__rusty-locale__/util.lua:10: in function '__index'
__crafting_combinator__/data-final-fixes.lua:128: in function 'make_signal_for_recipe'
__crafting_combinator__/data-final-fixes.lua:142: in function 'process_recipe'
__crafting_combinator__/data-final-fixes.lua:173: in main chunk
EDIT: It also looks like the latest Bottleneck update broke stuff. The API was changed.
- theRustyKnife
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Re: [MOD 0.17] Crafting Combinator
Seems like I missed something in the main product logic... Could I have your modlist, so I can find the offending recipe?
- theRustyKnife
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Re: [MOD 0.17] Crafting Combinator
I fixed an issue that could cause this in rusty-locale 1.0.1 - let me know if it's still broken after updating.
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Re: [MOD 0.17] Crafting Combinator
That appears to have fixed it. Thanks!
- caribou666
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Re: [MOD 0.17] Crafting Combinator
Hi,
Sorry for my english, i'm not fluent at all :/
Well, i'd like to propose a feature to the mod, an option which could prevent to stop the manufacturing in progress if there a new recipe incoming or machine empty. I saw a solution with a timer and some calculation, but i'm not clever enought to do it.
Thanks for that incredible mod.
Stay safe.
J
Sorry for my english, i'm not fluent at all :/
Well, i'd like to propose a feature to the mod, an option which could prevent to stop the manufacturing in progress if there a new recipe incoming or machine empty. I saw a solution with a timer and some calculation, but i'm not clever enought to do it.
Thanks for that incredible mod.
Stay safe.
J
- theRustyKnife
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Re: [MOD 0.17] Crafting Combinator
Do I understand correctly that you'd want the combinator to wait for the current craft to finish before switching the recipe?
If that's the case then I'm afraid it's not happening. There are a few reasons, but the main issue is that there is no event for when machines finish crafting. To be clear, it's possible with the current api, but it will require a pretty big rewrite and probably cause performance issues (which there are enough of already ), so I just don't find it worth the time and effort...
- caribou666
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Re: [MOD 0.17] Crafting Combinator
Yes you understood perfectly. As the combinator can read the speed and some people do it with some other calculators i thought it was possible. I'll wait for an update of the API
Thanks for your answer.
Thanks for your answer.
Re: [MOD 0.17] Crafting Combinator
Updated to 0.18 today, got that crash while loading a 0.17 game.
Removing and readding the mod seems to fix the issue, game can still be loeaded after readding all the combinators to the map, so it is not a big issue...
Removing and readding the mod seems to fix the issue, game can still be loeaded after readding all the combinators to the map, so it is not a big issue...
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- 2020-06-06 18_04_17-Factorio 0.18.30.png (71.79 KiB) Viewed 7824 times
- theRustyKnife
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Re: [MOD 0.17] Crafting Combinator
I feel like broken migrations are going to become my legacy at this point... I'll have a look at it when I get to working on the mod again, but for now it's a low priority thing since, as you said, it's not a big issue. There were also some semi-breaking changes in 0.15.0, so there's a good chance something would break anyway.
Re: [MOD 0.17] Crafting Combinator
I, and many other people had to update the game to 1.0 lately. I get the same error message as Kiu and it stops me from opening my over 400h heavily modded save. I can`t disable the crafting combinator since it is integral to some of my builds. I suppose there are many people in similar situation. It would be great if this bug was fixed if you have the time and energy to come back to the mod.
- theRustyKnife
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Re: [MOD 0.17] Crafting Combinator
Alright, I'll see what I can do about it. It would be quite helpful if I could have the save tho, since I don't really have one of my own that would be good for testing this kind of thing and replicating all the possible scenarios by hand would take forever...
Also, I can't really promise anything, since as I said multiple times already, there were some pretty major changes so it's possible there are things that I just can't make reasonable migrations for. I should at least be able to get it to load tho, so you can at least go in and fix things manually if it comes to that...
Re: [MOD 0.17] Crafting Combinator
I have not found information anywhere on how to use the Recipe Combinator. I gave the usual signals and signals from the mod, but nothing happened. Can you explain please
Re: [MOD 0.17] Crafting Combinator
Block A works like it should but is not fully what i want
Block C and D are set up with the Multiplicator and the Multiplication is working BUT the recipe combinator get the multiplied Product Count (in this case the Product is Multiplied with 3) but also get the Multiplier M and because of this the recipe combinator is not working. I had to get rid of the M Constant in the Input of the Recipe Combinator
Second Problem
Block A is working because the export Inserter is et to the Product Lamp and get the On/Off Signal from the "Order Combinator" on Top of the Screenshot
Block B and therefore C and D (where it should work in the End) the inserter is not working because i don't set the Product in the Enable Condition. I don't want to do the Manually I want that the export inserter is Exporting the Number of Items set in the "Order Combinator" without that i have to set the condition by myself. I thought i can read the recipe with the recipe combinator (like i have don't it for the Material order in the Requester Chest) and give that "Recipe" as enable condition to the inserter.
So when i change the Recipe, the Requester Chest is change the ordered materials (multiplied by the Player given Multiplier) and the exporting inserter is automatic set to the right Product and gets his Amount of exported Products from the "Order Combinator"
Block C and D are set up with the Multiplicator and the Multiplication is working BUT the recipe combinator get the multiplied Product Count (in this case the Product is Multiplied with 3) but also get the Multiplier M and because of this the recipe combinator is not working. I had to get rid of the M Constant in the Input of the Recipe Combinator
Second Problem
Block A is working because the export Inserter is et to the Product Lamp and get the On/Off Signal from the "Order Combinator" on Top of the Screenshot
Block B and therefore C and D (where it should work in the End) the inserter is not working because i don't set the Product in the Enable Condition. I don't want to do the Manually I want that the export inserter is Exporting the Number of Items set in the "Order Combinator" without that i have to set the condition by myself. I thought i can read the recipe with the recipe combinator (like i have don't it for the Material order in the Requester Chest) and give that "Recipe" as enable condition to the inserter.
So when i change the Recipe, the Requester Chest is change the ordered materials (multiplied by the Player given Multiplier) and the exporting inserter is automatic set to the right Product and gets his Amount of exported Products from the "Order Combinator"
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Re: [MOD 0.17] Crafting Combinator
is possible to disable the autoload feature from the chest?
i want use inserters for loading so i can control the loading
i want use inserters for loading so i can control the loading
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Re: [MOD 0.17] Crafting Combinator
Has anyone had luck using crafting combinator with anything that produces different fluid results? E.g. I'm working with floatation cells in SeaBlock.
I've tried essentially everything I can think of (combinators to pump down the outlets network before switching, circulating fluid, etc.) but no matter what I seem to get a deadlock where the fluid mixture exists in the outlet network and I have no way to empty it automatically.
I've tried essentially everything I can think of (combinators to pump down the outlets network before switching, circulating fluid, etc.) but no matter what I seem to get a deadlock where the fluid mixture exists in the outlet network and I have no way to empty it automatically.
Re: [MOD 0.17] Crafting Combinator
Made a tiny little skin for this so they stand from other combinators:
add this to the data.lua file and put the image in graphics folder
for _, dir in pairs(rc.multiply_symbol_sprites) do
dir.hr_version.filename = '__crafting_combinator__/graphics/hr-combinator-displays.png'
end
add this to the data.lua file and put the image in graphics folder
for _, dir in pairs(rc.multiply_symbol_sprites) do
dir.hr_version.filename = '__crafting_combinator__/graphics/hr-combinator-displays.png'
end
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- hr-combinator-displays.png (28.63 KiB) Viewed 6525 times
- theRustyKnife
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Re: [MOD 0.17] Crafting Combinator
Would it be possible to have the crafting combinator output a signal (Perhaps a red signal), when the machine is trying to stop. I'd like to have my machine intelligently shutdown by preventing inserters from putting more items in. I currently have one combinator writing the signal to the machine, and another one reading. I'd like to avoid some complicated logic to determine if the current signals contains the current one.
Re: [MOD 0.17] Crafting Combinator
i think this function can be improved
if i understand the lua (i don't know lua, only java, javascript and other languages) the for is on all the chest inventory, if u have 100 different items is a for on 100 elements
in the move_items function instead is used this
so the for is only for the recipe ingredients, much less items
and i noticed a boring thing with the insert_items, if u have a big craft (like the cargo rocket silo on Space exploration) it will drain all the steel/cement and if u have a way for refull the chest automatically, for ex buffer chest, u will end with 20k of steel in the chest, bc every time it will put all the steel on the assembler, the chest get more steel, and this will go in the assembler again, until it say chest is full
tried to switch my signal in pulse for prevent this, it will slow the process but every time it need to craft 1 of the expensives items it will increase the resource
i think the best way should be to get something like
this problem happens with smaller recipes if u share the same chest for multiple assemblers, all assemblers get filled and empty the chest that get reloaed
if u wanna try the mall u need space exploration (or change with normal assemblers), moon logic, crafting combinator, inventory sensor, aai containers & warehouses
this code is for the v2 where i added a tons of combinator for reduce the problem
Code: Select all
function _M:insert_items()
local inventory = self.inventories.chest
if not inventory or not inventory.valid or inventory.is_empty() then return; end
local target = self.inventories.assembler.input
for i = 1, #inventory do
local stack = inventory[i]
if stack.valid_for_read then
local r = target.insert(stack)
if r < stack.count then stack.count = stack.count - r
else stack.clear(); end
end
end
end
in the move_items function instead is used this
Code: Select all
if self.assembler.crafting_progress > 0 then
local success = true
for _, ing in pairs(self.assembler.get_recipe().ingredients) do
if ing.type == 'item' then
if not target then return false, 'no-chest'; end
local r = target.insert{name = ing.name, count = ing.amount}
if r < ing.amount then success = false; end
end
end
self.assembler.crafting_progress = 0
if not success then return false, 'chest-full'; end
end
and i noticed a boring thing with the insert_items, if u have a big craft (like the cargo rocket silo on Space exploration) it will drain all the steel/cement and if u have a way for refull the chest automatically, for ex buffer chest, u will end with 20k of steel in the chest, bc every time it will put all the steel on the assembler, the chest get more steel, and this will go in the assembler again, until it say chest is full
tried to switch my signal in pulse for prevent this, it will slow the process but every time it need to craft 1 of the expensives items it will increase the resource
i think the best way should be to get something like
Code: Select all
local r = target.insert{name = ing.name, count = ing.amount*signal_value}
this code is for the v2 where i added a tons of combinator for reduce the problem
Code: Select all
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Re: [MOD 0.17] Crafting Combinator
Is it possible to update recipe list? Too many recipes are missing. AB mods