Ok, I'll try to find which mod affects the roboports, and post another zip when I've found it.
thx
Regarding the advanced bob stuff that's not available yet (even in this better zip) : might it be feasible to do try the following things?
Could you give me a link to this bob mods you are talking about, and the item that does not appear in my mod ?
*If an item does not have any recipe with a valid cost, instead of omitting it, make it available for 1000 (I think that was the price for alien artifacts, which could be considered a similar case).
I did that at the begining (I still have a unknown_price in my config.lua), but I deleted it. I will think about putting it back, after trying to understand the "bob problem".
*Alternatively, don't allow buying such items directly, but do allow recipes that require a combination of invalid and valid items in some way, for example by pricing the invalid ingredients at the average of the valid ingredients.
It will need a large change of my mod. For the moement, every item with a price can be bought/sold.
Also, just a random thought : you do have prices for various ores etc, which also have no "input", is that because you handled them manually? Or are they marked as a resource somewhere in the game data?
They are marked as ressources. What is the precise gem item that is missing ? because I installed bob ores and I see gemes ore and ruby, etc....
Note: when you install/unsinstall mod, do not forget to click "rescan" to rebuild the prices list.
Regarding multiple recipes : aside from loop avoidance, it might make sense to use the most expensive result for buying and the cheapest (but not entirely free) result for selling?
No, I want to avoid these special recipes as replicators, reversing, recycling, unboxing, unbarreling, etc... that not real "added value" or "industrial" recipe for me. They are just convenience tools, that used recipes because that's the way factorio works.
Regarding loop avoidance : I don't know how easy this is in the scripting interface that's available, but the problem is essentially about paths in a graph of individual recipes.
That's already what I do in the code : I detect loops when in my recursive scheme I travel twice in the same recipe.(using the recipes_used table)
Currently you seem to solve the loop issue by deleting recipes that seem dodgy (but might in some cases actually be ok)
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no that's not what I'm doing. That's why I find it strange that your roboport dissapear.
I reinstalled all these strange mods, and verified that my roboport is still here.
It must be something else...
I do not delete any recipe at the end : this prices list is built in two passes. First pass I try to avoid every strange recipes and loops to reach only "logical" recipes. Then a second pass using all recipes to reach every node even strange items like boxes, etc... That's why at the end I can still price boxes, barrels, etc...
The only things that I do not price are no-ingredients "free" items (except resources), but I can set a default unkown price of 1000.
EDIT : I remember now : I remove this default unknown price, in order to have returns from users in case of missing priced items : and that's what happens !

otehrwise, with a default price of 1000, you would not have make remark about the missing roboport. So I will wait for the price list building to be stable before introducing a default price.
I am curious to see what makes your roboport dissapear...