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				[MOD 0.17] Crafting Combinator
				Posted: Sun Oct 16, 2016 9:09 am
				by theRustyKnife
				Crafting Combinator
Description:
Allows you to switch the recipe of an assembler (and other machines). There's also a recipe combinator for finding recipe ingredients.
Details:
This thread is meant for questions and discussion only - please post bugs and suggestions on the mod portal or GitHub. Thanks
Downloads on the mod portal 
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Thu Nov 24, 2016 11:10 am
				by Grogg13
				what happens to the unused items still in the  machine when the recipie  is changed or turned off?
it seems to me there being deleted
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Thu Nov 24, 2016 12:06 pm
				by theRustyKnife
				Grogg13 wrote:what happens to the unused items still in the  machine when the recipie  is changed or turned off?
it seems to me there being deleted
Yes, that's the way it is for now, but I may try to do something about it. 
The problem is, I don't know what  
 
 
It wouldn't make much sense to drop the items on the ground and there's no simple way to put them back where they came from.
The only idea that makes some amount of sense is to have a hidden active provider chest which the items would be put into so your bots could put them back into the logistic network. There could also be another entity that you could place next to the assembler that would receive all the excess items, but that would take an extra input tile from the assembler.
I think what I will do is try those options in my next playthrough and see what works and what does not. Until then, you'll just have to be careful when you're switching your assemblers...  
 
 
Cheers TRK
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Thu Dec 01, 2016 12:11 pm
				by theRustyKnife
				Version 0.3 is out and it sort of fixes the issue of items being deleted. They're moved to an active provider for bot pickup.
I'll look into making the chest somehow accessible by the player directly, but this seems ok for now.
Cheers TRK
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Thu Dec 01, 2016 1:44 pm
				by Speadge
				What happens if i dont want to use / empty the chest? 
Im totally fine with items vanishing since i dont want to handle them further. Could u make it optional? What happens with a full chest?
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Thu Dec 01, 2016 1:51 pm
				by theRustyKnife
				Speadge wrote:What happens if i dont want to use / empty the chest? 
Im totally fine with items vanishing since i dont want to handle them further. Could u make it optional? What happens with a full chest?
It is actually optional, you can turn it off by setting the combinator to off. This will (unless I fucked up and didn't notice) stop the items from being put into the chest while still allowing you to set the recipe.
You can copy paste it too if you need a lot of combinators changed.
Cheers TRK
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Thu Dec 01, 2016 7:04 pm
				by theRustyKnife
				Version 0.3.1 is released:
* Fixed wrong path for no-icon icon and an error in migration script ([5869](
https://mods.factorio.com/mods/theRusty ... ssion/5869))
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Sun Dec 04, 2016 8:12 am
				by theRustyKnife
				Version 0.3.2 is released:
* Fixed crash when placing a combinator after reloading a game ([5908](
https://mods.factorio.com/mods/theRusty ... ssion/5908))
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Sat Dec 24, 2016 11:46 pm
				by theRustyKnife
				Version 0.3.3 released.
Changes:
* Fixed a crash caused by a rounding error in recipe combinator
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Mon Dec 26, 2016 8:20 pm
				by Bylo
				Can you create pictured instruction?
(Me english language it poor)
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Mon Dec 26, 2016 8:36 pm
				by theRustyKnife
				Bylo wrote:Can you create pictured instruction?
(Me english language it poor)
Yes, but after the next update. There are going to be some bigger changes so I'd have to redo it 
 
Cheers TRK
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Fri Jan 13, 2017 12:12 pm
				by DRY411S
				Could you enhance this so that it works with my recycling machines as well as vanilla assemblers please? And perhaps Bob's Assembly machines too?
The recycling machines are just assemblers with different entity names, and recipe categories. My mod is at 
https://mods.factorio.com/mods/DRY411S/ZRecycling 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Fri Jan 13, 2017 8:15 pm
				by theRustyKnife
				DRY411S wrote:Could you enhance this so that it works with my recycling machines as well as vanilla assemblers please? And perhaps Bob's Assembly machines too?
The recycling machines are just assemblers with different entity names, and recipe categories. My mod is at 
https://mods.factorio.com/mods/DRY411S/ZRecycling 
The mod should work with any assembler type. I did a couple of quick tests with bobs assemblers and your recyclers and they seem to work.
The problem I'm seeing with your mod is that the virtual recipes don't get created properly, however, I haven't tested it with the companion locale mod (linked on the mod portal page) which might change things.
Regardless, I have quite a backlog of things for this mod that I'd like to work on during this weekend, so I'll check how well it works when I'm going to be at it.
Cheers TRK
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Fri Jan 13, 2017 8:35 pm
				by DRY411S
				theRustyKnife wrote:DRY411S wrote:Could you enhance this so that it works with my recycling machines as well as vanilla assemblers please? And perhaps Bob's Assembly machines too?
The recycling machines are just assemblers with different entity names, and recipe categories. My mod is at 
https://mods.factorio.com/mods/DRY411S/ZRecycling 
The mod should work with any assembler type. I did a couple of quick tests with bobs assemblers and your recyclers and they seem to work.
The problem I'm seeing with your mod is that the virtual recipes don't get created properly, however, I haven't tested it with the companion locale mod (linked on the mod portal page) which might change things.
Regardless, I have quite a backlog of things for this mod that I'd like to work on during this weekend, so I'll check how well it works when I'm going to be at it.
Cheers TRK
 
Thanks for the quick response. My mod names the recycling 'reverse'  recipes with exactly the same name as it finds, but with the 'dry411s_' prefix.
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Sun Jan 29, 2017 5:56 pm
				by HoraZ86
				Hey rusty
I resently found out about our mod, and started using it, its a preaty usefull mod and i love to use it.
Bud sadl i had to discover, that our mod is not compatible with the recycling mod from  DRY411S
I even tred to use combinators but either your or his mod are not implemanting the reccling recipes to the logic symbol categorie. 
do you know a wa to make them compatible? 
i would love to build a universal recycling machine
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Sun Jan 29, 2017 6:11 pm
				by theRustyKnife
				HoraZ86 wrote:Hey rusty
I resently found out about our mod, and started using it, its a preaty usefull mod and i love to use it.
Bud sadl i had to discover, that our mod is not compatible with the recycling mod from  DRY411S
I even tred to use combinators but either your or his mod are not implemanting the reccling recipes to the logic symbol categorie. 
do you know a wa to make them compatible? 
i would love to build a universal recycling machine
Hi, 
I've been aware of that issue for some time now, but unfortunately haven't had the time to look into it 

I'm pretty sure that it is an issue on my side and that it can be fixed, I'll just have to find the time to do it.
The pile of things I need to do with this mod is getting scarily big, but my schedule seems to be clearing up a bit lately, so hopefully I will be able to put some work into this. 
Anyway, I'm happy to hear that you're enjoying the mod (gives the work some amount of sense 

). 
Cheers TRK
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Mon Jan 30, 2017 9:43 pm
				by HoraZ86
				Dont worry, i will still use your mod.
Today i build a facility with the warehouse mod, wich produces raffineries, pumpjacks, chimical plants, offshore Pumps, pipes and underground pipes, with just one crafting machiene and your crafting combinator. 
All of them up to specific amounts e.g. 200 pipes, 5 refineries and so on. So far, its working pretty good 

 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Wed Feb 01, 2017 1:26 am
				by HoraZ86
				Hey, its me again, i just wanted to ask, if There is a way to deactivate the virtual active provider chest of the combinator? After some testing, i realised that inserters and loaders are able to unload the combinator, after it has stoped the assembly machine and took out the remaining ingridients.
			 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Wed Feb 01, 2017 6:44 am
				by theRustyKnife
				HoraZ86 wrote:Hey, its me again, i just wanted to ask, if There is a way to deactivate the virtual active provider chest of the combinator? After some testing, i realised that inserters and loaders are able to unload the combinator, after it has stoped the assembly machine and took out the remaining ingridients.
There's currently no way of doing that. It does seem like a good thing to add to my todo list though 
 
Cheers TRK
 
			
					
				Re: [MOD 0.14] Crafting Combinator
				Posted: Mon Feb 13, 2017 5:37 am
				by EmperorZelos
				You should add a product combinator 

 So you can get both the recipie and product!