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Support for recipes with no result items
Posted: Sat Mar 17, 2018 1:28 am
by <NO_NAME>
I've created a
mod which allows to create for free and then destroys some placeholder items. There is some problem with recipe for destroying items. I've managed to trick Factorio into doing this:
Code: Select all
{
type = "recipe",
name = "remove-perfectly-generic-object",
enabled = true,
energy_required = 0.1,
icons = {{icon = "__PerfectlyGenericObject__/graphics/icons/remove-perfectly-generic-object.png"}},
icon_size = 32,
ingredients =
{
{"perfectly-generic-object", 1}
},
result = "perfectly-generic-object",
result_count = 0,
main_product= "",
subgroup = "belt",
order = "e[perfectly-generic-object]-b[remove-perfectly-generic-object]",
}
This works but isn't looks rather ugly because Factorio still show the item as a product of the recipe.
- Zrzut ekranu z 2018-03-17 02-07-18.png (197.34 KiB) Viewed 2299 times
Would it be possible to allow recipes with no result item or at least do not show the it in GUI if 'result_count = 0'?
Re: Support for recipes with no result items
Posted: Sat Mar 17, 2018 5:12 pm
by Rseding91
What's the utility of a recipe which produces nothing?
Re: Support for recipes with no result items
Posted: Sat Mar 17, 2018 6:55 pm
by eradicator
Rseding91 wrote:What's the utility of a recipe which produces nothing?
Various mods currently use recipes to destroy waste products. For example flare stacks to destroy fluids. And i've seen other mods that use recipes that produce "1x Void" with 0% probability to simulate waste disposal. For example you could have a furnace that produes slag alongside of metal plates, and a second machine would be used to dispose of the slag.
Re: Support for recipes with no result items
Posted: Sat Mar 17, 2018 7:58 pm
by <NO_NAME>
eradicator wrote:Rseding91 wrote:What's the utility of a recipe which produces nothing?
Various mods currently use recipes to destroy waste products. For example flare stacks to destroy fluids. And i've seen other mods that use recipes that produce "1x Void" with 0% probability to simulate waste disposal. For example you could have a furnace that produes slag alongside of metal plates, and a second machine would be used to dispose of the slag.
Exactly. The purpose of this recipe is to destroy the item.
Let me explain why I want to destroy items: In this case, these items are just some dummy placeholders. They can be created for free. They are not supposed to be real things that are magazined somewhere when you have too much of them. You can easily create very big numbers of them so there has to be some way to get rid of them when they are no longer needed. You can see the screenshots attached to the
mod to see why I need such items.
Re: Support for recipes with no result items
Posted: Mon Mar 19, 2018 9:21 am
by bobingabout
eradicator wrote:Rseding91 wrote:What's the utility of a recipe which produces nothing?
And i've seen other mods that use recipes that produce "1x Void" with 0% probability to simulate waste disposal.
My mods do that on the gas venting recipes. And if anyone asked for a suggestion on how to do it, this is what I would recommend.
Create a dummy item that isn't used on any recipes (Important, because if you use one that is used, it attempting to load a tooltip of a recipe that uses this item can cause the game to lock up), and set that as a result with probability = 0.
I use Void as an item, mostly because I was deleting a fluid type (granted it's supposed to be a gas) and was reminded of the fluid void mod.
But yeah, that's a reason. The application is rather limited, but does exist.
Re: Support for recipes with no result items
Posted: Mon Jun 25, 2018 5:04 pm
by Rseding91
Ok, in 0.17 you can now have a recipe that produces nothing.