Have you played with Angel's, MadClown's, Pyanodon's or any other mods that introduce a lot of complex recipes? Have you tried to guess output products judging only by their icons? Have you been plowing FNEI and What-Is-It-Really-Used-For looking for answers? If yes then this little mod is for you.
If recipe has more than one output product, their names will be added to recipe description in same order as they are listed. Simple as that.
More Pictures
Technical details and limitations
TLDR:
Due to game engine limitation this mod has to override descriptions of a couple of recipes from Bio Industries mod and some from Pyanodon's mods. Nothing too serious.
Technical stuff:
Localization of recipe descriptions in Factorio works by defining ["string-key" = "Actual localized description string"] in localization file within mod's locale folder. And there are two ways this key can be liked to recipe. First is by putting this key into localized_description field of the recipe(which is what this mod is looking for to preserve existing recipe description). Second is by making that string-key match internal recipe.name so game will link them automatically. And the issue is that there is no possible way(and won't be) to check if this key exists if it is not somehow mentioned inside recipe prototype. This is game engine limitation. That's why adding something new to localized_description , which is what we are doing, will tell the game to use it instead of what is listed in localization files. In other words sometimes it may override old recipe description.
But it isn't as bad as it sounds. First of all this is applicable only to multi-product recipes. Second of all recipe has to have description in the first place. And after some regex searching for presence and content of [recipe-description] section in locale files of all mods I've tested it on and matching it to recipe output products count, I've found only a handful of recipes meeting these requirements. Some were in Bio_Industries and some in Py's mods. Tested on most of big production mods: Bob's, Angel's, PetrochemPlus, AAI-Industry, MadClown's, Py's, Bio Industries, ScienceCostTweaker, SpaceMod, Yuoki.
Changelog
---------------------------------------------------------------------------------------------------
Version: 0.18.1
Date: 10-02-2020
Fixes:
- 0.18.x compatibility update.
---------------------------------------------------------------------------------------------------
Version: 0.17.3
Date: 10-08-2019
Changes:
- Better support of recipes with large number of output products(up to 9).
Fixes:
- Fixed localization errors when recipe includes entity/equipment type items.
---------------------------------------------------------------------------------------------------
Version: 0.17.2
Date: 16-03-2019
Fixes:
- Improved compatibility with mods which have recipes with very large number of output products.
---------------------------------------------------------------------------------------------------
Version: 0.17.1
Date: 15-03-2019
Fixes:
- Update for Factorio 0.17.
---------------------------------------------------------------------------------------------------
Version: 0.16.4
Date: 21-07-2018
New:
- Option to display products vertically.
- Option to show amounts and probabilities(if present) of products produced.
Fixes:
- Fixed inconsistency in handling recipes with probabilities involved.
---------------------------------------------------------------------------------------------------
Version: 0.16.3
Date: 08-07-2018
Fixes:
- Expanded optional dependencies to ensure proper load ordering for wider list of mods.
---------------------------------------------------------------------------------------------------
Version: 0.16.2
Date: 02-07-2018
New:
- German locale (by LuziferSenpai)
Changes:
- Removed dependency on versions of other mods because it is not required for proper load ordering.
Fixes:
- Fixed Icons->Names order inconsistency. Now names are always shown in same order as icons.
---------------------------------------------------------------------------------------------------
Version: 0.16.1
Date: 30-06-2018
Changes:
- Initial release.
Re: [MOD 0.16] Multi-Product Recipe Details
Posted: Sun Jul 01, 2018 5:48 am
by ZombieMooose
Thank you! This was always such a headache to deal with.
Re: [MOD 0.16] Multi-Product Recipe Details
Posted: Sun Jul 01, 2018 6:49 am
by KvaNTy
I'm glad if it helps!
To be honest I'm genuinely surprised that I was the first one to come up with this idea. Especially considering that people on forum and reddit were literally asking for something like this for as long as Petrochem exists and that is two years at least.
Made some improvements in 0.16.2:
- Implemented product type handling to fix occasional Items/Fluids order mismatch, so now what you see is what you get.
- Also added German locale (thanks to LuziferSenpai) and removed dependency on exact versions of other mods.
My guess is that it might need an optional dependency - ominimods might use final fixes stage to create it's recipes.
With dependency this mod would be loaded after ominimods.
orzelek wrote:My guess is that it might need an optional dependency - ominimods might use final fixes stage to create it's recipes.
With dependency this mod would be loaded after ominimods.
Last omni version I checked(one two weeks old) worked totally fine. But you're right, better add optional dependency just in case.
0.16.4:
By popular request added mod settings with two options: Display products in a vertical list, Show production amounts and probabilities(if present). Both off by default.
Also fixed an issue when some recipes with probabilities were not handled properly.
It works perfect and is very helpfull. Could there be an option, that it lists the building names too, where the item can be crafted? Py has so many buildings and the items look so identical...
Firemonkey1412 wrote: Thu Aug 09, 2018 3:39 pm
It works perfect and is very helpfull. Could there be an option, that it lists the building names too, where the item can be crafted?
completely agree ... the mod is very helpful on the products, and could be similarly helpful on the machines ...
orzelek wrote: Thu Aug 09, 2018 4:36 pm
Is this mod marked deprecated on mod portal by design?
it would be a shame if this mod is no longer supported.
or is it replaced by a better mod? which one ???
hi i still need to try this mod but it does look cool. (even if the icons themselves do not always show the full item details when you mouseover)
i think the author is still around, (at least making git hum updates on other stuff, so could just be not available for updating this particular mod for the moment). but maybe there is a way of auto-adding that dependency for any mod, so that manual updates are no longer necessary?
for example, when the game started giving errors because icon size specification became a requirement, darkfrei made a cool mod that auto added it if missing. (the game should ideally have done that but maybe there was a technical reason) but using that mod, now meant that any mods would still load without giving hard errors, and without needing each mod author to frantically run around adding in missing icon values
I apologize for inconveniences. I had too little time IRL to notice problem with this mod. Mod portal suddenly made mandatory to have steam account with Factorio linked to that site otherwise it marks all mods deprecated. And guess what - it did not notify mod developers.
Anyway, everything should be sorted out now, including update for 0.17.
0.17.2
Fixes:
- Improved compatibility with mods which have recipes with very large number of output products.
For some reason there is a hardcoded limit to how many elements can be put into localizable recipe description. Just 20 (Devs, why?).
Because of that if recipe exceed this limit(has 15 output products for example) it will be skipped.
0.17.3
Changes:
- Better support of recipes with large number of output products(up to 9).
Fixes:
- Fixed localization errors when recipe includes entity/equipment type items.