dry411s / recycling-machines Goto Github PK
View Code? Open in Web Editor NEWA factorio mod that adds Recycling Machines to the game. These disassemble products back into their original ingredients.
License: GNU General Public License v3.0
A factorio mod that adds Recycling Machines to the game. These disassemble products back into their original ingredients.
License: GNU General Public License v3.0
updating the mod from 15 to 16 result in the lost ability to change the recipie of a placed recycler i have been using the mod to recycle belts on my map and all the other useless garbage that was flooding my storage and now i cant us them if i place a new recycler and click on it i get no interface to set the recipie with
the image shows a recycler from v.15 that is still recycling the one below that i just placed and clicked on before i took the screen shot as you can see there is no interface to set the recipie
I suspect that this is because Yuoki has put recipes into special categories that my code does not handle.
Possible because one of the results is an 'ore' (stone)?
The mod has been reported as not requiring enough of the original item before it starts recycling. Therefore the recyclers are producing too many results.
Marathon adjusts resource costs of all recipes; this is likely a conflict in ordering for data updates. In any case, the cost of the recycling machine is not updated by Marathon and is therefore much cheaper than it should be (Recycling 1 should be 25x of each ingredient).
Not sure the best way to fix this, but FYI.
There are recipes for AAI Programmable Structures that ought to be recyclable, but don't appear in this mod's recycling GUI.
Specifically these mods:
https://mods.factorio.com/mods/Earendel/aai-programmable-structures
https://mods.factorio.com/mods/Earendel/aai-zones
have a Zone Planner and Unit Remote Controller that are missing from Recycling GUI.
ElectricVoid_1.0.7 mod
Error while loading recipe prototype "dry411srev-electric-consumer"
(recipe): Recipe dry411srev-electric-consumer must have at least one product
https://forums.factorio.com/viewtopic.php?f=97&t=26039&start=60#p181757
The Recycling Machines show how to recycle Bob's Modules in a different order to Bob's way of displaying how to build them.
Where in Bob's Modules, a set of modules can be made 2 different ways, Bob shows 2 rows. In these cases in Recycling Machines the rows are merged together.
My game seems to load fine but an item in Angels PetroChem, filter-lime, is causing the tool I'm working on to break. This is because Recycling-Machines generates a recipe that has no results in the normal difficulty of the item. This is strange because the filter-lime item doesn't have difficulties defined. Looking through your code seems to indicate that you have one possible reason this happens. In the "add_reverse_recipe" function if "build_rev_results" returns an empty table and assigns it to "flat" then the check at the bottom of the function will attempt to set "recipe.normal.results" to "normal" which is nil because the original item has no difficulties define.
I wish I could give you better info but for some reason I can't find the piece of code in PetroChem that actually defines filter-lime.
Let me know if you need me to provide more info.
Thanks.
Due to v0.15 using different size icons in the crafting tabs, this mod now needs new icons.
Because of the way the mod creates and adds recycling recipes, they are being disabled and become 'hidden' if any other mod calls the research_technology_effects function introduced in factorio v0.15.
This behaviour has been observers in Bobs plates mod. https://forums.factorio.com/viewtopic.php?f=93&t=31692&p=342230#p342162
The orbital ion cannon is in the "defensive-structure" sub-group. In vanilla, the locale is in the 'entity-name' locale section, but the mod not have an locale entity name.
Adding the mod to a game that has already started means that the machines won't recycle the 'always on' items that players start with.
See https://forums.factorio.com/viewtopic.php?p=404774#p404774
Currently, the Recycling Machine percentage is applied to the ingredients returned, rounded up. This means that for most items put into the machine, the percentage is irrelevant, and 100% of the ingredients are returned.
For example, when recycling batteries, whatever the Recycling Percentage set, you always get back 1 copper plate, 1 iron plate and 20 sulphuric acid.
The proposal is to amend the mod so that you must insert X items into the Recycling Machine to get the ingredients back for ONE of those items.
So using batteries as an example, if instead of a Recycling Percentage of 10%, you would set "the number of items required to get the orignal ingredients back" = 10. This would mean that you must recycle 10 batteries to get the 1 copper plate, 1 iron plate and 20 acid.
With the new mod interface, a startup parameter could be added which multiplies the recycling time by a parameter, as a penalty for recycling.
There is no locale for the 5dim's mods.
With ZRecycling 0.13.11 and Cursed-PI 0.2.3 (Factorio 0.13.6):
I cannot select the burner inserted created by Cursed-PI. (Nor can I see any other.)
Adding Cursed-PI as an optional dependency does not help (nor should it, considering Cursed-PI does not use data-final-fixes).
This applies to both existing and new games.
https://www.dropbox.com/s/e7wxk3qp8cenqv2/Skjermbilde%202016-07-26%2001.06.38.png?dl=0
Screenshot of the error.
My list of mods is huge, and many of them are made/ updated by me, but no one have had any issues untill I installed this mod. Just ask if there is any more info I can give :)
There is no locale for the Lamp, Programmable Speaker and the Portable Fusion Reactor
Upon startup getting the following message
Failed to load mods:ZRecycling/data-final-fixes.lua:247:bad argument #1 to 'pairs' (table expected got nil)
The recipe that the Recycling Machine is reversing can either reverse the energy_required and result_count from the Normal or Expensive ingredients from the original recipe. It cannot use both. Typically for Expensive recipes the energy required is higher (it takes longer), and the results are less than or equal than the Normal recipe.
So using the Expensive setting means that you typically need less ingredients in a recycling machine, but it takes longer to recycle them. If you have crafted the items using Normal recipes, you get more recycled ingredients back than you used to make the original items. This is not desirable.
This enhancement will let the user decide whether to use an Expensive or Normal baseline time (energy_required) for recycling. The mod will always use the original item's Normal recipe result_count.
0.17 lost the ability to recycle batteries.
Hovering over a recycling recipe item, displays an unknown key. Localisation appears to have been broken.
Updated to latest version and now the mod fails to load.
9.318 Loading mod ZRecycling 0.15.5 (data-final-fixes.lua)
9.324 Error ModManager.cpp:957: Failed to load mod "ZRecycling": __ZRecycling__/data-final-fixes.lua:262: bad argument #1 to 'pairs' (table expected, got nil)
9.326 Loading mod core 0.0.0 (data.lua)
9.386 Checksum for core: 2985821474
9.527 Error ModManager.cpp:957: Error in assignID, resource-category with name 'basic-solid' does not exist.
Source: starting-area (noise-layer).
9.651 Loaded shader file D:/games/steamapps/common/Factorio/data/core/graphics/shaders/game.cso
9.651 Loaded shader file D:/games/steamapps/common/Factorio/data/core/graphics/shaders/zoom-to-world.cso
9.657 Initial atlas bitmap size is 16384
9.658 Created atlas bitmap 192x5
9.658 Created atlas bitmap 132x24
9.839 Sprites loaded
9.839 Convert atlas 132x24 to: trilinear-filtering
9.842 Custom inputs active: 0
9.853 Factorio initialised
9.853 Mods to disable:Failed to load mods: __ZRecycling__/data-final-fixes.lua:262: bad argument #1 to 'pairs' (table expected, got nil)
Mods to be disabled:
• ZRecycling
Some of Bob's Mods recipes are not being reversed properly and causing the game to crash because 'bad' recipes have been produced. Example error message:
Error while loading recipe prototype "dry411srev-electric-mining-drill"
(recipe): No such node (name)
Modifications: ZRecycling
pre-existing map with fairly basic things. On load it errors out:
Bah, code tag isn't working. Sorry for screen real-estate spam
``
2.123 Info Router.cpp:563: Router peerID(65535) shutting down.
2.123 Info Router.cpp:594: Router state -> Disconnected
2.124 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
2.124 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
2.124 Loading map /home/liath/servers/factorio/saves/save.zip
2.217 Info Scenario.cpp:129: Map version 0.13.0-93
3.299 Applying migration: Base Mod: 2016-06-28_Factorio_0.13.0.lua
3.300 Applying migration: Flow Control: Flow Control_1.1.0.lua
3.302 Applying migration: Recycling Machines: ZRecycling_0.12.32.lua
3.303 The scenario does not contain control.lua. Loading freeplay scripts.
3.326 Applying migration: Recycling Machines: ZRecycling_0.12.33.lua
3.328 The scenario does not contain control.lua. Loading freeplay scripts.
3.334 Warning Scenario.cpp:204: Map loading failed during migrations processing: Error while applying migration: Recycling Machines: ZRecycling_0.12.33.lua
..."]:16: attempt to index global 'ZRecycling' (a nil value)
3.669 Error MultiplayerManager.cpp:129: MultiplayerManager failed: "Error while applying migration: Recycling Machines: ZRecycling_0.12.33.lua
..."]:16: attempt to index global 'ZRecycling' (a nil value)"
3.669 Info MultiplayerManager.cpp:996: networkTick(0) mapTick(-1) changing state from(CreatingGame) to(InitializationFailed)
3.669 Error Main.cpp:444: Couldn't load the game for MP: Error while applying migration: Recycling Machines: ZRecycling_0.12.33.lua
..."]:16: attempt to index global 'ZRecycling' (a nil value)
The RecyclingRatio trigger mods are not available for 0.15. All recycling results in 100% of the ingredients.
These items are missing from the Recycled logistics tab:
The text in a recycling machine menu says "Choose recipe for assembly" (in English). I'd like to change that if I can.
Mobile-suit_1.5.5 mod
Error while loading recipe prototype "dry411srev-secret-wait-point"
(recipe): Recipe dry411srev-secret-wait-point must have at least one product
Locale cannot be dynamically generated like it can in v0.13 and above. The only possibility is to add a locale file for every mod that people may or may not use. As a result, people see 'unknown recipe' messages in the recycling crafting menus.
Producing such an enormous locale file for every mod is not feasible and therefore this issue won't be fixed.
The recent inclusion for Bob's Mods has omitted Bob's Assembling Machines.
With the new startup interface, the mod could be limited to what is actually recyclable.
For example, in v0.15.x of the mod there was is this range of sub-groups. There are more now.
["module"] = "item-name.",
["logistic-network"] = "entity-name.",
["gun"] = "item-name.",
["transport"] = "entity-name.",
["barrel"] = "item-name.",
["equipment"] = "equipment-name.",
["production-machine"] = "entity-name.",
["defensive-structure"] = "entity-name.",
["circuit-network"] = "item-name.",
["energy-pipe-distribution"] = "entity-name.",
["inserter"] = "entity-name.",
["extraction-machine"] = "entity-name.",
["belt"] = "entity-name.",
["energy"] = "entity-name.",
["smelting-machine"] = "entity-name.",
["intermediate-product"] = "item-name.",
["storage"] = "entity-name.",
["tool"] = "item-name.",
["science-pack"] = "item-name.",
["ammo"] = "item-name.",
["capsule"] = "item-name.",
["armor"] = "item-name.",
v0.15.1 of the mod will recycle items using their normal recipe only. If a player has decided to use expensive recipes, they won't get the expensive ingredients back.
5dim_core_0.13.1 mod
https://forums.factorio.com/viewtopic.php?f=97&t=26039&start=60#p181757
Instead of [...], the output is calculated as [...]
The Recycling Machines appear to be ignoring some of the circuit boards and processing units, and offering only a single recycling option for some of Bob's Modules that each have two recipes.
If a recycling recipe produces more than one result, there is no locale setting for it.
This problem can be partially fixed for 'vanilla' recycling, when the mod can be sure of what things require recycling, but when the mod finds non-vanilla recipes for other mods, this mod won't have a locale setting available.
Recipes are being tested to see if they match items far too many times, causing a long startup time for this mod, especially when players have many other mods that add extra items and recipes.
Startup time can be enhanced by flagging recipes the first time after they have been matched with an item (or the recipe is not recyclable), so no further matching with that recipe is attempted.
there's no mod thumbnail on the site or in the portal.
Recycling Machine 3 can only recycle cluster grenades, energy shield mk2, and piercing shotgun shells in 16.27
Even though none of the recycling recipes can be crafted 'in hand', they still appear in the player's crafting menu.
This is a limitation in the product itself, and I've asked for a change.
A previous attempt to fix this by only enabling the recycling recipes when the player opens a recycling machine, gave unacceptable performance, with it taking more than 5 seconds to open.
v0.15.1 of the mod has no graphics other than the icon in the crafting menus. It is using the vanilla assembling machine graphics for an interim period until new graphics can be produced.
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