The main problem I'm having is that it is (to my limited knowledge) not possible to, without scripting workarounds, assign specific base mod recipes to assembling machines with the current system.
I've seen function scripts that temporarily make assembling machine's ingredient_count the same as the #ingredients of the recipe, and I've seen recipes be re-categorized based on allowed production per assembling machine.
The first method here is rather complex, and kind of a half-assed hacking way of achieving the desired result.
The latter method is probably nearly impossible to make compatible with mods for which it wasn't specifically modified for.
I have to say that, even though i'm not new to writing code in that i followed a 2 year course in application development, I'm now 4 days, and probably not more than 30 hours, into modding, so I'm not entirely sure how doable the following suggestion is, but...
would it be an idea, not even a good one, to add another identifier to assembling machines, not unlike ingredient count?
I'm thinking something along the lines of the code below:
In this scenario, the crafting_recipes would have priority over both the ingredient_count's, and the crafting_categories' values, in that the recipes ignore them.{
type = "assembling-machine",
name = "assembling-machine-1",
--[[... etc.]]
crafting_categories = {
"crafting",
},
crafting_recipes = {
"assembling-machine-3",
"rocket-silo",
},
crafting_speed = 0.75,
ingredient_count = 2,
--[[... etc.]]
}
Again, I don't know how feasible an idea this is, and I know that the system works for the base game, as there's never been a need for any other method of defining the craftable recipes, but, in my opinion, defining the craftable recipes in assembling machines, or production machines in general, by just their ingredient count and category is not specific enough.
There might be better ways of handling the problem presented here than this though...
So, i suppose this is more of a suggestion than anything else.
IDK though, food for thought maybe? :3
Anyhow, thanks for reading i suppose.
If whoever is reading this has any experience with prototype modding, and has come across this issue before, i'd like to hear your solution to the problem, as i'd maybe learn a thing or two.
Cheers lads! ^^