[MOD 1.1.x|1.0.x]Recycling Machines

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GlassDeviant
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Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Post by GlassDeviant »

Is there a recycling recipe for Concrete and Hazard Concrete? I can't find one.

Even one that yielded only crushed stone would be ok, as long as I can get rid of dozens of stacks of the stuff without having to destroy them one stack at a time.
- GD

Sorry if my posts are becoming difficult to read, my typing ability is rapidly deteriorating due to a nerve disorder. I try to clean them up before posting but don't always get every last typo.
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Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Post by DRY411S »

GlassDeviant wrote: Sat Jan 04, 2020 10:47 pm Is there a recycling recipe for Concrete and Hazard Concrete? I can't find one.

Even one that yielded only crushed stone would be ok, as long as I can get rid of dozens of stacks of the stuff without having to destroy them one stack at a time.
There isn't. I think concrete is a 'chemical' reaction so I don't support it. Maybe the reverse factory mod will help?
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Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Post by GlassDeviant »

Hmm...it's made in an assembly machine, so I assumed it should be unmade in a reverse assembly machine. Maybe I can talk to TheSAguy about adding recipes to his stone crushers in Bio Industries, that would seem appropriate.
- GD

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Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Post by DRY411S »

GlassDeviant wrote: Sun Jan 05, 2020 1:40 am Hmm...it's made in an assembly machine, so I assumed it should be unmade in a reverse assembly machine. Maybe I can talk to TheSAguy about adding recipes to his stone crushers in Bio Industries, that would seem appropriate.
Fair assumption. But at the end of the day I decided to disable it. In game, it should be made in a chemical plant in my opinion. :)

factorio places all items in the game into sub-groups. My mod does not recycle any items in the 'terrain' sub-group, which includes concrete(s), landfill and stone bricks.
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Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Post by GlassDeviant »

Thanks for clearing that up. I've asked TheSAguy about the crusher doing the job and am awaiting his response. Maybe it's time I actually made a mod myself, which I would have either modify the Bio Industries crusher or add my own custom crusher. I'm a little dubious in the art department though, unless I want to reinstall Maya/Lightwave.
- GD

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Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines

Post by DRY411S »

I just released the first stable release for factorio v0.17 before I move onto a version for factorio v0.18

Download Latest version:
For factorio 0.17: v0.17.10 (01-Feb-2020)
For factorio v0.16: v0.16.8 (06-Aug-2019)
For factorio v0.15: v0.15.9 (18-Feb-2018)
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »


First version for factorio v0.18 released


First version for factorio v0.18 is a placeholder with no new features, and some mod support temporarily removed.
The mod portal contains only versions for factorio v0.17 and v0.18
Going forward, mod portal will provide all releases of mod for the current factorio experimental and stable versions only.
Github continues to provide versions back to factorio v0.12, but there will be no support offered for those versions.

Download Latest version:
Experimental factorio v0.18: v0.18.1 (11-Feb-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for any mod that adds its own item group tab to crafting menus has been temporarily removed. This is most of the 'big hitters' like Archangel, Bob's, Yuoki, ...

Roadmap for v0.18
  1. Code cleanup to remove all references to versions of factorio before current experimental and stable versions
  2. Code optimization for producing the recycling recipes faster.
  3. To make Crafting menus less cluttered, there will be more Mod GUI settings to toggle groups of things off that you expect you will never want to recycle (see New Feature #2 at this link)
  4. Reintroduce support for any mod that adds its own item group tab to crafting menus.
  5. Optional: Add recycling machine remnants graphics based on assembling machine remnants
Other than bugfixes, I don't plan to update the mod until item 3 on roadmap above is complete. I may wait until Wube introduce planned 0.18 GUI changes to the base game.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

Very pleased to say that the next version of this mod will no longer display the Recycling tabs on the player crafting menu. The Recycling tabs will display only in the Recycling Machine crafting GUI.

I will therefore not be implementing item #3 in the 0.18 roadmap.

The number of entries in the Recycling Machine crafting GUI will be smaller than those in the player crafting GUI. This is because the player crafting GUI shows everything that exists in game, including things you cannot craft by hand, but the Recycling Machine crafting GUI shows you ONLY the things you can recycle.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.2

- Recycling Tabs no longer appear in the player crafting menus https://github.com/DRY411S/Recycling-Machines/issues/1 (June 2016!)
- Recycling Recipe Generation times improved with 'fast match' attempts before original slow method
- Conditional code for factorio versions 0.15 and earlier removed

Download Latest version:
Experimental factorio v0.18: v0.18.2 (19-Feb-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for any mod that adds its own item group tab to crafting menus has been temporarily removed. This is most of the 'big hitters' like Archangel, Bob's, Yuoki, ...
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by Dae »

what are exactly the differente between your mode and
https://mods.factorio.com/mod/reverse-factory ?
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

Its a long time since I compared. Originally, the reverse factory just recycled everything that was put into it. I wanted something that was more selective.

They are much more similar nowadays.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.3

Changes:
- Support for Bob's Metals, Chemicals and Intermediates (bobplates) added
- Uses the mod crafting tabs, no longer uses bespoke tabs
- Mods that have required bespoke code in this mod are shown as conditional dependencies
- Debug logging added into factorio logs about unsupported mods
Bugfixes:
- Missing starter vanilla items from recycling https://github.com/DRY411S/Recycling-Machines/issues/69
- factorio v0.18 will not start when mods add item-groups https://github.com/DRY411S/Recycling-Machines/issues/70

Download Latest version:
Experimental factorio v0.18: v0.18.3 (26-Feb-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. This is the first version to add support for mods like that, and is only for Bob's Metals, Chemicals and Intermediates (bobplates)
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.4

Changes:
- Support for all Bob's Mods added
Bugfixes:
- None

Download Latest version:
Experimental factorio v0.18: v0.18.4 (06-Mar-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So far, this is Bob's Mods only.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.5

Changes:
- Support Angel's Mods added
Bugfixes:
- None

Known Issues:

Bob's Electronics are not recyclable
Some locale for Angel's Mods is missing


Download Latest version:
Experimental factorio v0.18: v0.18.5 (11-Mar-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So far, this is Bob's and Angel's Mods only.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by Foreros »

Just after the last update I've got this error:

Failed to load mods: Error while loading recipe prototype "dry411srev-tc_export_chest" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.dry411srev-tc_export_chest
Modifications: Recycling Machines

Mods to be disabled:
ZRecycling

Before it it was working perfectly and without any problem, for me

It seems a compatibility problem with mod "Team competition", because once disabled it the error is vanished...
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

Foreros wrote: Thu Mar 12, 2020 1:39 am Just after the last update I've got this error:

Failed to load mods: Error while loading recipe prototype "dry411srev-tc_export_chest" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.dry411srev-tc_export_chest
Modifications: Recycling Machines

Mods to be disabled:
ZRecycling

Before it it was working perfectly and without any problem, for me

It seems a compatibility problem with mod "Team competition", because once disabled it the error is vanished...
Confirmed as a bug. Thanks for reporting. Added to GitHub Issues repository at https://github.com/DRY411S/Recycling-Machines/issues/78
Last edited by DRY411S on Sun Apr 05, 2020 12:52 pm, edited 1 time in total.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

DRY411S wrote: Sun Mar 15, 2020 5:08 am
Confirmed as a bug. Thanks for reporting. Added to GitHub Issues repository at https://github.com/DRY411S/Recycling-Machines/issues/78
This 'bug' in my code is because the author of the Team Competition mod has incorrectly implemented the prototype IconSpecification, but the game has not captured this, thus causing my mod to fail.

There are 3 ways forward

1. The game could error on the other mod which is off specification
2. The author of the Team Competition mod could amend their mod to conform with specification
3. I could write code that copes with 'bad' mods

I'm waiting for answers for 1 and 2 above before I do 3.
Last edited by DRY411S on Sun Apr 05, 2020 12:52 pm, edited 1 time in total.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

  1. Devs have confirmed that the specification is wrong, so this is a bug.

It will be fixed in the next release. In the meantime, the author of the Team Competition mod may also remove the code that is causing this mod to fail, since the base game ignores it anyway.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by DRY411S »

v0.18.6

Changes:
- Fix: #79 Support for Bio Industries added
- Supported mods shown as hidden conditional dependencies in info.json to force this mod to run after them
Bugfixes:
- Fix: #73 Recipes with 'allow_decomposition = false' property are not recyclable
- Fix: #78 Icon in recycling recipes, with no icon_size
Known Issues:
- Cosmetic: Missing locale for some of Angel's Mods. #74
- Minor: Angels makes some vanilla items recyclable, that vanilla does not allow #77

Download Latest version:
Experimental factorio v0.18: v0.18.6 (05-Apr-2020)
Stable factorio v0.17: v0.17.10 (01-Feb-2020)

Note: Support for mods that adds their own item group tabs to crafting menus is being slowly introduced. So far, this is Bob's, Angel's and Bio Industries Mods only.
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Re: [MOD 0.18.x|0.17.x]Recycling Machines

Post by Foreros »

Thanks for your regular report.
I hope it is fixed now and I go test it.
Thanks too for your work.
Foreros
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