when installing this on an existing save, it only unlocks the starting recipes instead of big versions for all recipes you have researched.
btw, please don't use reset_technology_effects, because it causes bugs with other mods, for example
Quality of Life research.
for cleaning up the player's crafting menu, i suggest hiding all big recipes except when a big crafting machine gui is opened
/c
script.on_event(defines.events.on_gui_opened, function(event)
if event.entity and event.entity.name == "wsf-big-assembly" then
for _, recipe in pairs(game.players[1].force.recipes) do
if string.sub(recipe.name, -3)=="big" and game.players[1].force.recipes[string.sub(recipe.name,1,-5)].enabled and not game.players[1].force.recipes[string.sub(recipe.name,1,-5)].hidden then
recipe.enabled=true
end
end
end
end)
script.on_event(defines.events.on_gui_closed, function(event)
if event.entity and event.entity.name == "wsf-big-assembly" then
for _, recipe in pairs(game.players[1].force.recipes) do
if string.sub(recipe.name, -3)=="big" then
recipe.enabled=false
end
end
end
end)
you just have to extend it for the furnaces
btw: its really hard to read your code if you use so many functions and different files^^