NOTE: I'm not updating this very often; try checking out its sister mod Reverse Factory: https://mods.factorio.com/mod/reverse-factory
This is an edit to Ricky Ford's Recycling Plant mod. Like that mod, it adds a recycling plant that can take manufactured items are return the ingredients used to make them. Unlike that mod, which just uses vanilla recipes, this will actually return the correct items even if those items are altered by other mods. Plus, if new items are added by other mods, they can still be recycled using this mod. It's compatible with everything!
How it works: Instead of just added a bunch of crafting recipes that are the inverse of the vanilla recipes, this mod actually reads through the game's recipe data, finds recipes that should be recyclable, and dynamically generates the recycling recipe. This occurs after all other mods have added new recipes or changed existing ones, so it can account for those changes perfectly.
The mod considers a few things when determining if a recipe is valid. If the recipe results in fluids, it is not valid. If the recipe has more than 2 fluid ingredients, it is not valid. If the recipe is hidden, it is not valid. If the recipe is from a furnace, it is (usually) not valid. Pretty much everything that doesn't meet any of those conditions is fair game for recycling!
The recycling plant and technology graphics were made by Ricky.
Happy recycling!
[Changelog]
-0.15.1
Bug fixes
-0.15.0
Updated to work with Factorio v. 0.15
-0.14.4
Fixed a new issue with recipes that have no ingredients
Added a new item graphic for the Recycling Plant MK2
-0.14.3
Bunch of changes, here we go:
Recycling Plants now have up to 10 output slots, so they won't get jammed by many items.
Added the Recycling Plant MK2! It's faster, causes less pollution, and can recycle items made from fluids.
Changed the recipe generation code pretty heavily. Any modded recipe category can be detected, as long as there is a custom assembling machine (not furnace!) that goes with it.
If there are multiple recipes for a single item, the mod will read from whichever has the same name as the item, if it exists (this helps resolve weird conflicts a bit).
The energy requirement for recycling an item is now based on the energy required to make the item in the first place.
Note that items with more than 2 fluids in their recipe cannot be recycled, and fluids themselves cannot be recycled.
-0.14.2
Fixed incompatibility with recipes that don't have ingredients.
-0.14.1
Initial release.