Includes combinators that allow you to set or read the recipe of any crafting machine, get ingredients or products of a recipe and more!
Mods introducing new content into the game.
Furnaces, assembling machines, production chains.
Is update planned?
Yes, I just don't know when. I may try just testing it as is and if there's nothing terribly broken, I'll push that out so there's at least something. I would like to make a proper update tho (finally).
I've allready fast updated also fixed blueprint bug for myself, but i want the update! Bring this for all the people, greatest mod! Thank you!
Yes, I just don't know when. I may try just testing it as is and if there's nothing terribly broken, I'll push that out so there's at least something.
Yes please!
Love you both <3 :D
Fixed to work with 0.17
https://drive.google.com/uc?id=1Gcx9sbuQG2fWZg8uoDESiMiY5YgSl-We
To author: I'am sorry if i broke license with update, i dont bring bugfixed version, so pls update some day, cuz guys want it , this version just temp one before your update ofc.
Can I use the above version of the game?
sure
tried your version of crafting comb fluid96 but has an error https://puu.sh/CYCv9/9a5423022a.png
Looks like some other mode broke it, eeh. i will take a look.
I'm still waiting for updates)
Since it's taking me a bit long to make the update, here's the progress so far:
Fixed the graphics (finally...). Revamped the ui a bit, but it still needs some work.
Right now I'm trying to figure out a way to improve the weird overflow chest behavior. I'd really like there to only be one at time, but I still want to allow the modules to be handled separately from the items, which is kinda complicated. What I might end up doing is spawning the temprorary chest for modules under the machine that's being controlled instead of the combinator, which would make for a good separation, but I still have a bunch of things to flesh out with that.
Another thing is to fix blueprinting, which is probably going to be a pain, but it really needs to be done.
I also want to make the recipe combinator have an actual input/ouput, but that shouldn't be too difficult.
Also what I should probably mention is that this new version is most likely going to end up being incompatible with the previous ones. I will try to make some decent migration, but no promises on that.
Since I'm already neck deep in this now, it's a great opportunity for any suggestions, so leave them here if you have any.
Wow, whats a great idea! Most important is on blueprint bug, temporal version is here and works. Next one - make a loop-back combinator, that can show reciepes of each ingridient on higher combinator, cuz dat hurts atm. Also i have an better idea how to deal with items and modules, its kinda weird to use combinator like a chest, seems not balanced to me, so i just scan for inventory with chest type close to combinator and assembler, and if there is one - i will put items there, otherwise they gone. This way that seems more realistic, also i want to add inserter / loader to be needed for that thing, but anyways your mod is one of best out of here, cuz circuit network in vanilla is sooooooo underpowered gameplay wise.
I actually considered using a separate chest for the items, but I still don't know how I feel about it. The way I'd implement it would be to put the items into the chest directly behind the combinator. I quite like this, but there is the issue of the player losing items if they don't realize they didn't place a chest behind the combinator, which is not the way factorio generally works.
I think what I might do is just halt the combinator if there is nowhere to put the items since this is something that would have to be done anyway if the chest filled up. There'd still be an option to just discard the items, but that'd have to be enabled explicitly by the player.
lol, writing about this made me realize I actually kind of like this option... I do still want to have a separate way to handle the modules tho, since usually you don't want those getting mixed in with the ingredients. However, if the items were handled by the separate chest, I feel like I could get away with just having a passive provider under the combinator for the modules, since in my experience, that was really the only option I ever used for modules. Also, if there was only one chest for them, I could add a button in the gui that would just open that chest so you could actually take them out by hand, which I think would be a nice addition.
Sure thing, also you can make 300 ticks check for chest. Combinators stops if there is no chest or chest is full, and spams "No inventory slots in chest" above combinator itself. Like it made in 0.17 with fluid mixing for pipes. Kinda good idea. Also you can make restricted slots in chest as red cross does, and place modules there by lua, at red zone chest inventory end, just as idea.
You're right, there should probably be something to let you know there isn't enough space. I don't know about the limited slots for modules tho, I think I'll stick to the passive provider chest version to keep them separate.
any eta on this, wanna play my omni angels bobs but need this to contiinue
I should be able to get it done this weekend. It really depends on how much stuff I'll have to do for school tho.
Still not quite done, but I wanted to jot down some more thoughts on the module problem. After some thinking and messing around I came to a realization: The modules don't really need to be exposed to the logistic network if the combinator places them back in the machine on it's own.
This lead me to a new (in my opinion better) idea: The combinator will have a completely normal hidden chest for the modules (accessible by the player through the gui) and when the recipe changes, it will insert any compatible modules into the assembler. (it will also try to insert ingredients from the overflow chest now, yay!)
This completely removes the need for the player to deal with how the modules are replaced, which I really like. It also allows the player to add modules even if they are not compatible with the current recipe. TBH, I have no idea why I didn't think of this sooner...
The only real issue I can see with this solution is that blueprinting a setup with modules will not blueprint the modules in the combinator, but that didn't exactly work before either, so I don't mind that much.
I wanted to leave this here so people can comment on it, so if you have any objections, please leave them bellow ;)
Dam bro, i waiting for update anyway, tired of old ver bugs. I dont wanna mess with it, cuz you are going for update, but this active provider over combinator texture piss me off. Also there was bug that i hope you fixed, when you destroy ghost comb - there is still comb sprite, that you cant remove.
sounds good but waiting on update.. eta?
I'm afraid to promise any ETA by now, since there always seems to be more and more little things popping up that need to be dealt with. I have this entire sunday dedicated to this tho, so I should make good progress at least.
Currently the biggest drag is the gui, but I think I might just make that functional enough for the initial release and improve it later on. Apart from that, there's still a million tiny things that need to be done tho, so that's what I'm focusing on now.
I'm done for today, but I finally have a version that works at least a little bit. If you want a preview, you can download it here. There is still plenty of issues tho, so expect crashes and other weird things happening.
Things that I know are broken:
- Crafting combinators will not return modules when mined
- Crafting combinators will spam the chat if they don't have anywhere to put the items
- Recipe combinators have the disconnected power icon, but run anyway
- The recipe mode on recipe combinator only works for some recipes
- The blueprint settings entities have a different collision box than the combinators
If you find anything else, let me know.
EDIT: Also want to mention: don't try to install this into a save that had any previous version, it will definitely break.
Just released 0.10.1, yay! It's probably still not perfect, so report anything you find, so I can fix it asap.
Cheers TRK
You mentioned that the new version might be incompatible with the old. Is that the case or is there a migration in place?
My save game is refusing to load, but I'm well aware that I took a risk by starting a game with the 0.9.12 version by Fluid96.
At the moment it's completely incompatible. Since the changes are so big, I don't think I can make any reasonable migrations, especially for the recipe combinator... I might try to at least do something like removing the recipe combinators completely and migrate the crafting combinators the best I can, but I wouldn't hold my breath. It'll be mentioned in the changelog if I do manage to do it tho, so you can keep an eye on that if you like.