Hi, glad you enjoy the mod.
- recipe combinator doesn't seem to do anything for fluid signals, most importantly no results for "Find recipes" - would be great if it could output at least some of recipes for chemical plant. Same for "molten" stuff, looks like it's a fluid too.
I checked and fluids work just fine, even the molten things... One thing that I did notice is that angel replaces some of the vanilla fluids with their own, while keeping the original in the game, so you can still feed it to the combinator which will tell you there are no recipes for it, which is indeed the case.
- would be nice to have a mode to convert between fluid and barelled version of that fluid and vise versa (and divide by barrel size? and keep other signals? (too much? :) )
This is actually possible with the current version, although it does take some creativity. What you can do is have one recipe combinator find recipes that produce an empty barel, and another one that finds the recipes that produce the desired fluid. If you then merge the results to a wire, the only signal higher than 1 will be the unbarrel recipe for your fluid. You can then run that through a recipe combinator in ingredient mode and that'll give you the barreled version.
I'll think about adding this as a feature, but no promises.
- in angel+bob mods there are several ways to produce one item, eg. tin plate can be produced from bobmonium in a furnace, or can be produced from molten tin. Recipe combinator suggests only furnace recipe, would be great to have all of them
Again, I checked and it works fine for me. If I feed a tin plate to a combinator in recipe mode, I get three recipes: smelting, bobmonium and molten tin versions.
- might be wrong about this, but in case crafting combinator gets several recipes, it picks the one with most signal strength, and if it can't set it due to incorrect machine type - it doesn't do anything although it may try next recipe
You are correct, and it would make sense to skip the recipe in this case. The problem I have with this is that I'd have to sort the signals by strength. Doing that is not a great idea, because it runs every tick and sorting isn't exactly the fastest operation. Also the mod already does an uncomfortable amount of work every tick, so I'm hesitant to add anything to that.
- get fluid signal with plant port numbers, eg. top left is 1, bottom left is 2, etc. Sometimes recipe contain solid input/output and fluids are shifted in "vary signal strength" mode.
Sounds like a good idea. I'll see if I can find a good way to implement this.