Molten plastic


Like molten ore but sticky! Works with and without Space Age.

Content
4 days ago
2.0 - 2.1
11.4K
Fluids Manufacturing

g [K2 compat, fixed]Molten Plastic Does not exist.

2 months ago

Failed to load mods: Error in assignID: recipe with name 'kr-electronic-components-molten-plastic' does not exist.

Seems not sure if this is a bug on your end but. I dunno lol. I assume kr-electronic is Krastorio. Cheers for any help!

2 months ago

Failed to load mods: Error in assignID: recipe with name 'kr-electronic-components-molten-plastic' does not exist.

Not too sure if this is a bug on your end but. I dunno lol. I assume kr-electronic is Krastorio. Cheers for any help!

2 months ago

Hey there,

Would you mind telling me if you're playing on 2.0 or 2.1 experimental? Any significant overhauls besides K2/K2SO?

Thanks for the report!

2 months ago

Im playing with the mod All the planets too on too, i think ribbonia was the planet name with a research not finding it

So all i had on K2SO and Enable all planets. I forgot to mention that sorry.

2 months ago

I can't recreate your error. Could you post the full error message including version numbers please?

2 months ago

Failed to load mods: Error in assignID: recipe with name 'kr-electronic-components-molten-plastic' does not exist.

Source: ribbonia-tech-simple-molten-plastic (technology).

Ribbonia is 0.5.10

This is all it says.

I just updated all mods and still threw it and im defs not on 2.1 So all mods are on their latest versions and game is on the default steam version, not the experimental one.

Sorry i aint too smort at providing the right thing lmao. But this should be all.

2 months ago

Could you check if you can update Molten Plastic? If not please share you current version number

2 months ago

Yeah i did the update and its at version 1.0.50

2 months ago
(updated 2 months ago)

I still can't recreate your error. Are your versions of K2 and K2SO fully updated? This is a very odd load order issue.
Are any mod settings not on default?

a month ago

Yeah was latest updates on everything. Must be a setting on the mods then. because my mates got the same error too. so could be that. But ill look into it. Ill let you know if i can fix it. If no one else is gettin this issue, dont stress too much <3

5 days ago
(updated 5 days ago)

Same issue 9/5/2026. Updated from fresh install but I had v1 libs. Turned everyhing off. Then added space age and Razi Protocol. Some checked mods were still somehow red so I just unchecked and rechecked them. And red went away.

I'll update here once I fix it. Frustrating...

Replication on stable (2.0) steam.

  1. Uncheck all but the DLC mods. Rebuild
  2. Build with Razi protocol only. Brings in ribbonia 0.5.10 and molten plastic 1.0.50
  3. Failed to load mods: Error in assignID: recipe with name 'kr-electronic-components-molten-plastic' does not exist.
  4. Can replicate this by also manually deleting all mods and then installing razi protocol in 2.0

Edit: I got it working by doing the following in molten_plastic_1.0.50\prototypes\recipes.lua. Then rebuilding the zip.
Edit2: Mod with patch to 1.0.50 https://mods.factorio.com/mod/molten-plastic-razi-patch

-- Krastorio 2 Compatibility Hook
-- If dynamic recipes are disabled, register the exact missing electronic component craft:
if settings.startup["dynamic-recipes"].value == false then
    data:extend({
        {
            type = "recipe",
            name = "kr-electronic-components-molten-plastic",
            category = "crafting-with-fluid",
            enabled = false,
            auto_recycle = true, -- Let the quality recycler safely calculate item values
            subgroup = "plastic-moulding",
            order = "a[plastic-moulding]-z[kr-electronic-components]",
            icons = {
                {
                    icon = "__base__/graphics/icons/electronic-circuit.png", -- Stand-in icon matching base circuit logic
                    icon_size = 64,
                    scale = 0.65,
                    shift = { 2, 2 },
                    draw_background = true,
                },
                {
                    icon = "__molten_plastic__/graphics/fluid/fluid-droplet-latex.png",
                    icon_size = 64,
                    scale = 0.45,
                    shift = { -11, -11 },
                    draw_background = true,
                }
            },
            energy_required = 4,
            ingredients =
            {
                { type = "item",  name = "copper-cable",       amount = 3 },
                { type = "fluid", name = "molten-plastic",     amount = 10 }
            },
            results =
            {
                { type = "item", name = "electronic-circuit", amount = 1 } -- Valid output product for recycler calculations
            },
            allow_productivity = true
        }
    })
end
4 days ago

Hey all,

I've split up the K2 and K2SO compat patches into two parts again and this should now be fixed in the newest stable 2.0 version (1.0.51).

I apologise for the confusion, to provide a little context:
K2SO added K2 as a dependency towards the end of 2.0 (previously only using K2-assets); this messed with the load order of a lot of compat patches and forced Razi to temporarily use an older version of K2SO to keep her modpack working. K2SO then removed K2 as a dependency again for the newest 2.0 version to keep it stable. All this was happening while modders were prepping for 2.1.

Nobody is really to blame here but this made K2 compat a little challenging in the past few weeks, particularly because matter_lib was also moved.

The solution evil_stat posted works since it forces the recipe to exist but has a few issues. (This is by no means an insult but I assume this is coded with AI)

-auto_recycle should generally be false for alternative recipes since otherwise it'll overwrite the regular recycling recipe and you'd no longer get plastic back (since vanilla recyclers can't give back fluids)

-the AI is not aware which K2 asset mod to access so it uses the electronic circuit icon.

-the recipe outputs electronic circuits instead of electronic components. This is probably because the AI is either not familiar with k2 recipe chains or is trying to create a recipe that doesn't crash if K2 isn't installed.

4 days ago

@Powerscooter Thanks for the fix. Yes, I had AI generate that. I am not familiar with mods for factorio or even this mod...probably would have done the same thing or worse though if I was just getting started.

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