Reverse Factory

by Kryzeth

Reverse Factory machine will recycle (uncraft) nearly any item placed inside. Supports the recycling of most, if not all, modded items. Fully featured integration with Bobs Mods, Industrial Revolution, and Fantario (independently, not simultaneously)

Content
4 days ago
0.13 - 2.0
62.7K
Manufacturing

i [Implemented] Uncraft fluid-filled barrels

21 days ago
(updated 21 days ago)

I know you used a clever approach for defining what can be recycled and into what and adding this (I imagine) would require a bit of hardcoding additional recipes into the mod, but in the light of the recent "no fluid" option it would be nice if we could directly recycle barrels with any kind of fluid inside, just like we can regular barrels, by just discarding the fluid content.

Maybe swapping the items when added to the Reverse Factory Inventory with the empty barrel equivalent before regular recycling.

Edit: Fun fact: The fulgora recycler already does this :D

21 days ago

It actually wouldn't be that difficult at all; I have a blacklist of categories and subgroups that are not allowed to be recycled, and fluid barrels were recently added to that list, because it didn't work with certain mods that allowed barreling on all fluids (including the various parameters and signals, since those are technically labelled as "fluids" internally, and are on another one of my blacklists)

While it wouldn't work normally, I could tie that check to the "solid fluids" settings, making it so fluid barrels could be recycled in that case. Making it work in all cases would definitely involve a lot of extra work and startup time, having to check each fluid against the blacklist before adding it to the result list.

I'm definitely not interested in doing more control.lua shennanigans to get that working for such a niche feature; auto ingredient push took long enough to get working properly lol

21 days ago

That's why I suggested afterwards just a hacky swapping of them with empty barrels as they enter the uncrafter and then just letting it do its thing - assuming it would be easier/doable to begin with.

Having it as an extra thing for the no fluid option sounds like more than enough for most, so I'd say go with that.

21 days ago
(updated 21 days ago)

That's why I suggested afterwards just a hacky swapping of them with empty barrels as they enter the uncrafter and then just letting it do its thing - assuming it would be easier/doable to begin with.

Yeah, it's the exact opposite lol. Anything that happens during the loading stage (before the game boots up) is actually incredibly easy to work with, since I'm basically just handling tables/arrays, making new entries and changing properties and stuff, very simple programming imo

But doing anything during the game itself (also known as runtime, all of which is handled by control.lua) is infinitely more complicated (at least for me), since it involves working with an entirely different set of functions, and having to worry about performance and desyncs, and just requires a ton more effort.

Having it as an extra thing for the no fluid option sounds like more than enough for most, so I'd say go with that.

I'll add it in when I can!

21 days ago

Gotcha, thanks for the explanation.

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