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.

Content
4 days ago
0.13 - 2.0
69.0K
Manufacturing

i [Implemented] Please Reintroduce Input Fluids!

5 days ago
(updated 5 days ago)

This was such a cool part of the logistical problems you had to solve when recycling. I love this feature and would really appreciate it being added again.

5 days ago

This was such a cool part of the logistical problems you had to solve when recycling. I love this feature and would really appreciate it being added again.

[EDIT - Ignore!! Of course these exist in the old versions which I have now downloaded]
If you don't want to work on this feature, would you be willing to share the .../entity/pipe-north.png", ...hr-pipe-north.png" etc... images so I could work on it myself? I'd be happy to send you the codebase back if I get it working (I don't think you host this codebase on github...?

5 days ago
(updated 4 days ago)

I'm not sure what you mean by logistical "problems", as having the capacity to recycle input fluids sounds like more of a benefit than a hindrance.

Though it should be fairly easily doable. And you definitely won't be needing the old "hr" versions of the graphics, as those have been deprecated as of Factorio 2.0/Space Age; it should be simple enough to just slap on the existing pipe covers, or to copy/edit those graphics to better mesh with the Reverse Factory.

Output fluids on the other hand, I definitely won't ever bother bringing back, as those are a headache and a half to deal with. I'll look into it when I can this week

4 days ago

Re-implemented fluid ingredients in v9.1.0

3 days ago
(updated 3 days ago)

I knew when I said 'problems' I should have said 'challenges'! Thank you so much! I have been working on this as a way to learn about Factorio modding and I just want to say I'm really grateful to you.
Re: Output fluids. That's fair enough. When you say they're a headache to deal with, do you mean from the player's perspective, or yours? I'd still like to reintroduce them for my own private use, because I love that challenge, and with filtered pumps, I reckon it might just be a bit more manageable.

Again. Thanks and Donation incoming. You're a legend

3 days ago
(updated 3 days ago)

Thanks and Donation incoming. You're a legend

Sweet, many thanks! I'm glad you've been enjoying; Reverse Factory is my first and longest-maintained mod, one of my personal favorites, and even though it has been made partially redundant with the introduction of the Recycler in Factorio 2.0/Space Age, it still holds a special place in my modpack.

Output fluids

The problem is moreso the lack of proper automated fluid handling in the game. This problem somewhat affects input fluid as well, though to a much lesser extent. But the issue is the pipes themselves; once they have a fluid in their "network", the pipes themselves refuse to accept any other fluids, until they are manually cleared. Pumps don't fix this, because they technically become part of the system.

I think with Alt mode enabled, you can see the line that represents the network overlaying the pipes and pumps and even the machines themselves are all part of the network, so even if you try to consume the fluid, the network itself is still "contaminated" with the one specific fluid type. This prevents the Reverse Factory from outputting fluids into that pipe network, and eventually clogs the machine, until the pipes are manually cleared.

You'd need a fluid manager, or fluid sorter, or some kind of custom scripted machine that can manually separate pipe networks, in order to allow the Reverse Factory to function properly, otherwise it will just constantly become clogged whenever it produces a fluid output.

Older versions of Factorio (before the fluid network changes) used to allow individual pipes to actually hold different amounts of fluids, and simulated that flow in a different way; that was the only reason fluid outputs worked. The new fluid network changes are absolutely better and more efficient, but unfortunately also more "clingy", preventing multiple fluid types in the same network, and thus preventing fluid outputs.

3 days ago

Re: output fluids I completely understand.. I was hoping that the new filtered pumps and circuit network compatibility would help.with the contamination issues. Ah well. I'll just have to have some RF's dedicated to each fluid type (also, modifying your mod has been a great learning exercise for me, so even if it doesn't work out in the end, it will have taught me a lot). BTW, the reason I'm so interested in this mod is because I am particularly partial to the Crash Site (Redmew's Scenario) end-game. Limited map size with outposts that output different products that don't run out. I love the idea of creating a factory that is dedicated to gathering all of these different products. intermediate items and raw materials and building a huge recycling factory that breaks down everything into the parts most in need to make the science required. It's been a great challenge! Basically, instead of expanding to make more science, you have to improve the efficiency of your factory.

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