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
2 days ago
0.13 - 2.0
69.4K
Manufacturing

b [Fixed] SE+K2 Tier 1,2,3 modules not correct recipies

2 days ago

Hello, While playing K2+SE and some other mods, the modules for production, efficiency and speed are all outputting wrong items in the Reverse Factory. I tested separately in editor with 100% return as well and for Speed modules specifically. I only noted the results for Speed but its the same for Tier 1,2,3 for all except Quality modules. From Tier 4 and onwards which is modded the uncrafting works as intended.

Speed Module 1:

Required to craft:
8 Electronic component
12 Electronic circuit
10 Solid fuel

Return at 100 percent:
0 Electronic component
20 Electronic circuit
10 Solid fuel

Speed Module 2:

Required to craft:
20 Small electric motor
8 Electronic circuit
12 Advanced circuits
2 Speed Module 1

Return at 100 percent:
20 Small electric motor
0 Electronic circuit
20 Advanced circuit
2 Speed Module 1

Speed Module 3:

Required to craft:
8 Advanced circuit
12 Processing Unit
2 Speed Module 2
40 Imersite crystal

Return at 100 percent:
2 Speed Module 2
20 Processing Unit
20 Big electric motor
0 Advanced circuit
0 Imersite crystal

Mod list:
base
elevated-rails
quality
aai-containers
aai-industry
aai-loaders
aai-programmable-structures
aai-programmable-vehicles
aai-signal-transmission
aai-signals
aai-vehicles-chaingunner
aai-vehicles-flame-tank
aai-vehicles-flame-tumbler
aai-vehicles-hauler
aai-vehicles-ironclad
aai-vehicles-laser-tank
aai-vehicles-miner
aai-vehicles-warden
aai-zones
Aircraft-space-age
alien-biomes
alien-biomes-graphics
AutoDeconstruct
bobinserters
Bottleneck
bullet-trails
cargo-ships
cargo-ships-graphics
ch-concentrated-solar
change-recipe-quality-without-re-selecting-recipe
ChangeInserterDropLane
DiscoScience
EasyQuality
equipment-gantry
even-distribution
even-pickier-dollies
flib
Flow Control
FluidMustFlow
FNEI
grappling-gun
HelicopterRevival
helmod
informatron
jetpack
Krastorio2
Krastorio2Assets
Krastorio2MenuSimulations
kry_stdlib
Kux-CoreLib
Kux-GuiLib
Kux-OrbitalIonCannon
LogisticTrainNetwork
Milestones
ModuleInserterSimplified
nixie-tubes
QualityPlus
RampantArsenalFork
RampantFixed
RateCalculator
reverse-factory
robot_attrition
rocket-log
se-space-trains
shield-projector
solar-calc
space-exploration
space-exploration-graphics
space-exploration-graphics-2
space-exploration-graphics-3
space-exploration-graphics-4
space-exploration-graphics-5
space-exploration-menu-simulations
space-exploration-postprocess
squeak-through-2
StatsGui
textplates
Todo-List
valves
valves-lib
VehicleSnap
YARM

2 days ago

Hmm, could be a timing thing, but can you confirm that the recipe to produce the items has the same name as the item? (i.e. speed-module-2 for both item and recipe).

If the names match internally, then it's most likely another mod is modifying the recipes after mine has created the reverse recipes, in which case, I just need to add an optional dependency to force that mod to load first

2 days ago

OK, I don't know much about Factorio modding but from what I found the recipe for the modules in the game comes from Krastorio2 but the reverse recipe is using the one ones from Space Exploration itself. It seems SE and its post processing seems to be the cause maybe?

2 days ago
(updated 2 days ago)

Found the cause; it seems that Space Exploration is making recipe changes during data-final-fixes (which is not a generally recommended practice), and I somehow missed that I didn't have it as an optional dependency (so it was up to the whims of the game engine which mod loaded first).

I added Space Exploration (and both versions of Krastorio 2) as optional dependencies, forcing them to load first, and confirmed that they now recycle into the correct ingredients (confirmed with speed modules 1 and 2). Implemented the fixes in v9.1.4

2 days ago

It is working as intended, Thanks for the quick response.

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