Open jeinstei opened 1 week ago
Possibly as a composite entity with a "chest" input/output with circuits to set the recipe based on the "chest" contents?
https://mods.factorio.com/mod/equipment-gantry https://mods.factorio.com/mod/aai-programmable-structures
{type="build-entity", entity="assembling-machine-1"}
"By FAR the biggest complaint: The overall concept of nutrients as feedback loop is fantastic. But the realization was sometimes really annoying. You research a new nutrient level and get 50 recipes, that all look the same and 80%-90% of them are impossible at the moment you finish the research. So the game plan is: Review them all and find the one, you can actually produce. Furthermore: Alternative ways to victory are cool, but 50 are just confusing and also irrelevant. I never used more than 3 different recipes per level and I promise you hardly anybody will. So you essentially decide which 10% of the content you actually use. Finally: The recipe selector presented in the FAQ did not work for me."
on_research_finished -> loop researched nutrient techs and their unlocks -> unlocked recipes -> unlock
get_recipe_filtered
--> and test only on one of our mod's techs, and figure out enabling based on that
-[] Rename techs with "bake-" before the name to allow for quick search/check
spoiling_required
)modifications.lua
)