Search found 2624 matches: Recycling

Searched query: +Recycling

by Hurkyl
Thu Oct 23, 2025 3:44 pm
Forum: Bug Reports
Topic: [2.0.69] Recycler description says biological turns into spoilage.
Replies: 0
Views: 84

[2.0.69] Recycler description says biological turns into spoilage.

... includes the clause

... or turned to spoilage if they were biological.

But as far as I can see, that never happens. When I was looking at the recycling recipes, all of the biological items had a recipe that returns 25% of themselves when recycled, except for nutrients, which follows the main ...
by front
Wed Oct 22, 2025 8:42 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 20
Views: 586

Re: Discussion/Poll: Potential unification of recipe category & additional_categories

The single utility that 2 fields have is that recycling can have some defaults to go off of, but that is not enough gain to keep them separate. Considering that it can also just be turned off.

Also, I think it was planned for 2.1 anyways.
by Green Cat
Mon Oct 20, 2025 4:31 pm
Forum: Ideas and Suggestions
Topic: Dynamic message display via circuits
Replies: 0
Views: 82

Dynamic message display via circuits

... panel to change based on different circuit color

Let's say i want to show that I have 100000 Steel plates and the message to be "To much, need recycling" (<- Fulgora)

This means that there will be 7 or more display panels. 6 (or more that will just say 00001) that will display the amount (aka the ...
by Shadowhawk
Sun Oct 19, 2025 7:57 pm
Forum: Ideas and Suggestions
Topic: Tick box: Fruid spoiled = soilage and seed
Replies: 4
Views: 370

Re: Tick box: Fruid spoiled = soilage and seed

... quantities without worrying about seed depletion. That could be an enabler of Gleba quality mass production due to the high bandwidth of fruit recycling.

It can also increase the scale of biter eggs packaging by removing the seed limitation from soil production.


No need for that you can ...
by h.q.droid
Sat Oct 18, 2025 8:54 am
Forum: Gameplay Help
Topic: Aquillo: Seems different compared to the SA Release
Replies: 4
Views: 299

Re: Aquillo: Seems different compared to the SA Release

They changed the rocket fuel recipe to fix a recycling loop. It could be your fuel production using more ammonia starving the ice platform producer?
by h.q.droid
Thu Oct 16, 2025 10:06 am
Forum: Ideas and Suggestions
Topic: Tick box: Fruid spoiled = soilage and seed
Replies: 4
Views: 370

Re: Tick box: Fruid spoiled = soilage and seed

... to practically upcycle fruits in large quantities without worrying about seed depletion. That could be an enabler of Gleba quality mass production due to the high bandwidth of fruit recycling.

It can also increase the scale of biter eggs packaging by removing the seed limitation from soil production.
by PennyJim
Tue Oct 14, 2025 10:57 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 301

Re: [Suggestion] Changes to auto recycle


As modder you can change recycling recipe generation yourself however you want.
It's not done in game engine, everything (except using specific recipe category) is done in lua.


While it is in Lua, it's not as if you can just change the code from another mod.
You can undo said changes, but we ...
by disilon@gmail.com
Tue Oct 14, 2025 9:38 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 301

Re: [Suggestion] Changes to auto recycle

As modder you can change recycling recipe generation yourself however you want.
It's not done in game engine, everything (except using specific recipe category) is done in lua.
by PennyJim
Tue Oct 14, 2025 9:16 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 301

Re: [Suggestion] Changes to auto recycle

... file (put it in the library) so you can call it so your custom behavior can build upon it.
One way to be able to change the can_recycle function the main recycling pass does is to be able to just change the default, but I'm not sure I like that solution over specifically changing what that call uses.
by SHADOW13
Tue Oct 14, 2025 8:59 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 301

Re: [Suggestion] Changes to auto recycle

... current implementation is perfectly aligented to this change.

If it was me, I will just crash the engine if game found two or more candidate of recycling recipe to the same item.
and maybe, instead of boolean value in recipe, I would make it a recipeID in each item prototype, but by the fact item ...
by meifray
Tue Oct 14, 2025 1:26 pm
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 301

Re: [Suggestion] Changes to auto recycle

... current implementation is perfectly aligented to this change.

If it was me, I will just crash the engine if game found two or more candidate of recycling recipe to the same item.
and maybe, instead of boolean value in recipe, I would make it a recipeID in each item prototype, but by the fact item ...
by SHADOW13
Tue Oct 14, 2025 4:02 am
Forum: Modding interface requests
Topic: [Suggestion] Changes to auto recycle
Replies: 5
Views: 301

[Suggestion] Changes to auto recycle

... come, by default with "auto-recycle" feature - allowing the items to be recycled back.
There is a problem with current implementation: the "last" recycling recipe works(?)
if another mod adds new recipe for existing item - it overwrites existing recycling setup - breaking existing factories - by ...
by Quezler
Mon Oct 13, 2025 6:42 pm
Forum: Duplicates
Topic: [2.0.69] furnace with quality modules still applies quality to recipes with quality disabled
Replies: 2
Views: 197

[2.0.69] furnace with quality modules still applies quality to recipes with quality disabled

steps to reproduce:
- pick a -recycling recipe to set `allow_quality = false` on
- place a recycler and fill it with productivity modules
- set it to recycle your picked item from an infinity chest
- notice that it is able to product quality results of your item
- take a module from the recycler ...
by Hurkyl
Sat Oct 11, 2025 11:50 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 15
Views: 844

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances

... factory with quality in every machine. It's like trying to build 5 factories that overlap, with the additional complexity of managing jams and recycling loops. It's not like a normal factory where you can let things sit at the end of the belt
My conception of holistic quality is that recycling ...
by quineotio
Sat Oct 11, 2025 10:30 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 15
Views: 844

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances

... for every step. Simplistically you could say that using quality makes things 5 times more complicated, or ten times if you include the additional recycling setup, but the complexity of the routing increases a LOT, and you have more areas where you need to account for jams.

Combine this with the ...
by quineotio
Sat Oct 11, 2025 9:22 am
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 15
Views: 844

Re: (Long post warning) Rethinking quality β€” modular, configurable, no random chances

... to prevent jams.
2. Copper wire, same as above, but also 5 different machines for all 5 qualities, and managing any copper that results from the recycling process, which needs to feed back into the first step
3. Green circuits, same as above but with 2*5 outputs from the recycling process, outputs ...
by eugenekay
Fri Oct 10, 2025 3:25 am
Forum: Balancing
Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
Replies: 7
Views: 580

Re: Curved quality chance: normal to uncommon should be more likely than epic to legendary

That would be a huge increase in difficulty though due to the extra recycling needed. Say if you have an assembly plant with 100% quality with 0% productivity, adding those levels would decrease the legendary yield from 1/256 to 1/4194304. And increasing recycler productivity can have other ...
by h.q.droid
Fri Oct 10, 2025 3:00 am
Forum: Balancing
Topic: Curved quality chance: normal to uncommon should be more likely than epic to legendary
Replies: 7
Views: 580

Re: Curved quality chance: normal to uncommon should be more likely than epic to legendary

... without raising the bonuses for the intermediate Levels. Interesting Idea!


That would be a huge increase in difficulty though due to the extra recycling needed. Say if you have an assembly plant with 100% quality with 0% productivity, adding those levels would decrease the legendary yield from 1 ...
by Green Cat
Thu Oct 09, 2025 2:44 pm
Forum: Ideas and Suggestions
Topic: (Long post warning) Rethinking quality β€” modular, configurable, no random chances
Replies: 15
Views: 844

(Long post warning) Rethinking quality β€” modular, configurable, no random chances

... one wanted a gacha mechanism in Factorio.

How do we get quality? via a gacha mechanism of gambling, gambling, gambling, that of course involves recycling and getting rid of excess items. The vanilla method of getting quality is that of gacha games, not Factorio.

Any major overhaul mod shows ...
by BlueTemplar
Wed Oct 08, 2025 10:03 am
Forum: Ideas and Suggestions
Topic: Fluid Purity : an Item-Quality-like mechanic for Fluids
Replies: 14
Views: 997

Re: Fluid Purity : an Item-Quality-like mechanic for Fluids


[...]

One heavy-handed solution to this might be to have the player select a fixed recycling recipe. (Think assembling-machine-like rather than furnace-like.)
A less heavy-handed solution (but requiring extra work for Wube) would be a quality-blind recipe selection.
Another interesting solution ...

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