Search found 122 matches: scrap mod recycling
Searched query: +scrap +mod +recycling
- Thu Oct 09, 2025 2:44 pm
- Forum: Ideas and Suggestions
- Topic: (Long post warning) Rethinking quality — modular, configurable, no random chances
- Replies: 15
- Views: 830
(Long post warning) Rethinking quality — modular, configurable, no random chances
... elements and make quality progression logical, modular, and player-controlled instead of random ... gambling, gambling, that of course involves recycling and getting rid of excess items. The vanilla ... be 100% one higher quality item, no junk, no scrap, no nothing because the whole idea is to remove ...
- Thu Oct 02, 2025 6:50 pm
- Forum: Ideas and Requests For Mods
- Topic: Gleba overhaul: more trees
- Replies: 1
- Views: 196
Gleba overhaul: more trees
... not like how quality is behind a gambling wall, mods that allow the seed's quality to be the trees ... regarding spoilage: you can get it by recycling nutriance, and also, as i mentioned in the ... them similar to how it happens with Fulgora's scrap recycling.
At the end of the game (as in, all ...
At the end of the game (as in, all ...
- Sun Sep 14, 2025 12:15 am
- Forum: Modding discussion
- Topic: Recycling items with > 12 ingredients
- Replies: 2
- Views: 478
Re: Recycling items with > 12 ingredients
... to be Not a Bug . There are 12 products of the Scrap recycling recipe , so if your Mod adds more Ingredients/Products to a Recipe then this number will indeed need to be changed to match.
Good Luck!
Good Luck!
- Fri Sep 05, 2025 12:52 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1681
Re: Demolisher sizes as weapon tech gates
... t be compared to the entire spoilage system or scrap recycling with its 10 complex byproducts. And that’s not even mentioning nutrient machines, egg/bacteria loops, small building spaces, disconnected ... made by the same developers and not an amateur modder.
My suggestion aims to add more challenge to ...
My suggestion aims to add more challenge to ...
- Tue Jul 15, 2025 8:22 pm
- Forum: Technical Help
- Topic: [2.0.60] Logistics Manager cratering my UPS with relatively few logibots
- Replies: 12
- Views: 1540
[2.0.60] Logistics Manager cratering my UPS with relatively few logibots
... way that it uses 3000 logistics bots to manage scrap recycling and science production. However, when running the base my UPS/FPS drops to ~30 solely due to the logistics manager using 20ms of processing ... I'm unsure if this is an issue with a mod I'm using or an issue with the logistics manager ...
- Fri May 02, 2025 11:05 am
- Forum: Ideas and Suggestions
- Topic: Factoriopedia: Add "Pin" button
- Replies: 1
- Views: 368
Factoriopedia: Add "Pin" button
... Why?
One common use-case of Factoriopedia-like mods is to put the new recipe somewhere on your ... signals for optimized belt stacking of scrap recycling output, you will need to select 12 signals in the constant combinator. Remembering every one of them might be tricky.
05-02-2025, 14-07 ...
One common use-case of Factoriopedia-like mods is to put the new recipe somewhere on your ... signals for optimized belt stacking of scrap recycling output, you will need to select 12 signals in the constant combinator. Remembering every one of them might be tricky.
05-02-2025, 14-07 ...
- Thu May 01, 2025 1:48 pm
- Forum: Ideas and Suggestions
- Topic: Quality mod, issue with Holmium ore quality.
- Replies: 3
- Views: 762
Re: Quality mod, issue with Holmium ore quality.
... Iron/Copper/Stone/Uranium) you can use Quality modules at each step of the process - Mining ... can produce Legendary items without further Recycling.
Using a Fluid step in Production Chains ... Quality Ore feel a bit useless - but it is all Scrap Byproducts anyway, so what’s the harm in ...
Using a Fluid step in Production Chains ... Quality Ore feel a bit useless - but it is all Scrap Byproducts anyway, so what’s the harm in ...
- Mon Feb 10, 2025 5:22 pm
- Forum: Ideas and Suggestions
- Topic: [Suggestion/Comic] A Gleba productivity science would be nice
- Replies: 21
- Views: 3170
Re: [Suggestion/Comic] A Gleba productivity science would be nice
... default game balance for most players. The only Planet-specific tech is Scrap recycling productivity research (which caps at 300% anyway); and maybe Asteroid Productivity (which are entirely different production chains to begin with). Mining Productivity applies to all Drills, the Rocket Part and ...
- Mon Jan 20, 2025 5:28 pm
- Forum: Modding discussion
- Topic: Some "will it mod" questions
- Replies: 2
- Views: 791
Some "will it mod" questions
... a sense of feasibility on some ideas I have for modding the game. For each of these, I'm interesting ... and how they get sent. As an example: i am recycling quality scrap on fulgora and doing a lot of quality building there, but i do most of my quality botmall stuff on nauvis. So i want to be able to ...
- Fri Jan 10, 2025 12:35 pm
- Forum: Releases
- Topic: Version 2.0.30
- Replies: 2
- Views: 12410
Version 2.0.30
... factorio.com/125629)
Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. (https://mods.factorio.com/mod/better-scrap-stacking) (https://forums.factorio.com/125706)
Bugfixes
Fixed that item request proxies would show bad "missing materials for ...
Reordered results of scrap recycling to make the recycler stack them on belts more efficiently. (https://mods.factorio.com/mod/better-scrap-stacking) (https://forums.factorio.com/125706)
Bugfixes
Fixed that item request proxies would show bad "missing materials for ...
- Sat Dec 21, 2024 11:40 am
- Forum: Ideas and Suggestions
- Topic: Remove telescopic recipes of big drill, biolab and heat tower
- Replies: 19
- Views: 2968
Re: Remove telescopic recipes of big drill, biolab and heat tower
... That's way more fun and rewarding than recycling them into scrap.
I think this suggestion is a very good candidate to be a mod, but absolutely not something to be imposed on the base game.
Well, then I guess it's a difference in mentality. Even if the recycler wasn't on the table, I would ...
I think this suggestion is a very good candidate to be a mod, but absolutely not something to be imposed on the base game.
Well, then I guess it's a difference in mentality. Even if the recycler wasn't on the table, I would ...
- Sat Dec 21, 2024 10:34 am
- Forum: Ideas and Suggestions
- Topic: Remove telescopic recipes of big drill, biolab and heat tower
- Replies: 19
- Views: 2968
Re: Remove telescopic recipes of big drill, biolab and heat tower
... That's way more fun and rewarding than recycling them into scrap.
I think this suggestion is a very good candidate to be a mod, but absolutely not something to be imposed on the base game.
I think this suggestion is a very good candidate to be a mod, but absolutely not something to be imposed on the base game.
- Tue Dec 10, 2024 12:52 am
- Forum: Ideas and Suggestions
- Topic: Ability to disable the quality tier skip mechanic
- Replies: 3
- Views: 820
Re: Ability to disable the quality tier skip mechanic
... what it is you actuall(y want)?
An option, mod setting, or interface which allows me to enforce ... were doing mad nonsense like mining quality scrap then recycling it with more quality then sorting and storing all qualities of all items which they ended up never using and discovering that none of ...
An option, mod setting, or interface which allows me to enforce ... were doing mad nonsense like mining quality scrap then recycling it with more quality then sorting and storing all qualities of all items which they ended up never using and discovering that none of ...
- Tue Nov 26, 2024 8:33 pm
- Forum: Not a bug
- Topic: [2.0.20] Modded scrap-recycling has max item limit
- Replies: 2
- Views: 1144
Re: [2.0.20] Modded scrap-recycling has max item limit
Hello,
Thanks for the report,
This seems like the mods issue to resolve, the recycler has a output inventory size of 12:
`result_inventory_size = 12,`
If there are more max outputs for any of the recipes the mod can/should adjust this so all the outputs can fit
Thanks for the report,
This seems like the mods issue to resolve, the recycler has a output inventory size of 12:
`result_inventory_size = 12,`
If there are more max outputs for any of the recipes the mod can/should adjust this so all the outputs can fit
- Fri Nov 15, 2024 12:19 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 103818
Re: [MOD 1.1.x|1.0.x]Recycling Machines
... then this one does
their's is primarily made for breaking down the Scrap resource and acting as a quality gambler come Voiding device
your modded one was for legitimate uncrating of items down to their components which pairs well with things like the Ruins mod
their's is primarily made for breaking down the Scrap resource and acting as a quality gambler come Voiding device
your modded one was for legitimate uncrating of items down to their components which pairs well with things like the Ruins mod
- Mon Nov 04, 2024 8:49 pm
- Forum: Not a bug
- Topic: [2.0.14] Scrap Recycling doesn't list everything it breaks scrap into.
- Replies: 5
- Views: 1189
Re: [2.0.14] Scrap Recycling doesn't list everything it breaks scrap into.
Starting with an inventory of just scrap(and some logistics stuff) it is making them for me then, in which case its a different bug xD. https://imgchest.com/p/6eyr8q8zl7p
Those are your conbots 'mining' them from ruins — the Scrap 'ore' is a different thing.
( Well, unless you use weird mods like ...
- Mon Nov 04, 2024 2:20 pm
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 95
- Views: 29111
Re: Well, Fulgora sucks [Spoiler] or lack thereof
... foundation. So I decided to do with all the scrap on my initial bigger island, which also initially limited my building space and why I made some horrendous inefficient crafting chains for recycling ... Pitch Black vibes. Definitely going to use a mod for that when someone makes one if the devs don ...
- Mon Oct 28, 2024 5:12 pm
- Forum: Gameplay Help
- Topic: Fulgora Problem
- Replies: 15
- Views: 25230
Re: Fulgora Problem
... got an island with a good size and around 260k scrap, after resettling two times.
That got me startet and i only have around 20% covered in accumulators (basic). with the whole production + recycling ... a thing i probable would add for future runs as mod.
Recyclers destroy items - what other way you ...
That got me startet and i only have around 20% covered in accumulators (basic). with the whole production + recycling ... a thing i probable would add for future runs as mod.
Recyclers destroy items - what other way you ...
- Mon Oct 28, 2024 5:10 pm
- Forum: Gameplay Help
- Topic: Fulgora Problem
- Replies: 15
- Views: 25230
Re: Fulgora Problem
... got an island with a good size and around 260k scrap, after resettling two times.
That got me startet and i only have around 20% covered in accumulators (basic). with the whole production + recycling ... so i don't need to import anything. Producing modules with the byproducts is a good way i think. I ...
That got me startet and i only have around 20% covered in accumulators (basic). with the whole production + recycling ... so i don't need to import anything. Producing modules with the byproducts is a good way i think. I ...
- Sat Jun 22, 2024 7:50 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 156370
Re: Friday Facts #416 - Fluids 2.0
... a pump and a wire, and you could still make a mod like that and it would still be useful.
Many ... implement it with a new twist or play (spoilage/scrap recycling/asteroid collecting/lava-foundry, etc.) on a classic mod staple approach.
Would the pipe fill up to 100% first before filling the ...
Many ... implement it with a new twist or play (spoilage/scrap recycling/asteroid collecting/lava-foundry, etc.) on a classic mod staple approach.
Would the pipe fill up to 100% first before filling the ...