Recycling

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Ardagan
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Recycling

Post by Ardagan »

That's what it is.

What I want to see and that will make sense.

This game seem to move this closer to some IRL stuff. Why not add recycling.

1) Recycle unneeded stuff. I have a bunch of splitters/underground belts of low grade I'm not going to use. As well as armor etc. Why not just recycle that and get all the resources back?
2) Laboratories do use electricity, but why not get other resources back?
3) Spoils of war. Some bots for picking up bullets etc. In peace time.
4) Of course this will use tremendous amounts of energy.
5) I still think that coal and oil (if will be any) can still burn to void.

Adding recycling will allow challenges on low total resources. Like you have 1000 steel on map overall. You have bunch of creeps to kill. Go on.

This will also allow to add some corner technologies/items in the game. Like gun turret is useless even in mid-game, so that is lost resources. If we could recycle it, then it will smooth the game play. In early game we defend with gun turrets, later we recycle those and replace with laser turrets, later... something else when it comes.

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Re: Recycling

Post by ssilk »

https://forums.factorio.com/forum/sea ... mit=Search

Not to mention, that they want to add it into a mod...
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Re: Recycling

Post by Ardagan »

Ok. My bad. Learning to use local search.

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Re: Recycling

Post by ssilk »

No problem. :)
Keep posting your ideas, they're refreshing naive. Not negative meaning! The older users like me tend to have fixed opinions and are not able to think simple ideas anymore. :)
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Re: Recycling

Post by Dysoch »

Ardagan wrote:That's what it is.

What I want to see and that will make sense.

This game seem to move this closer to some IRL stuff. Why not add recycling.

1) Recycle unneeded stuff. I have a bunch of splitters/underground belts of low grade I'm not going to use. As well as armor etc. Why not just recycle that and get all the resources back?
2) Laboratories do use electricity, but why not get other resources back?
3) Spoils of war. Some bots for picking up bullets etc. In peace time.
4) Of course this will use tremendous amounts of energy.
5) I still think that coal and oil (if will be any) can still burn to void.

Adding recycling will allow challenges on low total resources. Like you have 1000 steel on map overall. You have bunch of creeps to kill. Go on.

This will also allow to add some corner technologies/items in the game. Like gun turret is useless even in mid-game, so that is lost resources. If we could recycle it, then it will smooth the game play. In early game we defend with gun turrets, later we recycle those and replace with laser turrets, later... something else when it comes.
I will release this feature to my mod tomorrow :P every item in the base game, aswell as mod items are able to be broken down to either scrap or scrap metal.
which in turn can be made into plates and other basic items
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Re: Recycling

Post by Ardagan »

So should we consider mods as part of game. Or just some useful addons?

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Re: Recycling

Post by FreeER »

Ardagan wrote:So should we consider mods as part of game. Or just some useful addons?
That depends on who you ask :) I personally never play without mods, they add things that are 'missing' in 'the game', like tree farms, medical herbs, more weapons, etc. So unless they are complete conversions (cough, DyTech) I consider them part of the game. Those that are complete conversions I think of more as expansions or unofficial sequels :) And prior to the mod names being shown (relatively recent) if you had asked a person who had never played Factorio which items were mod items and which weren't they couldn't have told you (except for bad graphics or functionality, the last of which can be limited by current API at times). Some people will never use mods because they want the 'true' experience, or something.
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Re: Recycling

Post by Dysoch »

Total concersion ey ;)

Im considering to release the recycling as a separate mod to ;) but i havent decided yet
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Re: Recycling

Post by FreeER »

Dysoch wrote:Total concersion ey ;)
Aye
Im considering to release the recycling as a separate mod to ;) but i havent decided yet
I would release as separate as well, simply due to the high (relatively) number of people that would like it
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Re: Recycling

Post by BurnHard »

Balancing-wise, what will be the ratio input material-output material?

What absolutely has to be prevented, is that via producing and recycling in circles with productivity modules 3 actually creates more and more items from the same first base materials.

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Re: Recycling

Post by Garm »

Indeed. With current setup almost any item recycling can be easily turned into generation of free materials out of thin air by paying electricity.

For recycling to be somewhat viable it either needs to work only against pollution, or entire productivity module system needs to be rebalanced to prevent positive feedback loops.

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Re: Recycling

Post by ssilk »

I thought we where at a point, when we said, that normal recycling never can bring back 100% of invested material, because of the modules. Only with the modules you might gain a small (!) advantage in the resources (5%?), but compared to the invested resources this is ok, I think.
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Re: Recycling

Post by BurnHard »

The problem I see: When you recyle very high-tier materials, eg an Laserturret: When every stage (from smelted plates, to cables, to electronic circuits and so on) is produced with an factor of 1.6 (4 x modules type 3). So even if the disassembling just gives you only 25% of the "normal, basic" materials you would be able to get more and more materials "out of thin air" as you mentioned.

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Re: Recycling

Post by Nova »

We have three options:
  • Not implementing recycling. (Don't like this idea.)
  • Change the module system. (Well... Not easy.)
  • Accepting this "items from electricity" and say: Well, make the consumption of energy very high and just let it be.
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Re: Recycling

Post by BurnHard »

... or use "shredded material" only as one of many ingredients for (new or modified) recipies. "shredded material" comes from recycled products or is produced directly from new iron and copper plates. Maybe call them "mixed metal granulate" or something like that.

eg: new recipie for 2 electronic circuits: 1 iron plate, 4 copper cables, 1 mixed metal granulate.

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Re: Recycling

Post by Nova »

New recipes always have some problems: Electronic circuits with three "raw materials" would need the second assembler to produce them, breaking many layouts.
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Re: Recycling

Post by BurnHard »

Yes you are right of course... But we are still in alpha, major design changes are allowed :) , maybe find a solution with only two ingredients or somethin completely different. just wanted to show up an idea how recycling could actually work.

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Re: Recycling

Post by Garm »

Nova wrote:We have three options:
  • Not implementing recycling. (Don't like this idea.)
  • Change the module system. (Well... Not easy.)
  • Accepting this "items from electricity" and say: Well, make the consumption of energy very high and just let it be.

This is exactly why i was against pure recycling in my thread


items for electricity allows you to do one very OP thing - it allows you to ignore resource spawns, essentially letting you stagnate in one place without ever needing to expand.



If you want recycling to exist for items - it should replace efficiency modules.

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Re: Recycling

Post by Dysoch »

Why so difficult?

All you need is a machine where productivity modules dont work. (This can be done in the files real easy)( and is already done in my recycler and compressor)
Then you cant cheat ;)
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Re: Recycling

Post by Nova »

How do you want to make that? Which machine should not be able to use these modules?
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