[2.1] Fix concrete recycling time and other inconsistancies.

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draktok
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Re: [2.1] Fix concrete recycling time and other inconsistancies.

Post by draktok »

Erfar wrote: Thu Jul 02, 2026 9:36 am
Nauviax wrote: Thu Jul 02, 2026 8:12 am I'd actually like to add a -1 to this; I like the current behavior.

If concrete recycled 10 times faster, then it would massively trivialize that aspect of Fulgora. A small one sure, but one that is at least part of the experience. I get that for the last 2 years this was basically already the case with the hazard concrete trick, but it's obvious that it wasn't an intended interaction. Painting concrete to void it faster isn't "reasonable", it's a way around the intended mechanic.

I imagine the only reason the devs aren't also tweaking the recipes for steel chests, landfill, etc as well is because they're too separate from their ingredients to justify adding another exception. (Not 1:1 for item count either.) It makes perfect sense that the two types of concrete are treated the same though.

Plus mods can change the recycling time of their items anyway, so if Ultracube resources are taking too long to recycle, then that's something to ask the mod dev to fix, not the game devs.
There are absolutely nothing intresting in "slap 5 more resyclers" as solution already trivial. Main difficulty of fulgora is filtering of items. If you already filtered out concrete there is no difference between making setup of assembler + recycler vs 6 recyclers

And that is problem with not just concrete but with every single item produced in bunches
That kind of makes me think there's nothing to fix then. Sounds like anyone having an issue can just build a few more recyclers. lol
Erfar
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Re: [2.1] Fix concrete recycling time and other inconsistancies.

Post by Erfar »

draktok wrote: Thu Jul 02, 2026 7:06 pm
Erfar wrote: Thu Jul 02, 2026 9:36 am
Nauviax wrote: Thu Jul 02, 2026 8:12 am I'd actually like to add a -1 to this; I like the current behavior.

If concrete recycled 10 times faster, then it would massively trivialize that aspect of Fulgora. A small one sure, but one that is at least part of the experience. I get that for the last 2 years this was basically already the case with the hazard concrete trick, but it's obvious that it wasn't an intended interaction. Painting concrete to void it faster isn't "reasonable", it's a way around the intended mechanic.

I imagine the only reason the devs aren't also tweaking the recipes for steel chests, landfill, etc as well is because they're too separate from their ingredients to justify adding another exception. (Not 1:1 for item count either.) It makes perfect sense that the two types of concrete are treated the same though.

Plus mods can change the recycling time of their items anyway, so if Ultracube resources are taking too long to recycle, then that's something to ask the mod dev to fix, not the game devs.
There are absolutely nothing intresting in "slap 5 more resyclers" as solution already trivial. Main difficulty of fulgora is filtering of items. If you already filtered out concrete there is no difference between making setup of assembler + recycler vs 6 recyclers

And that is problem with not just concrete but with every single item produced in bunches
That kind of makes me think there's nothing to fix then. Sounds like anyone having an issue can just build a few more recyclers. lol
Logic of calculation recycling time is just wrong by design.

As I have said in starting post, if they want to keep that recycling time they should just add separate parameter of "recycling time modifier" and not use number of items per craft as that multiplier.
macdjord
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Re: [2.1] Fix concrete recycling time and other inconsistancies.

Post by macdjord »

+1
macdjord
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Revert Hazard Concrete Recycling

Post by macdjord »

TL;DR
Since 2.1.7, recycling hazard concrete, instead of outputting normal concrete, produces the same outputs as recycling normal concrete. This change is weird and pointless and should be reverted.
What?
Restore the pre-2.1.7 recycling recipes for hazard concrete and refined hazard concrete.
Why?
  • Literally every item in the game, other than scrap, either recycles to its ingredients or recycles to itself. Now, randomly, hazard concrete breaks that pattern and recycles into the ingredients of its ingredient.
  • It breaks existing builds by radically changing the time and outputs of the recycling-hazard-concrete and recycling-refined-hazard-concrete recipes.
  • There are no upsides to the new behaviour, other than a minor productivity boost to an obscure quality up-cycling loop.
This change fixed no problem and added no benefit. It should be reverted.
nzer
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Re: Revert Hazard Concrete Recycling

Post by nzer »

+1

I don't know what the intended impact of this change was. Was anyone sitting around cursing hazard concrete for making concrete recycling more efficient? Scrap processing was still roughly 40% item voiding by building count, it's hard to argue hazard concrete recycling was unbalanced in any way. It wasn't an unprecedented mechanic either; not only are there several other items that are more efficient to craft up before voiding for this exact reason, crafting up to some arbitrary higher product for more efficient recycling is apparently the intended solve for the entire quality feature. Even on a gameplay level, figuring out that you could do this was a nice point of knowledge based mastery. That's good game design in a game like Factorio.

Totally pointless change.
Fyl432
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Re: [2.1] Fix concrete recycling time and other inconsistancies.

Post by Fyl432 »

+1
Last edited by Fyl432 on Thu Jul 23, 2026 6:16 am, edited 1 time in total.
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