How to upcycle?

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mmmPI
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Re: How to upcycle?

Post by mmmPI »

coffee-factorio wrote: Wed Jun 18, 2025 7:03 pm You're going to post an image of a gigantic plastic refinery that uses perhaps the least efficient upcycle practical?


I already did to show there was many working method possible, it illustrate that it makes no sense to have the approach you had when quoting me about the best setup.
It should be obvious to you know, because that's also written in the link you posted too, that efficiency in ressources and cost of the setup are opposite ,targetting one decrease the other and vice versa, and as such it was fairly obvious from the get go that you were saying wrong things when considering the "best" setup without considering they all have trade-off based on what players choose to value in their game.

Anyway, that doesn't make your failed setup any better right ? It's still going to fail and clog, no matter what i post on this forum to illustrate other ways that actually works.
coffee-factorio wrote: Wed Jun 18, 2025 7:03 pm We've already taken criticizing things for producing limited sets of items off the table because NineNine's build runs enough to solve beginners problems.
Typical noob trap , that's when try to copy something you don't understand, you compare your failed setup to the original one that was posted, maybe allow me to project, because you feel targeted with critics that weren't adressed to the setup you copied, so you may feel it's personnal.

But no not all , your setup is just a failed copy, it was mentionned many times, you need to have the ability to add or void material outside of the loop, which is possible to do with the requester chest on the setup you attempted to copy, but not on your version, which is necessarily going to fail everytime for reasons that were also explained many times and in detail !

I can also repost the explanations that you seem to have missed :
mmmPI wrote: Sun May 11, 2025 12:54 am
  • 1)At least the way i understand it, if you want certain specific items like substation or beacons, it's easier to make dedicated loop for those items.
  • 2)If you want a full spaceship or a full armor, you want a bit of many different material, but not in mass production, you don't really need recycler you can have a few % of your machines dedicated to this, or a specific small quality subfactory switching receipe that backs up when nothing's needed.
  • 3)If you want most everything in high quality, you will probably use different methods that are only available/making sense with advanced infinite research in productivities area and try to have the raw ressources of high quality for fully legendary production lane.

If there is really just one or two ways then why ask which is the best approach ? I think there are countless ways to effectively create high quality items. But they all have requirements / trade-off or are best suited to certain goals and situations.

Even in the little breakdown i mentionned there are different possibilities, i understand more the feeling of being lost than the 2 'paradox' i quoted. Some of the "efficient techniques" to me involve getting the asteroid in high quality, it's efficient because it's "infinite ressources" and doesn't require a lot of footprint/investement ressources for the parts ; compared to on-planet factories they are also easy to duplicate.

But spaceship cost UPS, compared Vulcanus lava, which can also be used to get infinite ressources, and with the addition of calcite potentially from space, stone too, and those provide easy way to get high quality materials if you use certain receipe recycling like low densisty structure or undergroud pipes. Though you may have a bottleneck by the landing pad if your science is already in the million per hour or so x).

Those methods are available for "very late game" "postgame" or "mid game" depending on the playstyle i would say. They correspond to different ways of approaching the 3) because i think that may be what you have identified as the one or two best ways to do.

But it's also possible to have "some machines" alongside your whole factory like 1 furnace out of 12 or the 17th when you really needed 16, with quality modules in it, reading a chest that take away the "lucky-quality-thing" you get from the rest of the factory ; and not working when the chest has a decent buffer of "rare" or "uncommon".

Then at the circuit level. If you get half a chest of iron plate copper plate steel and circuits , of "quality level 3" this way, you are able to make certain item from "quality material" ,to be sure to have them, like the personnal armor or weapons or other things that are not produced in high enough quantity to hope to get them if not from material already "quality".

It's "efficient" because there is no recycling involved, and you get access to "what you need" "when you need". It can "evolve" during a game if you add some recycler loop for certain item, It's a bit up to each players i'd say to choose where to invest, i know many players goes for the exoskeletons as the first item for which they use recycler loop, often manually or bot fed, as a side production in their factory. I know others don't because they use a lot more remote view. If you start by recycling 1 item like exoskeletons, and you already had some quality material from machine with modules but no recycler ( on nauvis), it can combine, you now get access to "lubricated engine" and "blue circuit" from your recycler loop for exos alongside the other quality material from furnace or EM plant to maybe start a dedicated line for thrusters or beacons, bot/manually fed. ( combining the (1) and (2) from previous answer).

Conclusion :

How to upcycle depend a lot on what you want to have and when, the mass production method are only available late game, they involve producing raw ressources at high quality. Some players consider the game as "finished" by then , others the game as "only starting". Thus it's hard to advise a particular setup without more information on "what do you need ?" and "when ?". Hopefully i provided explanations on the second part for why i think it's important to answer those question before thinking of the actual design, beause there are options to choose from that would work to different degree. I think having an idea of the different ways that exist allow to plan better the strategy over the course of a full game, to only focus on quality when necessary without over investement or postponing it forever, but it's a delicate balance to anticipate our own needs during a game and choose the design that match best.
If you see anything wrong that you want to point out, feel free, as i did when you posted wrong reasonning about how the mining bonus is what make Vulcanus good at upcycling, or when you said Fulgora is surface limited on late game, or when you misused math concept , or when you posted setup that do not work and pretended they do.

I believe it can help players to spot what is a failed setup for recycling, and also flag people's whose arguments are non-sense.
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Tertius
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Re: How to upcycle?

Post by Tertius »

Finally I made progress in actually starting to upcycle for legendary factory parts.
Assumption: every technology has been researched and every planet is providing its planet specific resources through travelling space platforms. No quality items are being produced yet.

So I start by producing legendary quality modules, so any other new production lines can work with these right from the start.

When I checked the next step beyond that, I realized it would be good to also have legendary productivity modules and legendary speed modules right from the start. All the modules are made with the same ingredients, just the specific tier 3 ingredient is different. So I added circuits to be able to switch the module factory to produce any legendary module, not just quality modules. That's the top left factory. The arrow points to the constant combinator where you switch the mode and define the amount of modules you want to produce. (cannot produce multiple different types at the same time, just one type of module)

I chose Gleba for that factory, because all circuit production is free except tiny amounts of calcite. And I produced much too much bacteria anyway, and I already have a controlled biter egg import for soil, now available for productivity modules.
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To kickstart, downgrade every legendary module to normal quality with an upgrade planner, since you don't have any, so the bots cannot insert any while building the blueprint anyway. It would be good to have a bunch of normal tier 3 quality and speed modules, but that's not strictly required. Set the factory to produce speed modules if you don't yet have tier 3 speed modules, and configure it to produce 10 normal tier 3 speed modules. Then let it constructing until the bots satisfied every speed module request.

Then set the factory to produce quality modules and configure it to produce some amount of every quality tier 3 quality modules, for example 10 for everything. The bots will satisfied every normal tier 3 quality module request, so the factory will actually start upcycling.
As soon as every quality module is in place, use an upgrade planner to upgrade all normal tier 3 quality modules to uncommon tier 3 quality modules and set the factory to produce 0 normal quality modules, since we don't need more of them. The bots will eventually satisfy every uncommon tier 3 quality module request, so the factory will begin to produce more quality quality modules.
Again, as soon as every uncommon quality module is in place, use an upgrade planner to upgrade all uncommon tier 3 quality modules to rare tier 3 quality modules and set the factory to produce 0 uncommon modules, since we don't need more of them. You can already start to upgrade single machines while not all uncommon modules are in place yet, since the factory will also produce higher tier quality modules right from the start, but not many.

Repeat the upgrade for epic quality and finally for legendary quality. With enough ingredients, each upgrade will take about 30-45 minutes.
Then produce about 200 legendary quality modules to have a stock.
Then set the factory to produce 200 legendary quality modules and then speed modules. Now you have 200 legendary modules of all the important kind, which helps to build small but very efficient factories for the vast amount of normal ingredients you will need for the next upcycling factories.

While all the modules are being produced, build the beacon upcycling factory and build a bunch of legendary beacons. In combination with legendary speed modules, they also help keeping the amount of production machines low while you don't yet have legendary production machines yet.

Quality modules factory:


Downgrade to normal quality modules
Upgrade normal → uncommon
uncommon → rare
rare → epic
epic → legendary

Beacon factory:


For convenience, the circuit factory. You can of course use your favorite circuit factory you already have in place. The given blueprint has a few legendary production modules, just replace with normal modules while you're not already producing beacons in parallel to modules. Otherwise there are not enough advanced circuits to fully load both.



To make all this work, you need about 70-80 plastic per second and about 45 copper and iron ore per second. I use 6 bacteria biochambers with 4 production modules for each ore with a speed beacon coverage of 4 for each, so the net production for each ore is 55.7/s.

For plastic, I use 3 bioplastic biochambers with 4 production modules with a speed beacon coverage of 3 for each, so net production is 91.8/s - however, this varies according to your current plastic productivity research.

Watch your energy, all these small buildings need additional ~1.5 GW.
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The next step is to upcycle legendary electromagnetic plants. Especially for these I enabled the module factory to create legendary production modules as well, since this requires vast amounts of precious holmium ore. This will take place on Fulgora, of course.
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Re: How to upcycle?

Post by mmmPI »

Tertius wrote: Wed Jul 16, 2025 9:41 am Finally I made progress in actually starting to upcycle for legendary factory parts.
Assumption: every technology has been researched and every planet is providing its planet specific resources through travelling space platforms. No quality items are being produced yet.

While all the modules are being produced, build the beacon upcycling factory and build a bunch of legendary beacons. In combination with legendary speed modules, they also help keeping the amount of production machines low while you don't yet have legendary production machines yet.

The next step is to upcycle legendary electromagnetic plants. Especially for these I enabled the module factory to create legendary production modules as well, since this requires vast amounts of precious holmium ore. This will take place on Fulgora, of course.
That seem like a serious build from reading the explanations but it doesn't include the part that upcycle the biochambers which may be a neat addition to any Gleba's setup :twisted: ( unlike quality agricultural tower ). Maybe after the electromagnetic plants ? but that would mean returning back to Gleba ..... :lol:
Tertius wrote: Wed Jul 16, 2025 9:41 am I chose Gleba for that factory, because all circuit production is free except tiny amounts of calcite. And I produced much too much bacteria anyway, and I already have a controlled biter egg import for soil, now available for productivity modules.
I think that makes a lot of sense also because it "could" take advantage of the fact that "gleba's science" is not always being consumed if you change the technology being researched, and thus you could have such excess bacteria on a predictable basis.

Have you considered using beacons with efficency module to try and reduce nutrient consumption around the biochamber ? I don't know if it's worth it to save on the numbers of machines there. ( more beacons around certain area to try and reduce the number of biochambers that produce the nutrients ). It's quite the amount of math, and if you did them already, i wouldn't want to re-invent the wheel, but i think it could be a nice addition to the explanations to let an opening for players that may want to modify the blueprint, i share some of the "assumptions" you did the explanations, but i think here maybe there is one that is implicit and could be developped.

Thanks for sharing anyway :)
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Re: How to upcycle?

Post by Tertius »

Efficiency modules reduce nutrient consumption for biochambers? That's something new for me. I didn't use that many biochambers so far. I like creating compact designs, and usually there is simply no space for non-essential beacons. And it has negative synergy with additional beacons: 4 speed beacons have a transmission efficiency of 50% each, but if I add a beacon with an efficiency module, this counts as 5th beacon so the efficiency for everything lowers to 44.72%, even the speed ones. It might be a good idea for non beaconed parts such as quality upcyclers, however.

I didn't think legendary biochambers as priority because of their limited use, but while I'm still on Gleba, I can build that as well. It just needs another pentapod egg production line, which is a bit tricky to handle with keepalive and hatching of eggs.

You might notice I use biter eggs as main nutrient supply, even on Gleba. Not for the recipes that require nutrients because of the freshness, but for nutrients used as energy supply. 5 bioflux create 40 nutrients, but a captive biter spawner consumes 1 bioflux per minute, produces 30 eggs per minute, and 30 eggs can be converted to 30*20=600 nutrients. So it's a ratio of 8 nutrients per bioflux to 600 nutrients per bioflux or 1/75.

I didn't design the factory for this, but once I discovered it I switched nutrient production to consume my surplus biter eggs on Gleba first. Much better than just burn them if they are about to hatch. And when I switch to biochamber use for oil products on all of my planets, I will supply biter eggs instead of bioflux. A few lasers everywhere and you're good.
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Re: How to upcycle?

Post by mmmPI »

Tertius wrote: Wed Jul 16, 2025 12:04 pm Efficiency modules reduce nutrient consumption for biochambers?
Yes sir, and speed module increases it ! It's based on energy consumption, so i'd say 'legendary quality speed module' are "better" for this , because they increase speed same as consumption, but lower quality speed module increase consumption more than speed. So more nutrient for the same output.
Tertius wrote: Wed Jul 16, 2025 12:04 pm And it has negative synergy with additional beacons: 4 speed beacons have a transmission efficiency of 50% each, but if I add a beacon with an efficiency module, this counts as 5th beacon so the efficiency for everything lowers to 44.72%, even the speed ones. It might be a good idea for non beaconed parts such as quality upcyclers, however.
Yes sir, that's the kind of messy math i was talking about x) if you add a beacon with efficency module, you need to also add speed to offset, so maybe 4 with efficiency and 1 with speed to reduce consumption to 20% but still keep the same speed, most likely a different value, this one is made up, real math involve mixing quality of modules i guess, but that's a homework to me, not a game anymore x).

Been using this early game when i don't care about speed, but at the stage you are for the blueprint i never tried seriously. Reading your explanation about biter eggs, it may be pointless, if you have already very efficient nutrient production but since players can be very serious, i thought it was worth asking.
Tertius wrote: Wed Jul 16, 2025 12:04 pm I didn't think legendary biochambers as priority because of their limited use, but while I'm still on Gleba, I can build that as well. It just needs another pentapod egg production line, which is a bit tricky to handle with keepalive and hatching of eggs.
That make sense, modules are more versatile so higher priority.
Legendary biochamber are also good for nutrient efficiency i suppose because they have the same energy consumption than regular one, but higher crafting speed, so here too i see "less nutrient" for the same output. And those have very good synergy with beacons so i can only recommend tackling the additionnal trickery :)

I'm not saying the following are the "best" method for sure, it's just a few things i tried for the "keepalive and hatching of eggs" :

1) you can keep a few "stomper shells" around your defenses, and remove them with robots manually to recover a few eggs. "manual quality"

2) you can keep a chest of low quality biochamber as safety reserve, and only trigger their recycling when you have run out of eggs because of whatever unexpected error, or to "restart" on purpose your facility that create legendary biochamber, to make it work like a mall. "quality on demand".

3) you can use your science "eggs" when you're not researching any gleba science, "quality as a sink".

4) you can use a tank to run over some pentapods rafts remotely and try something with robots. " quality - i'm not doing this ever again " :lol:

I suppose a smart way could also be to "borrow" an egg from the science line when more legendary biochamber are required, to restart the production line, but i've never actually done this in a game so it's not a true 5).

I wonder if there's other concepts :)
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