Saw this suggestion on reddit but couldn't find it on here so I figured I'd post it.
Please add the following three pieces of information to Factoriopedia:
- Recycling time
- Recycling results (similar to "Spoil result")
- Recycling sources (similar to "Spoilage from")
These could be displayed identically to how spoilage info is currently shown.
Why? Recycling is extremely opaque right now. The only information given ingame is the Recycler's tooltip saying it "reverses most processes except smelting and chemistry". Even those rules are applied somewhat arbitrarily (Explosives are chemistry, but Batteries are not?).
Same deal with recycling speed: It seems arbitrary to the point of frustration, with quirks/tricks that are impossible to find unless testing each item individually (example: recyling Steel Plates takes longer per item than crafting them into steel chests and recycling those).
Show Recycling info in Factoriopedia
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- BlueTemplar
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Re: Show Recycling info in Factoriopedia
Yeah, with all the special cases even in vanilla SA, something like this is probably needed.
(And consider also mods !)
Discussion :
Recycling to itself list
(And consider also mods !)
Discussion :
Recycling to itself list
BobDiggity (mod-scenario-pack)
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Re: Show Recycling info in Factoriopedia
Yes please!
Of course I can manually put items in a recylcer and look at the tooltip, but that's annoying as there are soooooo many items.
Of course I can manually put items in a recylcer and look at the tooltip, but that's annoying as there are soooooo many items.
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Re: Show Recycling info in Factoriopedia
I was surprised not to find this in the factoriopedia too.
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Re: Show Recycling info in Factoriopedia
I was surprised no one seems to have made a mode for this yet, so here: https://mods.factorio.com/mod/recycling-factoriopedia.
It was only 3 lines of lua code.
It was only 3 lines of lua code.
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Re: Show Recycling info in Factoriopedia
Thanks !
BlueTemplar wrote: ↑Tue Nov 26, 2024 10:35 pm My recycling rules
Items can have a simple recycling output, whereupon they are turned into themselves (at 25% chance), potentially with more quality.
Or they can have a complex recycling output, whereupon they are turned into the (solid) components used to craft them (still at 25% chance), potentially with more quality.
1.) The ingredients of the Main Recipe (if one exists) are used to determine the components returned as the recycling output of complex recycling.
(Alternative Recipes are ignored for this.) See Factoriopedia for which are which.
(Some items do not have any main recipe, only alternative ones, for instance : ice, nutrients, tree seeds, U-238, fish... or no recipes at all : spoilage...)
2.) Fluids are ignored.
3.) That main recipe must have at least one (solid) ingredient and cannot have more than one (solid) result.
(I'm actually not sure there are any main recipes that fail the last half of this.)
4.) The machine(s) using that recipe must have a recipe selector.
(Drills, Captive Biter Spawners, Furnaces... fail this (Foundry is not a Furnace, and does not.))
And exceptions to the above rules :
(with a simple recycling output instead of a complex one like they should according to the above)
A.) Recipes made in Chemical / Cryo Plants.
Ā.ā) Battery does have a complex recycling output despite being made in a Chemical / Cryo plant.
B.) Spoilables
C.) Science Packs
D.) Miscellaneous :
- Landfill
- Tungsten Carbide and Superconductor (along with biter egg and spoilage (which aren't exceptions), these 4 are ingredients for T3 modules)
- Tungsten Plate
- Carbon Fiber
- Biolab
- Uranium Fuel Cell
= the Pistol actually has a main crafting recipe : 5 iron & copper plates, and so gets a complex recycling output — but it's not craftable and so hidden in the Factoriopedia
TODO : some items are in a 3rd recycling category and get turned into Spoilage instead.
[...]
Last edited by BlueTemplar on Thu Nov 28, 2024 12:27 pm, edited 12 times in total.
BobDiggity (mod-scenario-pack)
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Re: Show Recycling info in Factoriopedia
Oh and FYI, the time taken to recycle is 1/16th of the crafting time, or 0.03125s if it doesn't have a crafting time.BlueTemplar wrote: ↑Wed Nov 27, 2024 12:10 pm Thanks !
BlueTemplar wrote: ↑Tue Nov 26, 2024 10:35 pm My recycling rules
Items can have a simple recycling result, whereupon they are turned into themselves (at 25% chance), potentially with more quality.
Or they can have a complex recycling result, whereupon they are turned into the (solid) ingredients used to craft them (still at 25% chance), potentially with more quality.
1.) The Basic Recipe is used to determine these ingredients. (Alternative Recipes are ignored for this.) See Factoriopedia for which are which.
(Some items do not have any basic recipe, only alternative ones, for instance : nutrients, tree seeds, U-238, fish...)
2.) Fluids are ignored.
3.) That basic recipe must have at least one (solid) ingredient and cannot have more than one (solid) result.
(I'm actually not sure there are any basic recipes that fail the last half of this.)
4.) The machine(s) using that recipe must have a recipe selector.
(Drills, Captive Biter Spawners, Furnaces... fail this (Foundry is not a Furnace, and does not.))
And exceptions to the above rules :
(with a simple recycling recipe instead of a complex one like they should according to the above)
A.) Recipes made in Chemical / Cryo Plants.
Ā.ā) Battery does have a complex recycling recipe despite being made in a Chemical / Cryo plant.
B.) Spoilables
C.) Science Packs
D.) Miscellaneous :
- Landfill
- Tungsten Carbide and Superconductor (along with biter egg and spoilage (which aren't exceptions), these 4 are ingredients for T3 modules)
- Tungsten Plate
- Carbon Fiber
- Biolab
- Uranium Fuel Cell
[...]
Also every item can be recycled, even those with no recipes (e.g. ores), which is useful as it gives you a 75% chance of destroying the thing.
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Re: Show Recycling info in Factoriopedia
Right, I should mention items with no recipes directly for completeness in the notes (they still fail rule 1.) though, so therefore use the simple recycling recipe).
EDIT : no, wait, I would say that ores do have a recipe, they are 'made' in drills (but then they fail rule 4.))
EDIT : no, wait, I would say that ores do have a recipe, they are 'made' in drills (but then they fail rule 4.))
BobDiggity (mod-scenario-pack)