Concrete should take 10 times less times to recycle or give back refined concrete loop

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Erfar
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Concrete should take 10 times less times to recycle or give back refined concrete loop

Post by Erfar »

It just stupid that recycling look at times required to produce 10 blocks of concrete and calculate time to recycle based on this whole recipie instead of 1/100th of it
radical_larry
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Re: Concrete should take 10 times less times to recycle or give back refined concrete loop

Post by radical_larry »

I agree. Same complaint for nuclear fuel cells (not the depleted ones), raw lithium, bioflux, biter eggs, sulfur, and whatever else is crafted in batches of >1
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Re: Concrete should take 10 times less times to recycle or give back refined concrete loop

Post by nzer »

According to the devs they discussed concrete recycling not taking the 10x recipe output into account during 2.1's development and decided it was intended.

I'd like to know what the reasoning for that was, and why they thought it was necessary to increase the time needed to void concrete on Fulgora by a factor of 10 in 2.1 by a) not fixing this and b) changing hazard concrete to prevent it from being used to void concrete more efficiently.
waterBear
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Re: Concrete should take 10 times less times to recycle or give back refined concrete loop

Post by waterBear »

Absolutely not.

This complaint dominated discussion on Reddit for a while, and I have not heard a compelling reason beyond "I was using it before and now my factory doesn't work." That does suck, but it's not a balance argument.

I am currently processing something like 35+ stacked turbo belts of scrap on Fulgora without using this trick (or any other trick). There are people out there doing 10x as much as me. There *are* designs that can easily handle all the concrete you produce. You just have to find them.
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Re: Concrete should take 10 times less times to recycle or give back refined concrete loop

Post by robot256 »

waterBear wrote: Tue Jul 07, 2026 7:28 pm I am currently processing something like 35+ stacked turbo belts of scrap on Fulgora without using this trick (or any other trick). There are people out there doing 10x as much as me. There *are* designs that can easily handle all the concrete you produce. You just have to find them.
That is not a balance argument either. You could make 1000x science the default and say "just build more machines". The question is what is fun to play, what is intentional, and how are the players told/shown this intention.

You can argue that concrete should take longer to recycle because it is so dense. Certainly I agree that hazard concrete should have the same recycling recipe as regular concrete.

But from a neutral perspective on the architecture, the problem is that the "number of items per craft" in the recipe definition is being implicitly repurposed to become "how much harder this item is to recycle than it is to make." If the devs want concrete specifically to be 10x harder to recycle than other items, they should do it in a way that doesn't make every other multi-output recipe suffer the same effect by default.
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