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Re: [2.1] Fix concrete recycling time and other inconsistancies.
Posted: Thu Jul 02, 2026 7:06 pm
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
Re: [2.1] Fix concrete recycling time and other inconsistancies.
Posted: Fri Jul 03, 2026 1:44 pm
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.