Something that's been a source of annoyance/trouble when building platforms is the fact that if crushers are on "Set Recipe" and see a signal with an asteroid value, they interpret that as the basic crushing recipe. My suggestion is to only set that recipe based on the recipe signal itself instead.
On a typical ship I use circuits to handle reprocessing, and because just an asteroid signal will set the Crusher to the default crushing recipe, it often can be very finnicky and require a lot extra pass-through combinators to prevent the crushers from ever seeing an asteroid signal and filling your asteroid belt with iron ore.
Thanks! Game is amazing and maybe the best dev team out there.
Crushers with "Set Recipe" should only be set by recipe signals
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Re: Crushers with "Set Recipe" should only be set by recipe signals
I was forced to spend some time to find the reason it work without signal.
Other recipes ask Crusher to "produce" while these - to consume.
It seems it can be usable before "Advanced" tech, but after that it definitely recycle recipes would be better.
Removing it would break some ships. Changing too.
Option to "Simplified recipe usage"?

Other recipes ask Crusher to "produce" while these - to consume.
It seems it can be usable before "Advanced" tech, but after that it definitely recycle recipes would be better.

Removing it would break some ships. Changing too.
Option to "Simplified recipe usage"?

Re: Crushers with "Set Recipe" should only be set by recipe signals
You can deal with that problem by putting the crusher in an own logistic network with a combiner as a „gateway“, however I see your point since this is only a workaround.