Factorio

Factorio

View Stats:
Hurkyl Nov 1, 2024 @ 6:10pm
What you should recycle on Fulgora
I was curious about the recycle chains on Fulgora, so I made a counter to track everything that went to the recycler. I figure it might be helpful for others sd wel.

My factory was predominantly concerned with producing Electromagnetic Science Packs (Holmium limited) and epic Quality Module III (plastic->red circuit limited). I make no guarantees I'm building efficiently.

I was actually crafting some resources as well: I was crafting copper cables, green circuits, and red circuits to fill shortfalls.

That said, here are the things being reycled:

  • Iron gear wheels - 69k
  • Iron plate - 29k
  • Concrete - 21k
  • Steel - 19k
  • Copper - 15k
  • Stone - 11k
  • Low Density Structure - 3.4k
  • Stone brick - 3.5k
  • Blue circuit - 2.1k
  • Iron ore - 704

What are the inferences I think you can make from this?

  • Iron gear wheels are the main source of iron. That was probably obvious.
  • Low Density Structures are the main source of copper. Plastic too, of course. Don't overdo it: you still need them for rocket parts.
  • You generally want to save copper cable for circuit production and power poles.
  • Yes, you do want to recycle blue circuits to make up shortfalls in other circuit production.

Plastic was the biggest limiter for module production. So if you want to augment Fulgora production with an orbital mining station... you want to bring in sulfur and carbon, as well as additional ice to keep your water supplies good.
Last edited by Hurkyl; Nov 1, 2024 @ 6:25pm
< >
Showing 1-6 of 6 comments
Zaflis Nov 1, 2024 @ 6:55pm 
Recycle everything that is stored more than N. You decide what N is, but there is no reason to have different N for each item type. Only exception to not recycle is the science packs, just stop producing them if you have few ten thousands of them. Your rockets aren't keeping up.

To me logistics storage shows 10k iron plates, 10k blue circuits, 10k ice, etc...

Oh, you'll also need a throttle on the scrap recycling. You need to track the rarest resource maybe, like perhaps the holmium ore. If you have 10k of that then stop recycling scrap. Also use foundry to melt it to plates to gain more out of it.
Last edited by Zaflis; Nov 1, 2024 @ 6:59pm
Hurkyl Nov 1, 2024 @ 7:35pm 
Originally posted by Zaflis:
Recycle everything that is stored more than N.
That is how my current factory works. But I know others are interested in more of a production chain design, and I'm still wanting to try it myself.

But with a "recycle everything more than N" you can still optimize by adding supplemental production to cover shortcomings. Knowing how the numbers fall out can help know what to supplement and to avoid doing something counterproductive.

And, of course, when you're just starting out, it helps to know which resources are generous and which are sparse. E.g. so you know to recycle your LDS when you need copper plates because the copper wires are more precious.
Last edited by Hurkyl; Nov 1, 2024 @ 7:39pm
Nasabot Nov 2, 2024 @ 3:04am 
This is actually a very interesting question, because if you want to optimally utalize resourses/byproducts you have to consider what to produce and export.

Yes, you can bruteforce your way through and only export science and double recycle the rest. But as you are heavily restricted by holmium(even with prod modules which are a must) you would end up throwing away all the other stuff.

My current approach is to export only science and blue circuits. All other resources get turned into blue circuits if possible.

Other things to consider is producing lots of accumulator, quality accumulators and quality quality modules^^.
However, then you might ending up with too less water/plastic so you have to import these things again.

Also what you want is to send efficient rockets by maximazing ressource density. Sending 400 steel is much less efficient than sending 300 blue circuits.
[?] Dec 30, 2024 @ 1:03pm 
thanks for the insights!
Deathspore Dec 30, 2024 @ 2:12pm 
Once you have Junk produce on their respective belts, just do overflow to each that recycles the overflow. The products can go on new belts with their own overflows.
kremlin Dec 30, 2024 @ 2:43pm 
I pretty quickly reached the point where it felt like upcycling literally everything that wasn't being put directly into the science pack makes the most sense. You get a reasonable yield upcycling without getting complicated about it. With a few trains running quality-moduled scrap in, I've got chests full of Epic scrap with a portion of Legendary that I haven't even begun to process until I'm satisfied with the rest of the upcycling systems. Normal quality scrap is being processed at a rate where uncommon quality storage is overflowing. It makes sense at this point to upcycle literally everything common and uncommon to rare and that means rare is about to overflow to where it makes sense to upcycle it to epic.

The key thing about upcycling loops is that quality modules give you a percent chance to upgrade to the next level. It's tiered, so with normal quality 3 modules from common scrap you get 10% uncommon 1% rare 0.1% epic and 0.01% legendary. If you process uncommon scrap that gives you 10% rare, rare gives you 10% epic, epic gives you 10% legendary.

Basically once you're processing the sheer volume to upcycle all your common, legendary is a lot closer than it first appeared.
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Nov 1, 2024 @ 6:10pm
Posts: 6