Quality condenser

by Quezler

A recycler that returns the items themselves but a quality higher, success depends on quality modules.

Content
2 days ago
2.0
2.69K
Factorio: Space Age Icon Space Age Mod
Mining Manufacturing Storage

i Extremely confusing interface

27 days ago

When trying to interact with the Quality Condenser, there seems to be two units in place here.

The wider unit seems to be the condenser's storage box? https://i.imgur.com/HAbohEK.jpeg
The smaller unit seems to be the condenser's unit itself. https://i.imgur.com/X4u0ayh.jpeg

I instinctively was going to wire up the machine like the Upcycler, thinking it would just keep churning items into the void because the inserter seemed like it would just never stop inserting items. But when I tried, it says "cannot connect to wire" which is really annoying. But then, I found out I could just wire the bigger unit (the container?) to the circuit network and use that, although there doesn't seem to be any point to that...

27 days ago

the wire support only got added recently, with the only purpose of reading the contents of the machine, activating or settings its quality level based on circuit signals would open the mod up to breaking if i don't redo the entire circuit network panel, if you want to pause the machine just stop inserting new items.

26 days ago

I see. The biggest reason it's most confusing is the footprint of the building doesn't adhere to Factorio basic design.

https://i.imgur.com/ehUITev.jpeg

In the above image, you can see the top left and top right have almost 3 full squares of void space that the entity consumes, but the graphics do not fill. This clashes with Factorio design methodology where the footprint of the building is tightly coupled to its graphics. Ergo: Square building makes square footprint. And while the building IS square, the graphic is not, it's more wide at the base, than at the neck. This makes for super confusing builds, where I try to place a grabber near the neck, and it complains that space is taken. I have to keep moving it left until it sits flush with the square, and by then it looks like the build is wrong because it's inserting it into "nothing"

https://i.imgur.com/IsGmugT.jpeg
https://i.imgur.com/ZFZ4eXh.jpeg

What I'd suggest is instead using the inner footprint of the building (not the new container) and just have the inner entity open the container/building status like any other building. Sure, it'll leave the bottom of the building's footprint now out of whack, but thems the brakes I suppose. Can either have the footprint too large and look like you're inserting into nothing, or too small, and overstep the graphic. I vote for overstepping.

26 days ago

whilst it does leave a lot of open space i'm simply using https://mods.factorio.com/user/Hurricane046's assets at their recommended footprint,
at this point i have no plans to meddle with the collision boxes to get rid of the empty space, but i do agree it looks quite weird like this.

26 days ago

whilst it does leave a lot of open space i'm simply using https://mods.factorio.com/user/Hurricane046's assets at their recommended footprint,
at this point i have no plans to meddle with the collision boxes to get rid of the empty space, but i do agree it looks quite weird like this.

Wow a lot of his work looks amazing. If I had to pick one for this mod, I'd say the Item Extractor looks more germane to what's going on. It looks like it's conjuring up a giant portal from Half-Life 2. The idea being maybe we're ripping apart the fabric of spacetime to send items forward in time to where they're already a higher quality and then sending them back. IDK, seems like a much better lore/icon than what is essentially a giant penis tower... But that's just my opnion.

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