Quality condenser

by Quezler

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

Content
8 days ago
2.0
8.12K
Factorio: Space Age Icon Space Age Mod
Mining Manufacturing Storage

b Copy/Paste Does Not Maintain Circuit Connections

5 months ago

See title. I'm just starting my quality journey, and don't have a ton of free quality modules, so I only want to place one in each condenser to be upgraded instead of filling their inventory. I accomplish this with a circuit condition on the inserter, and it's a huge pain to have to go back and hook them all up with wire again.

5 months ago

This is still an issue, but I think I misunderstood how the mod works, and am now putting all of my base quality modules in a single condenser.

5 months ago

the ability to connect circuit wires was added after the mod went live, purely because proxy containers made it possible, the mod's logic therefore has no blueprinting support for circuits (and honestly its just a pain to deal with persisting wires to compound entities in blueprints) so i honestly do not plan to add it, and as for having to fill up their inventory (or just letting it sit idle for a few seconds) that was simply done with performance in mind, encouraging players to fill them up and not have lots of them with low item counts.

i wonder tho, in what way did you misunderstand my mod? i might be able to update the documentation a bit if you're willing to share the difference in thought.

5 months ago

Sure! It wasn't clear to me that a "roll" would be effectively null if the number of items/quality would result in <1 output. It was confusing that no inventory was being consumed, even though the machine would activate. Perhaps an indicator to the player that there isn't enough items for the current quality level?

5 months ago

originally the mod also really started processing if the chance was less than 1, but it felt a bit wrong to lose your highest quality items just because there was another quality above it unlocked, i don't think i'll add an indicator since the mod kinda advertises itself as bulk and the idle mechanic encourages filling it up vs just throwing some random small amount of items in, and yeah the animation plays before the script heavy upgrade script runs, this way the power cost gets paid properly.

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