Upcycler Planner

by RealK

Choose an item and a target quality, the mod designs and gives you an entirely configurable upcycling loop blueprint.

Utilities
a day ago
2.0 - 2.1
1.12K
Factorio: Space Age Icon Space Age Mod
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i [done 1.1.0] Some small features

9 days ago
(updated 9 days ago)
  1. on/off switch - could be a constant combinator that emits number of "goal" items into the output chest OR a constant combinator emitting "ready" signal. Right now machine will start running even before it is complitely constructed. Without quality modules installed - it will burn quality ingredients for no good reason.
  2. red/green lamp indicator showing if it is done or not. Mostly visual.
  3. a way to change target qty without rebuilding the whole thing. Machines can take limits from constant combinator. For example I made it aiming for 50 legendary things, but now things have settled down and I increased the production and can afford to keep more in stock. Right now this means rebuilding or changing settings on a bunch of machines.
9 days ago

Hey thanks,

Those are good suggestions I'll surely have them in mind,

Currently moved on to other things so I'll patch this mod less often but that will come, I already have some ideas for next updates.

3 days ago

Hey,

Just released this on 1.1.0:

  • When circuitry logic is enabled in the planner, the values are now defined in a constant combinator
  • We can also switch the constant combinator on/off to disable the loop
  • There is a lamp and a display planner showing the status of the loop

Check changelog for more details :)

3 days ago

Awesome :)

Question, are you interested in more blueprint making mod ideas? Specifically - lookup table generator. Blueprint itself is simple - just logic combinator and constant combinator, but there's a whole lot of checkboxes to tick and numbers to fill in. I can give a detailed description if you are interested.

3 days ago

Yh sure if you explain me and give me exemples I can have a look and give it a try,

I've been trying to make a Belt Balancer Planner, but it's not going very well I don't think I'll ever release it

3 days ago

For belt balancer you basically need a SAT solver, so reasonable approach would be to keep ready made blueprints and select the right one. But that's what a blueprint book will do with the right organization :)

3 days ago

So problem. Basically when you are trying to run a single machine to craft several recipes.

Examples - crusher on a space platform. There's 9 different recipes (3 basic crushing, 3 advanced and 3 for rerolling), more winth mods but you can get away with 1 crusher with some modules and a beacon. All that needs to be done is to have a circuit that reads what's available, what's missing and output the right recipe. For example if 75% of the asteroid sushi is ice asteroids - you need to start transmutting them. Low on copper - advanced metallic crushing, etc.

Second example - Maraxsis. There's two recipes - one takes sea water and a filter and spits out filtered water + dirty filter. Second one - takes dirty filter and clean water and spits out clean filter and more water. Problem is machine that does this comes with inherent 50% quality bonus, so to get this running you need 5 copies, one for each quality. To avoid - need a circut that reads what's available and produces the recipe.

Example circuit that would craft gears from iron of any available quality.

constant combinator with signals: 1 iron gear, 2 uncommon iron gears and up to 5 legendary gears. Quantities must be different, here - 1..5.

Decider combinator with groups:

Normal iron plate (from green input) > 0 AND EACH == 1 (from red input) OR
Uncommon iron plate (from green input) > 0 AND EACH == 2 (from red input) OR
...
Legendary iron plate (from green input) > 0 AND EACH == 5 (from red input) OR

Output EACH from red.

Connect constant combinator to red input, connect chest with gears to green input, connect output to the assembler and pick "set recipe".

Annoying part is to making sure every input is selected and clicked right.

Try making it yourself by hand, see how it works.

3 days ago

Now, interface. I see two use cases: looking up from signals in general and looking up from ingredients.

Maraxsis example for looking up from ingredients.

Ideally i want to be able to specify "for each quality, if can craft this - craft this"

For crushes - more or less the same, but it adds extra conditions. For trasmutting ice asteroids it might be "ice asteroids > 300 AND carbon < 30"

3 days ago

Interface. Similar to decider combinator, but probably without the OUTPUT column - just the conditions.

Rows are similar, one signal for input, one signal for output.

If INPUT is absent - you can treat it the output as a crafting recipe, look up the ingredients and use that.

If OUTPUT is absent - use this check and AND it with a check on the next (or a previous, not sure what's the best) line - this way you can make complex checks without going into fancy UI shenanigans.

For input you need signal with quality and some quantity to compare it with.
Similar for output.
There should be a way to tell "do this for all the qualities", or "uncommon and higher". UI elements for filter in inserter or splitter are ideal, but that's C++ only so tricky.

3 days ago

So if in UI I say something like

input | output
Circuits > 10 |, all qualities
| copper cable > 10, all qualities

It should generate something like
if [quality curcuit] > 10 AND [quality copper plate] > 5 THEN [quality copper cable]

3 days ago

This should make a blueprint with description to how to use it - "green circuit for decider - input".

And it would be nice to be able to import those blueprints back to the editor for minor tweaks.

Does it make sense at all?

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