This design takes a common input item, crafts a single-ingredient recipe, then recycles the crafted item, in a loop. This is more effective than directly recycling the input item because the crafting doubles your opportunities for a quality upgrade at the cost of just electricity. Also some single ingredient recipes can be crafted in structures with productivity (e.g. copper wire in an EM Plant), giving an additional bonus to the output.
The circuits will detect when the chest has enough of a higher quality ingredient to change the assembler to the higher quality recipe. Unfortunately when this happens, lower quality input items already in the assembler will get pulled out and recycled directly. This reduces the speed and efficiency of the system a small amount. Resolving this would require pausing the input inserter and delaying the recipe change until the already-inserted items get used up, and I failed to implement that in fewer than five additional combinators.
You have to set the quality cap in the top selector manually, at least until viewtopic.php?f=6&t=122105 is implemented. It's set to rare by default, so that players who haven't unlocked higher qualities won't just be voiding items trying to craft qualities they can't.
Square(ish) version:
Narrow version:
My quality upcycler with single-ingredient crafting
This board is to show, discuss and archive useful combinator- and logic-creations.
Smart triggering, counters and sensors, useful circuitry, switching as an art , computers.
Please provide if possible always a blueprint of your creation.
Smart triggering, counters and sensors, useful circuitry, switching as an art , computers.
Please provide if possible always a blueprint of your creation.
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