eugenekay wrote: Sun Oct 05, 2025 8:28 pm
Adding
another mix-able property to Fluids seems like a lot of Effort, would take extra calculations each tick that the Fluid system is active
Well, only Wube knows how expensive it is in practice, and while this was one of the reasons why
they thought about removing temperature completely, note that they instead doubled down on it, notably with the use of nuclear reactors on space platforms and heat pipes on Aquilo.
And then also, if I am not mistaken,
since 2.0 fluids became simpler than even heat pipes ?
, and it is not clear what the "impurity" would even be? Water or something?
That would depend on the fluid. For instance it obviously wouldn't be water for Water.
It's not clear either what 'productivity' or 'quality' are, and how a 'module' would help with them, especially for things as different as coal and flying robot frame. They are abstracted too for gameplay purposes.
I think that re-purposing the Temperature mechanic is something that a Mod could actually implement.
Maybe, but then it would need to remove the existing fluid temperature features. Arguably barely used in vanilla and even Space Age, where a few distinct fluids could be probably used instead (as already happened with the separation of water into water and steam) but some mods do play more with fluid temperature.
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Once something's been made with the fluid (eg. iron plate) it already recycles into itself, as does Holmium plate, for the very reason that it can come from ore or a liquid. AFAIK all such items do.
Depending on what you mean by 'such', not all : for instance batteries, or big mining drills or processing units and quantum processors.
But looks like I forgot to write out the thoughts I had about what ought or ought not be recycled and how. Will edit.
I guess that here we have the issue of needing to keep some semblance of realism about what is ultimately possible to recycle.
It shouldn't be easy, or in some cases, possible at all, to recycle petroleum gas back into crude oil, or plates into ore !
This is probably another reason why this recycling with fluids ought to be higher, futuristic tech, like superconductors or fusion reactors, whether through a different building or not.
And there might be gameplay-related reasons for blocking normal (super-)recycling in favour of the simple one, or to something else altogether (note how,
despite what the description says, not ALL biological items are recycled into spoilage).
Thankfully, now
with the introduction of recycling recipes into the Factoriopedia, this is all more
legible.
And now I realise that it might be interesting that the "super-recycler" would have its own set of recycling recipes, so for instance anything that can be made in a Foundry (like belts, pipes, concrete, low density structures...) would be super-recycled into molten iron / molten copper instead of iron/copper plates.
One more reason to have a new building.
And sounds like requirements (for unlocking these super-recycling-recipes at least) might be (at least) Fulgora + Vulcanus.
By your own rules, the creation of pure fluids is deterministic so there's no "upcycling" concept here.
I don't see how one requires the other. Lack of determinism only makes upcycling more complicated, by (IIRC) requiring a potentially infinite buffer, due to gambler's ruin.
If anything it gives you one more roll when you cast-to-plate (or use a recipe like LDS) which is already superior to recycling anyway.
Yes it does. Normalising (some more) recycling recipes from their simple versions. With the extra complexity, and depending on the situation, processing cost that this involves.
Yet again, the Fluid Purity modmod would
also changes recipes so that you cannot cheat legendary LDS from 'normal' (molten) iron/copper.
A big question is whether more normalising of recycling would make for better or worse gameplay ? More consistent doesn't necessarily mean better gameplay.
But this is probably a question that cannot be answered without playtesting, especially not considering the complexity of Space Age.
Seems like a neat idea, if done right. In the same way that a heat exchanger is "low temperature" when below 500 C and won't do anything, an uncommon plate casting foundry won't do anything unless the purity is at least 99%. Might match existing code, or so it would seem from the outside, as long as you don't complicate it.
Yeah, it wouldn't be completely blockage free...
Makes me think how
in Pyanodons steam can get stuck in the fluidbox
just in front of a Steam Engine if its temperature is lower than 100°C in 0.16. (Fluid temperature didn't propagate by touch, only by mixing.)
Which could have been a fatal flaw in my suggestion.
But I suspect that fluid changes in 2.0 removed this lack of fluid temperature mixing issue ?
So, unlike for heat pipes, there's still no 'propagation' of fluid temperature, but now instead of being 'stuck', it's all instant for each fluid 'network'?
Related :
Temperature Combinator
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mmmPI wrote: Mon Oct 06, 2025 4:04 am
Sounds very complicated to use for me and to implement ( like a major change of philosophy).
Yeah, so was quality itself. But in some ways it's easier than quality, so, combined, the result might be easier too ?
I understand the similarities with temperature, in the way you describe the mixing, it also reminded of chemistry particularly dilutions.
Yeah. IMHO in this case it's better (if slightly awkward) to use %, rather than the standard nomenclature for homeopathic dilutions (with the potential negative associations those probably have for Factorio's typical player).
I think you also need to adress how in practice players could make setup, if the recycler output fluids, it will force onto most players that want to recycle "sulfur" ( made out of 2 fluids ) some pretty hard setups, the way fluid could "freely mix" works only if it's the same fluid. Maybe item made of several fluid should always recycle in themselves ? That would work for vanilla+space age i think, but it would not fully be "quality for fluid", if player use other mods with their recipes. [...]
There seems to be some misunderstanding here ? In the case that sulfur would indeed be allowed to use a normalized (super-)recycling recipe into water and petroleum gas, you would just have the reverse of the initial recipe : one item goes in, 2 fluids go out, from 2 different pipes.
It's no more complicated than a recycler setup, potentially simpler in fact in the case of quality, since you don't need to deal with 2-5 versions of each item, that, on top of that, are produced randomly.
This discussion made me think that an early version of fluid recycling might (somehow ??) be available earlier than the normal recycler.
But sadly it might be too late in Factorio's development process for that, you might need to redesign a large chunk of Space Age for such an integration (different Fulgora ? a whole new planet ??)
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eugenekay wrote: Sun Oct 05, 2025 8:28 pmAnd another Recycler building too?
waterBear wrote: Mon Oct 06, 2025 2:41 am
Do you need a special recycler for this?
The above is why there probably needs to be a separate, larger, super-recycler building : to account for pipes.
(Can even buildings with pipe inputs/outputs not be square ?)
Mods can hack around this, but with professional quality graphics that Factorio has, potential pipe outputs need to be considered, ideally also accounting for
mods.
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h.q.droid wrote: Mon Oct 06, 2025 7:27 am
I'd say rather than recyclers outputing fluid, one could have a barrel input slot in the recycler and some of them eventually get filled with random generated fluid.
As you can see, I considered it, but it just seems to be too complicated to implement. But maybe I'm wrong ?
Right, with barrel's discrete nature involved, we would be back to a random process. (At least for some recipes, those not returning enough fluid, and also not for questions of fluid Purity, which would still be non-random.)
Un-barrel-able fluids are gone forever.
Some of them might still be un-barrel-able for purposes of suspension of disbelief or gameplay (lava, some Aquilo fluids...)
Having barrels could also reduce pollution.
It's thematic in that when crushing stuff for recycling, juice would spill everywhere and you'd have to scoop them up with something. There could even be some visual animation of an upside-down barrel where the smoke normally comes up.
Right, battery recycling might get messy !
Well, this sounds like this goes much further than Space Age (or even my suggestion) currently does.
But mods have experimented with pollution spills before : for instance pYanodons has a "Tailings Pond" that can store liquids, and 'accepts' an unlimited amount of them, but then once over its nominal capacity,
'overflows', and creates "spilled ground" around it that greatly slows you down. Depending on the overflowing fluid and its amount, it also creates more or less pollution. (Gases immediately 'overflow' and are not stored, and also don't create "spilled ground", but do - pollution.)