NOTE: A new version of the blueprint has been added to the blueprint book. This fixes an issue where the quality assembler resets its recipe unnecessarily often, causing bottlenecks or even deadlocks. Special thanks to @Menai1888 for pointing out the problem! Updated blueprint book: pastejustit.com/w2mwlrfsvn Backup link: pastecode.io/s/5903xsat
I still had the v2 products deadlock when making recyclers. the quality assembler keeps resetting itself. edit: nevermind, I didn't see the v3 further down the list! edit2: it would seem that my issue is with the EM plant BP. that one likes to backup.
This is excellent. I've been playing around with how to make a good generic version of this instead of custom building ones for each thing I need, and this is really useful.
you have 3 assemblers and a recycler gives back only 25%, so you could split all the normal quality from the belt and insert it all into the requester box of 1 assembler, than you can have the remaining 2 assmblers whit only a requester chest, it removes the crafting delay for the assemblers waiting for the items to arrive on the belt
One Idea I had, is to add a requester chest to request higher quality intermediates to speed up the process. But I don't know how to implement that, because when i paste the blueprint, add something and then try to make a new blueprint the parameters get reset.
Wow, that's amazing. Only started to use your blueprints and thought that it takes to many quality modules, and here you are. Great. I there's only one thing left to be done: asteroid uptier.
amazing design overall, its doing great job producing quality modules and buildings that are cumbersome to get quality ingredients for(EM plants, cryo plant, and fusion stuff especially). but there are 2 small problem i run into. for many of the EM plant recipes, one recycler was not cutting it (I’m using both legendary EM and recyclers). as for the second problem, it lacks foundry version, this design is absolutely the best way to get legendary big drills and foundry early on. luckily fluid cryo plant BP is easy enough to manually modify to do the job, but it still a missed opportunity.
The problem you have is that for legendary items you are missing on productivity. For items that support it. In addition if you are using other production buildings with the 50% productivity, you will be losing it on all of the production buildings. Best build here would be the first one you did, making it little bit larger so it can support 3x3 buildings, and additionally making the non legendary and non regular quality to only activate if you have enough ingredients to make 2 items (because of the 50% productivity bonus). You would need the RS Leach that will activate if you have more then 2 items ingredient and reset when you don`t have enough. But it might be to complicated to be worth it.
It's a pulse extender. So if it gets a pulse signal, it holds and outputs that signal for x amounts of ticks. This is added onto the regular recipe signal to make sure that it doesn't flicker and resets the recipe. The x amounts of ticks are also parametrised depending on the crafting time of the item.
Just what I needed, thank you. I just cant wrap my head around the wiring and circuits beyond a basic build anything blueprint wiring the building to the requeter chest. Ive been making a few quality items on fulgora, wastefully. This is a big upgrade for me.
Yeah it can definetely be a lot to keep track of! But after fiddling with circuits for hours upon hours, I feel like my brain just kicks into autopilot, kinda like learning to ride a bicycle I guess. Also, circuits are incredibly fun when you get into it!
you can probably make the blueprint even more compact by making the quality combinators central for all builds (you will probably build more than 1 copy of this blueprint) and connecting each build to this set of combinators, as long as you account for that in the parametrization. Or you might not need them at all if you set everything up as a parameter.
Hmmm that's an intresting idea. I think the problem with that is that the combinators are only configured for one type of product. So in this case it wouldn't be obvious which recipe to output based on the contents of the chests.
the belt that the recycler outputs onto gets stuck often for me when crafting rocket turrets, either the inserter that puts items into the steelchest doesnt seem to be able to keep up, or the inserter from the assmachine fills up the belt after a recipy change, would it maybe help to add a splitter whit quality to the inserter that goes to the steel belt so there are always items standing still infront of that inserter
@@LegendaryFish0 i think the recycled item belt gets stuck whit items is becaus i upgrade the machines and inserters to legendary, there are to many items on the belt than that the recycler doesnt have room to output and crafted items build up, adding a second inserter on the steelchest fixed it for me
The previous build has a version for EM plants, just not with the new design: th-cam.com/video/2S9Ub2A5jV8/w-d-xo.html I might make other versions of the new build in the future:)
I found the V1 BP very useful in Fulgora. I changed the steel chests to buffer chests and make them request the ingredients for the intermediate tiers.
Awesome vid! I'd love a video on module production, especially at mid-end game. I currently have an okay setup for generating legendary copper, iron and plastic. However, it's still far too limited to make legendary modules with just these ingredients. Ideally I'd mix in the normal quality ingredients as well since they're practically free and in abundance. No idea how to make it though, especially since I only care about legendary modules from now on.
Hmmm yes I will definetely consider making a video on that. Good idea! It seems I'm kind of at the same stage as you though, so I'll just have to come up with something clever first!😎
Question I have a chest thats full of Rare, Epic Quality materials and now the system is clug up cause its trying to craft a uncommon quality whats ur approach for unclogging the chest? rn i just added an over flow chest the make sure theres only 500 of each item and quality
Yeah a few other people has experienced the same problem. I made one adjustment that seemed to reduce the problem, but I might have to redesign even more to remedy this.
@@LegendaryFish0 Oh yea one more thing i noticed that lets say i set my limit to 50 rare and epic if lets say u end up using some of the rare the machine starts up again but it Recycles the epic stuff even if ur not aiming for legendary Would be nice to make it so the machine is crafting something lower tier it doesnt just destroy any higher tier because the limit is full cause i dont want the machine runing 24/7 by setting it to have 1000 epic quality
Hello there. Great idea and blueprint! Would you mind adding the blueprints for the electromagnetic factory for version 3 to your blueprint book? thanks!
After trying both V2 and V3 for legendary recyclers it seems to me that the "original" design is strictly superior. The "quality" assembler resets its recipie to often, esp. when crafting rare and above because suddenly uncommon quality takes priority. Currently I think the crafting time + ingredient amout is just to big. Maybe a latch could help by integrating a "craft until no more resources are available, only then reset and allow a new recipie" could help. I toyed around a bit but wasn't able to implement it. In the original I added a splitter with input priority instead of sideloading the recycler as the belt stopped moving. I still haven't figured out exactly why but that keeps the belt moving constantly.
Yeah at this point I agree with you. I feel really inclined to just design the entire thing from scratch again. A latch would definitely be a good idea! Another potential way to solve this would be to send the recipe out as a pulse, keep it in a memory cell, and then send out the same negative signal once the craft has finished that resets the recipe, then allowing a new recipe pulse to come in.
Very nice work there on all the blueprints, from video1 and the update now. I have only one problem, it takes too long to set the recipe for the quality crafting shop, and that one poor inserter also can't lift all materials from the belt. Specially when you unload the material after the recipe reset also on the belt (got rid of that issue with a mod so he is emptying it into the chest), but still the chest is overflowing. I got enough materials to craft the item 4 or 5 times in green and 3 times in blue, but the recipe reset takes too long. So the updated version, though it's a neat idea, will no work, simply because of the time it takes to set recipes. The first one works fine though and I will use these.
Wow yeah that's quite the error. I actually didn't even realise that the recipe signal wasn't kept constant when able to craft multiple of one quality. So I guess the problem isn't that it takes too long to set the recipe, which should be instantaneous, but rather that the assembler wastes so much time by resetting, that not all items are consumed fast enough. What do you think? If that is the case it should be quite fixable by combining the output of the signal extender with the output of the "recipe setting" combinator.
Another idea, without logic but using recyclers and bots. Just setup a build of an item using bots to bring in the materials. Then I fully scrap uncommon and rare. Any normal items get scrapped but the output of that goes back into the making of another item. Just stick it all on a loop and leave it for a few hours.
Hey I just found your channel and find you and your designs really cool, I am not that good at circuit network and really confused how and why this works. I think it would be cool of you could explain your designs a bit more in upcoming videos, like what is beingread, how it is being read, where it goes etc. really cool video though, keep it up!
I’m currently working on a new design that I will probably make a video on in the near future. My plan then is to make on video outlining the basic concept and functionality, and another video going into more detail. Good plan right?😎
Was hoping that you would talk about negatives of this blueprint compared to earlier. I saw atleast one. There is no productivity modules in legendary assembler. Even thou in this(substation) case you cant use them.
You are 100% right, definitely should have mentioned that! My reasoning behind that is that making intermediates with this method isn't really the right way to go about quality products anyway, so I found productivity unnecessary.
Might make more versions in the future! But at the point where you're making intermediates it's probably a better idea to focus on making legendary ingredients.
If there's only four assemblers can't you get rid of almost all the belts by direct inserting to/from the recycler and then putting the stuff you don't want to trash into a chest? There's a neatness disadvantage because all your stuff won't be in their own boxes, but instead mixed together and distributed into their own chests.
the chests are necessary so that if there's alot more of one ingredient than another(by luck) then it won't clog the machine and the other ingredients will be supplied as well.
@@dannyboy1350 You have three assembler's worth of space to work with, it shouldn't deadlock that much... Come to think of it, you could just direct output (ie. not via inserter) from the recycler into one of the assemblers which should beat out almost any attempt to draw via inserter from the recycler which would allow you to just put it into the chest you're putting all the quality components into to read for the quality assembler. You'll still need a short belt for the quality assembler (it changes its recipe so it'll need to output excess ingredients back to the input), but I think that should be it.
@@AgaresOaks well aslong as you have a chest for both quality ingredients and not quality ingredients that should work fine. Well, for any real world application anyway, you'd need more buffer for something like quality rocket silos.
@@dannyboy1350 Silos have a deterministic recycler output so they'll never deadlock. (well, the non-quality ones won't, the rocket silo recipe is chonky enough that you can run out of space for quality ones if the box is too small) Remember, there's space in the assembler to store ingredients. The ones you'd be concerned about deadlocking are things like mech armor which has an input which is 1 item (power armor mk2) and other items which have huge counts (modules). So theoretically you could hit the insertion limit on the modules before you get a power armor and then recycler rolls a quality upgrade.
Check out Konage's latest work for a gambletron/casino circuit that can preserve the 2 craft requirement for productivity buildings like EM plants. I like your method of preserving a certain number of lower quality items as well though. It would be neat to see a combination of the two approaches. The machine evacuation speed of your high-quality assembler is also slowing down the new process when switching recipes, especially with high ingredient count items like inserters. It would be nice to evacuate the machine into a box for faster inserter performance over trying to cram stuff back down on the sushi belt.
I'll check it out! I just wish the inserter only would insert enough per ingredient for 1 craft. I could maybe fix this with a bit of circuitry. Also, the productivity for EM plants and such could be fixed by dividing by -2 instead of -1 I think. We'll see when I try!
It's a blueprint book, so the old one is gonna be in there too. You either have to shift + scroll to change the blueprint, or right click the book and pick. Make sure you're using the V3 blueprint.
Nice Build. I just finished making my own which was much closer to your v1 but I didn't like it as it could jam on some recipes. Was about to attempt a rebuild when I found your video. now I can get back to expanding my factory.
Also want to add one thing I found missing. I have a good chunk of tiered intermediate components and wanted to pull in those instead of waiting for it to roll for it. so i added it to your blueprint. it also sets within the tile space. feel free to use if anyone else finds it useful (works with v3) 0eNrFVsFymzAQ/RWPjh3RKWAc23/QW++ZDCNgiTUFiUgiicfjf+8T2JjENC2dceqDvZJ23+57krw6sKxqqTFSObY9sIJsbmTjpFZsy0RRLJxeGMplQ95q2qrC0OrW5GQXpdH1QrfOyoIWFxzOZK6VZdv7A7PyUYnKQytREzAtVZQ7bYJc15lUAiY7IkIV9Mq24ZFPxBh6ask6QtAOvyP/6PjAGSknnaQ+YTfYp6qtMzIA5GcQYaTb1eRkPk7NWaOt7PkeGBCDZRx/TTjbw4xiZCok+PcOa85AzBldpRntxLMEAKIuyCmWiw7N+oVSGuvSCx23b3wlz9K4FjNDab1HQCLfeW6WPMzfx333QbohI0779gUu2JamnZ0cH36lYTT4utZkOnBGKNto44KMKjclYRQNEsJ6K2IYTauYS5O30qWGRJHuBATwXigFUjrTEh88zvO9a60L8gdhovD4QtIRVafTM1FvuL5sOeqdgFryjw7wlASbE2D4XoDlNP/xBj5hh5C9V7okn+A0lfZ3L7UOvvnojlT0SKoQZu8Pw9kZ19n5EoE6/yRci5DMFuHuc0WgBsPb8V/N5p98Ln8jDN2Q/91s/vHn8m8V6qkRfTsN1vMbShTOVOF/N5Rz3Hg3gn/uKfxN2aki96LNz46PoeL85/5oiJCnFJWl9yVfx3RuQ5BHmG5dm6GkUlgXSGXJODJ/6AHhdc+awA6/8d89UKbgN+/gP+qBvqelukxHGxC+6X/9mUhJiawa9ADoqZC0lBWq6fSyPYn+dTQ8s/Bswr2yu1Rp33L78ouzlFh9AXsfcx/yiC959MDvI1jrzooHCys8OVkxrBgWxnzVzWEMy89hzO+6OYxh+Tl8AyWEtUYGyBk9ILF0VEPS8XOyEnhoYO6Hf37SK5jhUFzeofB4BtlOpmQVbZabTZJEySqOwuPxF5oyvd4=
Checked it out, looks like a solid addition! The reason I had for not doing something similar is simply that I might have a lot more of one ingredient, which could risk overflowing the chest. I feel like that wouldn't be too complicated to fix with some circuitry though!
You can still use it even if you haven't unlocked every quality, just make sure to set the qualities you haven't unlocked to 0 so that it doesn't try to upcycle forever:)
Does this work at the intermediate stages of quality? For instance, if I only have rare or epic unlocked will it make those recipes and store them in the chest or will it attempt to recycle them?
Would love to see a more in depth explanation, mostly of the adaptive crafting recipe. It's kinda hard to comprehend just from looking at the finished thing, at least for me. Before i came here i tried it myself with copper wires, using only decider combinators and ran into the problem that a higher tier plate entering the source crate would knock out the current recipe and it's components and that with only 1 component, hard to imagine doing that with 3+. Seem like you are running into the same problem, at least a bit.
Neat combinator creation, but emphatically this is not the efficient/easy way to go for legendary items for most recipes once sufficient levels of infinite tech have been reached (and I would argue that that research takes priority over chasing legendaries before that point). - blue circuits can be crafted with high amounts of productivity from modules and research, and then recycled with quality to have a chance of an upgrade. Repeat until legendary. In the end, with 300% productivity this means turning normal green and red circuits into legendary ones 1:1 given enough time, power and sulfuric acid (but even before 300% this is very doable, just means there's still a bit of "shrinkage" that needs to be backfilled with normal items). With recycling that output you also get 1:4 ratios of normal plastic -> legendary plastic and normal iron -> legendary iron for recycling legendary reds and greens respectively. - with legendary plastic: legendary steel and legendary copper can be obtained from lava via crafting low density structure, again with sufficient productivity and research this becomes lossless but even before that point it is already very efficient. - with legendary r/g/b circuits, iron, copper, steel and plastic at very affordable ratios compared to the normal imports (1:1 at best, 1:4 at worst) you already craft most recipes in the base game. There's additional cheap legendary coal (carbon + sulfur) and stone (from calcite, then using lava -> molten iron/copper) that can be had from exploiting asteroid reprocessing with quality modules. What remains a challenge is things like pentapod and biter eggs, but for that there are bespoke setups that can take care of the "spoilage" TL;DR: the way to easy/cheap legendary materials usually involves fluids and productivity and neither of those are accounted for in this setup.
Hey, nice job, but maybe you should live 1 that crafts legendaries with productivity module ? I think it would give some more legendary items in return, especially if you put better quality productivity modules.
Jesus. I've just spent time on Fulgora using quality 3 modules in the miners and then setup a basic filter with no logic. Then I see this and puts mine to shame.
I'm so bad at this game. I was able to expand to the point that I can run around and wipe out the red biting bugs all around me, but I'm 30 hours in, ready to go to space, and have no idea how to even build a blueprint. I'm still building everything manually.
Man everyone feels like that at some point. I started space age with about 800 hours of playtime in regular factorio, and even then my first spaceship is quite terrible. It's just trial and error until you get the hang of it.
This design is so much better than a generic casino, much less "idle' in the build so the quality chance per second is much higher than a single crafter swapping between common and then the other 4 qualities
Hey hey, very nice blueprint! One small comment on the video, when showing what the design is doing. Please don't move the camera as much, it is kinda hard to follow what is happing that way.
You lose the production modules in the Legendary quality assembler and when the assembler is assembling a Legendary quality item it is running quality modules which doesn't gain you anything. The Legendary should still be its own assembler with prod modules and the uncommon, rare and epic should be the shared assembler. Of course this only matters for intermediate products that can have productivity modules
Yes I agree! I thought about making the legendary assembler separate, but ultimately decided not to. My reasoning is that I don’t think you should use this blueprint to make legendary intermediates anyway, so I didn’t consider it an issue. However in the rare case that someone might want to, they could just use the original design:)
Still, using 4 legendary productivity 3 modules gives 100% productivity bonus. That's still very significant for whatever production chain you're considering. Edit: after second thought, this is only relevant for the recipes where you can apply productivity modules. Thanks for the design, I am working on my own, but this gives me additional ideas to upgrade my own
There was a guy with a 1 assember casino build sometime ago. some of the logic can be slightly improved to suit individual preferences and you can swap assember for foundry or anything else really. th-cam.com/video/93W3W5XCNNI/w-d-xo.html I can see he improved upon it with some updates. Didn't know that.
Depend on your perspective. This version is bad for anything comes with productivity. I think the previous version is much better. Your previous version cost a few more quality modules and more idle time but it also fully utilize the productivity bonus. In term of idle time, the ideling part is not the bottle neck of the system so the entire extra costs of your first version boils down to the extra quality modules and assemblers which are all constant cost. But the productivity bonus is a linear gain. Hence in a long run your second version is strictly worse. If you have 4 legendary productivity module 3 insteas of 4 quality module in your final assembler, you will gain 100% more legendary output. Overall legendary gain will be a bit less because you naturally gain legendary from your rest of the product chain but 100% is a huge difference.To optimize a comolex system, asking the right question is equally important to making it work. People who previously questioned idle time are on the wrong direction.
Very true when you're making intermediates! My reasoning is that I don't think this print should really be used for that. However in the rare case that you might need a small quantity of better quality intermediates, the old print works fine!:)
I built a blueprint a while ago that does that too, though I dont use sushi belts. 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
NOTE: A new version of the blueprint has been added to the blueprint book. This fixes an issue where the quality assembler resets its recipe unnecessarily often, causing bottlenecks or even deadlocks. Special thanks to @Menai1888 for pointing out the problem!
Updated blueprint book: pastejustit.com/w2mwlrfsvn
Backup link: pastecode.io/s/5903xsat
Updated link broke
@@LegendaryFish0 yes, this was the deadlock problem I had also. I try your new version, thanks!
I still had the v2 products deadlock when making recyclers. the quality assembler keeps resetting itself.
edit: nevermind, I didn't see the v3 further down the list!
edit2: it would seem that my issue is with the EM plant BP. that one likes to backup.
Not only you respond to feedback, but you design and share a better version of the blueprint several days later. yeah insta sub.
Agile :)
Well, he made a mistake. There are now no productivity modules when producing legendary. That’s a huge loss
Also there us no reason not to use the 4th machine to produce Q1, while no ingredients for the rest are available
This is excellent. I've been playing around with how to make a good generic version of this instead of custom building ones for each thing I need, and this is really useful.
you have 3 assemblers and a recycler gives back only 25%, so you could split all the normal quality from the belt and insert it all into the requester box of 1 assembler, than you can have the remaining 2 assmblers whit only a requester chest, it removes the crafting delay for the assemblers waiting for the items to arrive on the belt
Thank you for making your blueprint free unlike a certain other Factorio youtuber. This design is _cleeeean._
A better version is on the horizon;)
One Idea I had, is to add a requester chest to request higher quality intermediates to speed up the process. But I don't know how to implement that, because when i paste the blueprint, add something and then try to make a new blueprint the parameters get reset.
the only bad thing is the production modules, but i think is an amazing job this blueprint, Congrats!
Yes that is true! I just figured that this blueprint isn't really supposed to be used for intermediate products anyway.
An update the day after I subscribe. N I C E. Been stamping this all over Fulgora. Can't wait to try the updated version
This is amazing. Thank you so much for this design!
Any plans on releasing a video on kick starting quality ingredients (ores, plates, etc)?
Thanks a ton for the video!
Yes actually!
Great stuff. Looking forward to more content from you!
That's actually impressive, thank you!
That's awesome! Thanks, dude!
Wow, that's amazing. Only started to use your blueprints and thought that it takes to many quality modules, and here you are. Great.
I there's only one thing left to be done: asteroid uptier.
Might make a video on that very soon😎
now I know how to craft legendary fish and get the achievement
amazing design overall, its doing great job producing quality modules and buildings that are cumbersome to get quality ingredients for(EM plants, cryo plant, and fusion stuff especially).
but there are 2 small problem i run into. for many of the EM plant recipes, one recycler was not cutting it (I’m using both legendary EM and recyclers). as for the second problem, it lacks foundry version, this design is absolutely the best way to get legendary big drills and foundry early on. luckily fluid cryo plant BP is easy enough to manually modify to do the job, but it still a missed opportunity.
Oh man the problems do never seem to run out. I'll see what I can do with the limited time I have available:)
well, dont worry about it to much, as it is its still pretty damn good BP.
The problem you have is that for legendary items you are missing on productivity. For items that support it. In addition if you are using other production buildings with the 50% productivity, you will be losing it on all of the production buildings.
Best build here would be the first one you did, making it little bit larger so it can support 3x3 buildings, and additionally making the non legendary and non regular quality to only activate if you have enough ingredients to make 2 items (because of the 50% productivity bonus).
You would need the RS Leach that will activate if you have more then 2 items ingredient and reset when you don`t have enough.
But it might be to complicated to be worth it.
funny i did build something simmilar my self, but i have to figure out how to do the parameter stuff
Might make a tutorial on everything parameters soon:)
Whate are the two Combinators to the right of the signle assembler doing? They take %30then check if the results are 330?
It's a pulse extender. So if it gets a pulse signal, it holds and outputs that signal for x amounts of ticks. This is added onto the regular recipe signal to make sure that it doesn't flicker and resets the recipe. The x amounts of ticks are also parametrised depending on the crafting time of the item.
Just what I needed, thank you. I just cant wrap my head around the wiring and circuits beyond a basic build anything blueprint wiring the building to the requeter chest.
Ive been making a few quality items on fulgora, wastefully. This is a big upgrade for me.
Yeah it can definetely be a lot to keep track of! But after fiddling with circuits for hours upon hours, I feel like my brain just kicks into autopilot, kinda like learning to ride a bicycle I guess. Also, circuits are incredibly fun when you get into it!
@LegendaryFish0 can you make a v2 for the EM plants, please?
you can probably make the blueprint even more compact by making the quality combinators central for all builds (you will probably build more than 1 copy of this blueprint) and connecting each build to this set of combinators, as long as you account for that in the parametrization. Or you might not need them at all if you set everything up as a parameter.
Hmmm that's an intresting idea. I think the problem with that is that the combinators are only configured for one type of product. So in this case it wouldn't be obvious which recipe to output based on the contents of the chests.
@@LegendaryFish0 Yes, you would need to set up recipe ingredients requests in the parametrization instead of reading it from the assembler :)
the belt that the recycler outputs onto gets stuck often for me when crafting rocket turrets, either the inserter that puts items into the steelchest doesnt seem to be able to keep up, or the inserter from the assmachine fills up the belt after a recipy change, would it maybe help to add a splitter whit quality to the inserter that goes to the steel belt so there are always items standing still infront of that inserter
adding a second inserter into the steelbox seems to fix the stalling of the belt, will try a splitter aswell
Hmm odd. Does this happen with the new blueprint as well? V3 shouldn't have this issue.
@@LegendaryFish0 i think the recycled item belt gets stuck whit items is becaus i upgrade the machines and inserters to legendary, there are to many items on the belt than that the recycler doesnt have room to output and crafted items build up, adding a second inserter on the steelchest fixed it for me
Does this setup still use prod 3 modules for the legendary crafting?
Unfortunately not. However productivity would only be applied to intermediates, which this setup isn’t optimal for.
Perfect thank you, will it be possible to make one for the EM plant as well based on the same principal?
The previous build has a version for EM plants, just not with the new design: th-cam.com/video/2S9Ub2A5jV8/w-d-xo.html
I might make other versions of the new build in the future:)
Thank you goat @@LegendaryFish0
I found the V1 BP very useful in Fulgora. I changed the steel chests to buffer chests and make them request the ingredients for the intermediate tiers.
Yeah I can imagine!
Awesome vid! I'd love a video on module production, especially at mid-end game. I currently have an okay setup for generating legendary copper, iron and plastic. However, it's still far too limited to make legendary modules with just these ingredients. Ideally I'd mix in the normal quality ingredients as well since they're practically free and in abundance. No idea how to make it though, especially since I only care about legendary modules from now on.
Hmmm yes I will definetely consider making a video on that. Good idea!
It seems I'm kind of at the same stage as you though, so I'll just have to come up with something clever first!😎
Question I have a chest thats full of Rare, Epic Quality materials and now the system is clug up cause its trying to craft a uncommon quality whats ur approach for unclogging the chest? rn i just added an over flow chest the make sure theres only 500 of each item and quality
Yeah a few other people has experienced the same problem. I made one adjustment that seemed to reduce the problem, but I might have to redesign even more to remedy this.
@@LegendaryFish0 Oh yea one more thing i noticed that lets say i set my limit to 50 rare and epic if lets say u end up using some of the rare the machine starts up again but it Recycles the epic stuff even if ur not aiming for legendary Would be nice to make it so the machine is crafting something lower tier it doesnt just destroy any higher tier because the limit is full cause i dont want the machine runing 24/7 by setting it to have 1000 epic quality
used a more rudimentry design than this but this one is ... better and alot more compact than mine earned a sub and like m8 cheers!!
Hello there. Great idea and blueprint! Would you mind adding the blueprints for the electromagnetic factory for version 3 to your blueprint book? thanks!
Yes absolutely when I have time!:)
Nice. The assembly machines are missing pipe connections for fluid input though.
True! Might work something out in a future version.
Doesn't the productivity bonus reset when you change the recipe? For EM plants
Good point! With that in mind I guess the old design was the best one for EM plants.
After trying both V2 and V3 for legendary recyclers it seems to me that the "original" design is strictly superior. The "quality" assembler resets its recipie to often, esp. when crafting rare and above because suddenly uncommon quality takes priority. Currently I think the crafting time + ingredient amout is just to big. Maybe a latch could help by integrating a "craft until no more resources are available, only then reset and allow a new recipie" could help. I toyed around a bit but wasn't able to implement it. In the original I added a splitter with input priority instead of sideloading the recycler as the belt stopped moving. I still haven't figured out exactly why but that keeps the belt moving constantly.
Yeah at this point I agree with you. I feel really inclined to just design the entire thing from scratch again. A latch would definitely be a good idea! Another potential way to solve this would be to send the recipe out as a pulse, keep it in a memory cell, and then send out the same negative signal once the craft has finished that resets the recipe, then allowing a new recipe pulse to come in.
Very nice work there on all the blueprints, from video1 and the update now.
I have only one problem, it takes too long to set the recipe for the quality crafting shop, and that one poor inserter also can't lift all materials from the belt. Specially when you unload the material after the recipe reset also on the belt (got rid of that issue with a mod so he is emptying it into the chest), but still the chest is overflowing. I got enough materials to craft the item 4 or 5 times in green and 3 times in blue, but the recipe reset takes too long.
So the updated version, though it's a neat idea, will no work, simply because of the time it takes to set recipes.
The first one works fine though and I will use these.
Wow yeah that's quite the error. I actually didn't even realise that the recipe signal wasn't kept constant when able to craft multiple of one quality. So I guess the problem isn't that it takes too long to set the recipe, which should be instantaneous, but rather that the assembler wastes so much time by resetting, that not all items are consumed fast enough. What do you think?
If that is the case it should be quite fixable by combining the output of the signal extender with the output of the "recipe setting" combinator.
I updated the blueprint and I think the issue should be resolved.
Another idea, without logic but using recyclers and bots. Just setup a build of an item using bots to bring in the materials. Then I fully scrap uncommon and rare. Any normal items get scrapped but the output of that goes back into the making of another item. Just stick it all on a loop and leave it for a few hours.
Would work too!
Hey I just found your channel and find you and your designs really cool, I am not that good at circuit network and really confused how and why this works. I think it would be cool of you could explain your designs a bit more in upcoming videos, like what is beingread, how it is being read, where it goes etc. really cool video though, keep it up!
I’m currently working on a new design that I will probably make a video on in the near future. My plan then is to make on video outlining the basic concept and functionality, and another video going into more detail. Good plan right?😎
@ hell yeah
Was hoping that you would talk about negatives of this blueprint compared to earlier. I saw atleast one. There is no productivity modules in legendary assembler. Even thou in this(substation) case you cant use them.
You are 100% right, definitely should have mentioned that! My reasoning behind that is that making intermediates with this method isn't really the right way to go about quality products anyway, so I found productivity unnecessary.
that's super cool!
I came to a similar conclusion a couple of days before, but instead of belts I use inserters, the build is more compact but kinda more clunky.
Now we need one with a liquid intake :D (For motors and tungsten stuff)
Might make more versions in the future! But at the point where you're making intermediates it's probably a better idea to focus on making legendary ingredients.
This with Electromagnetic/Foundry/Cryogenic plant would be sick!
If there's only four assemblers can't you get rid of almost all the belts by direct inserting to/from the recycler and then putting the stuff you don't want to trash into a chest? There's a neatness disadvantage because all your stuff won't be in their own boxes, but instead mixed together and distributed into their own chests.
the chests are necessary so that if there's alot more of one ingredient than another(by luck) then it won't clog the machine and the other ingredients will be supplied as well.
@@dannyboy1350 You have three assembler's worth of space to work with, it shouldn't deadlock that much... Come to think of it, you could just direct output (ie. not via inserter) from the recycler into one of the assemblers which should beat out almost any attempt to draw via inserter from the recycler which would allow you to just put it into the chest you're putting all the quality components into to read for the quality assembler. You'll still need a short belt for the quality assembler (it changes its recipe so it'll need to output excess ingredients back to the input), but I think that should be it.
@@AgaresOaks well aslong as you have a chest for both quality ingredients and not quality ingredients that should work fine. Well, for any real world application anyway, you'd need more buffer for something like quality rocket silos.
@@dannyboy1350 Silos have a deterministic recycler output so they'll never deadlock. (well, the non-quality ones won't, the rocket silo recipe is chonky enough that you can run out of space for quality ones if the box is too small) Remember, there's space in the assembler to store ingredients. The ones you'd be concerned about deadlocking are things like mech armor which has an input which is 1 item (power armor mk2) and other items which have huge counts (modules). So theoretically you could hit the insertion limit on the modules before you get a power armor and then recycler rolls a quality upgrade.
legend!
Nice blueprint
Check out Konage's latest work for a gambletron/casino circuit that can preserve the 2 craft requirement for productivity buildings like EM plants. I like your method of preserving a certain number of lower quality items as well though. It would be neat to see a combination of the two approaches.
The machine evacuation speed of your high-quality assembler is also slowing down the new process when switching recipes, especially with high ingredient count items like inserters. It would be nice to evacuate the machine into a box for faster inserter performance over trying to cram stuff back down on the sushi belt.
I'll check it out! I just wish the inserter only would insert enough per ingredient for 1 craft. I could maybe fix this with a bit of circuitry.
Also, the productivity for EM plants and such could be fixed by dividing by -2 instead of -1 I think. We'll see when I try!
Cool! This prompted me to continue designing my own upcycler. Also, is that a Swedish accent I detect? :)
That's amazing man! (det är 110% en svensk brytning)
I thought Recycler couldn't be built on Nauvis.
It can't be crafted on Nauvis, but it can certainly be used there!:)
I rarely click the buttons, but you deserve them. Take my sub and like, while I joink your amazing blueprint, thanks!
Thanks a lot! Truly appreciate it:)
The blueprint links appear to only be for the first one?
It's a blueprint book, so the old one is gonna be in there too. You either have to shift + scroll to change the blueprint, or right click the book and pick. Make sure you're using the V3 blueprint.
@@LegendaryFish0 Oh yeah, I see it now :)
Nice video! would be nice/cool if you made a version for the foundry also!
Well, I'm stealing both blueprints set for my factory later today xD
Absolutely epic move in my humble opinion.
Nice Build. I just finished making my own which was much closer to your v1 but I didn't like it as it could jam on some recipes. Was about to attempt a rebuild when I found your video. now I can get back to expanding my factory.
Also want to add one thing I found missing. I have a good chunk of tiered intermediate components and wanted to pull in those instead of waiting for it to roll for it. so i added it to your blueprint. it also sets within the tile space. feel free to use if anyone else finds it useful (works with v3)
0eNrFVsFymzAQ/RWPjh3RKWAc23/QW++ZDCNgiTUFiUgiicfjf+8T2JjENC2dceqDvZJ23+57krw6sKxqqTFSObY9sIJsbmTjpFZsy0RRLJxeGMplQ95q2qrC0OrW5GQXpdH1QrfOyoIWFxzOZK6VZdv7A7PyUYnKQytREzAtVZQ7bYJc15lUAiY7IkIV9Mq24ZFPxBh6ask6QtAOvyP/6PjAGSknnaQ+YTfYp6qtMzIA5GcQYaTb1eRkPk7NWaOt7PkeGBCDZRx/TTjbw4xiZCok+PcOa85AzBldpRntxLMEAKIuyCmWiw7N+oVSGuvSCx23b3wlz9K4FjNDab1HQCLfeW6WPMzfx333QbohI0779gUu2JamnZ0cH36lYTT4utZkOnBGKNto44KMKjclYRQNEsJ6K2IYTauYS5O30qWGRJHuBATwXigFUjrTEh88zvO9a60L8gdhovD4QtIRVafTM1FvuL5sOeqdgFryjw7wlASbE2D4XoDlNP/xBj5hh5C9V7okn+A0lfZ3L7UOvvnojlT0SKoQZu8Pw9kZ19n5EoE6/yRci5DMFuHuc0WgBsPb8V/N5p98Ln8jDN2Q/91s/vHn8m8V6qkRfTsN1vMbShTOVOF/N5Rz3Hg3gn/uKfxN2aki96LNz46PoeL85/5oiJCnFJWl9yVfx3RuQ5BHmG5dm6GkUlgXSGXJODJ/6AHhdc+awA6/8d89UKbgN+/gP+qBvqelukxHGxC+6X/9mUhJiawa9ADoqZC0lBWq6fSyPYn+dTQ8s/Bswr2yu1Rp33L78ouzlFh9AXsfcx/yiC959MDvI1jrzooHCys8OVkxrBgWxnzVzWEMy89hzO+6OYxh+Tl8AyWEtUYGyBk9ILF0VEPS8XOyEnhoYO6Hf37SK5jhUFzeofB4BtlOpmQVbZabTZJEySqOwuPxF5oyvd4=
Checked it out, looks like a solid addition! The reason I had for not doing something similar is simply that I might have a lot more of one ingredient, which could risk overflowing the chest. I feel like that wouldn't be too complicated to fix with some circuitry though!
Left a like!
I don't fully understand it but I get it, using this blueprint can I use early when I don't have higher quality than rare? Or does it break?
You can still use it even if you haven't unlocked every quality, just make sure to set the qualities you haven't unlocked to 0 so that it doesn't try to upcycle forever:)
Does this work at the intermediate stages of quality? For instance, if I only have rare or epic unlocked will it make those recipes and store them in the chest or will it attempt to recycle them?
Yes it still works! You just have to make sure to set the qualities you haven't unlocked to 0, so that it doesn't keep trying to upcycle forever.
@ awesome. Super clean design. Thank you for sharing. Liked and subscribed. Looking forward to your channel growing.
Nice. However, is the V1 Bp still available?
Yes! It's all in the blueprint book :)
hell yeah
Would love to see a more in depth explanation, mostly of the adaptive crafting recipe. It's kinda hard to comprehend just from looking at the finished thing, at least for me.
Before i came here i tried it myself with copper wires, using only decider combinators and ran into the problem that a higher tier plate entering the source crate would knock out the current recipe and it's components and that with only 1 component, hard to imagine doing that with 3+. Seem like you are running into the same problem, at least a bit.
Yeah I might make a "deep dive" in the future:)
Neat combinator creation, but emphatically this is not the efficient/easy way to go for legendary items for most recipes once sufficient levels of infinite tech have been reached (and I would argue that that research takes priority over chasing legendaries before that point).
- blue circuits can be crafted with high amounts of productivity from modules and research, and then recycled with quality to have a chance of an upgrade. Repeat until legendary. In the end, with 300% productivity this means turning normal green and red circuits into legendary ones 1:1 given enough time, power and sulfuric acid (but even before 300% this is very doable, just means there's still a bit of "shrinkage" that needs to be backfilled with normal items). With recycling that output you also get 1:4 ratios of normal plastic -> legendary plastic and normal iron -> legendary iron for recycling legendary reds and greens respectively.
- with legendary plastic: legendary steel and legendary copper can be obtained from lava via crafting low density structure, again with sufficient productivity and research this becomes lossless but even before that point it is already very efficient.
- with legendary r/g/b circuits, iron, copper, steel and plastic at very affordable ratios compared to the normal imports (1:1 at best, 1:4 at worst) you already craft most recipes in the base game. There's additional cheap legendary coal (carbon + sulfur) and stone (from calcite, then using lava -> molten iron/copper) that can be had from exploiting asteroid reprocessing with quality modules.
What remains a challenge is things like pentapod and biter eggs, but for that there are bespoke setups that can take care of the "spoilage"
TL;DR: the way to easy/cheap legendary materials usually involves fluids and productivity and neither of those are accounted for in this setup.
amazing
ihave design somethign similar but this need way more common quality crafters , some items like trusters will take alot of time
Yeah that's true if you need your items fast. We're lucky time is on our side when it comes to playing factorio!
Good stuff
Great Blueprint, how does it work if i need a liquid?
Unfortunately it doesn't work with liquids:/ Might make a version for that in the future.
the Links are down sir
is there a Link to the original Factorio Blueprint site?
I will pretty soon migrate all blueprints to factorio prints I think.
@@LegendaryFish0 good, I subbed so ii dont miss any future prints, they are awesome
Hey, nice job, but maybe you should live 1 that crafts legendaries with productivity module ? I think it would give some more legendary items in return, especially if you put better quality productivity modules.
Thanks! Yeah could do! However I don't think it matters that much since I don't see any reason to be using this for intermediates.
Jesus. I've just spent time on Fulgora using quality 3 modules in the miners and then setup a basic filter with no logic. Then I see this and puts mine to shame.
That's also a solid method of getting quality products though!
@@LegendaryFish0 I have never understood the circuit network, that's the reason I avoid it.
I'm so bad at this game. I was able to expand to the point that I can run around and wipe out the red biting bugs all around me, but I'm 30 hours in, ready to go to space, and have no idea how to even build a blueprint. I'm still building everything manually.
Man everyone feels like that at some point. I started space age with about 800 hours of playtime in regular factorio, and even then my first spaceship is quite terrible. It's just trial and error until you get the hang of it.
I have around 400 hours and I'm starting to get the hang of things.
This design is so much better than a generic casino, much less "idle' in the build so the quality chance per second is much higher than a single crafter swapping between common and then the other 4 qualities
Hey hey, very nice blueprint! One small comment on the video, when showing what the design is doing. Please don't move the camera as much, it is kinda hard to follow what is happing that way.
Will give that some thought next time!:)
That's a nice blueprint, but unfortunately it always deadlocks for me after a very short time.
Oh really?? Mind sending me a screenshot?
Thanks for your work! Another design to study... circuit logic is like my new porn.
as opposed to a paid factorio blueprint?
Yepp! There are quite a lot of paid blueprints out there. Nilaus’ and Elderaxe’s blueprints are examples🖖🏼
Can you make it request quality ingredients?
Absolutely. New version coming out tomorrow:)
@LegendaryFish0 Amazing. I am building all my spaceship parts with these
You lose the production modules in the Legendary quality assembler and when the assembler is assembling a Legendary quality item it is running quality modules which doesn't gain you anything. The Legendary should still be its own assembler with prod modules and the uncommon, rare and epic should be the shared assembler. Of course this only matters for intermediate products that can have productivity modules
Yes I agree! I thought about making the legendary assembler separate, but ultimately decided not to. My reasoning is that I don’t think you should use this blueprint to make legendary intermediates anyway, so I didn’t consider it an issue. However in the rare case that someone might want to, they could just use the original design:)
Still, using 4 legendary productivity 3 modules gives 100% productivity bonus. That's still very significant for whatever production chain you're considering.
Edit: after second thought, this is only relevant for the recipes where you can apply productivity modules.
Thanks for the design, I am working on my own, but this gives me additional ideas to upgrade my own
There was a guy with a 1 assember casino build sometime ago. some of the logic can be slightly improved to suit individual preferences and you can swap assember for foundry or anything else really. th-cam.com/video/93W3W5XCNNI/w-d-xo.html
I can see he improved upon it with some updates. Didn't know that.
Depend on your perspective. This version is bad for anything comes with productivity. I think the previous version is much better. Your previous version cost a few more quality modules and more idle time but it also fully utilize the productivity bonus. In term of idle time, the ideling part is not the bottle neck of the system so the entire extra costs of your first version boils down to the extra quality modules and assemblers which are all constant cost. But the productivity bonus is a linear gain. Hence in a long run your second version is strictly worse. If you have 4 legendary productivity module 3 insteas of 4 quality module in your final assembler, you will gain 100% more legendary output. Overall legendary gain will be a bit less because you naturally gain legendary from your rest of the product chain but 100% is a huge difference.To optimize a comolex system, asking the right question is equally important to making it work. People who previously questioned idle time are on the wrong direction.
You lose the productivity bonus on the legendary build. Considering how rare it is to make one, that's a pretty big loss.
Very true when you're making intermediates! My reasoning is that I don't think this print should really be used for that. However in the rare case that you might need a small quantity of better quality intermediates, the old print works fine!:)
You should recycle this video into more likes.
I built a blueprint a while ago that does that too, though I dont use sushi belts.
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That's a neat little compact design. The recycler output into the original machine is especially neat.
Looks sleek!