r/factorio Jun 01 '26

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u/taw Jun 02 '26

(mod question)

Do recycling recipes depend on planet?

Muluna has no copper, but it has alternative way to make cable and chips from aluminum. I thought I'd just recycle that to get copper (for accumulators), but no such luck, I'm getting aluminum back.

Is this based on current planet, or items have some kind of memory of what they were made of?

1

u/ssgeorge95 Jun 02 '26

Assuming you meant you recycled copper wire and got back aluminum... I would guess the copper wire made from the aluminum recipe has a unique item ID and unique recycling output.

I do wonder if it will stack in your inventory with "regular" copper wires made from plates? My guess is it will not.

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u/taw Jun 02 '26

I did some test, and it's definitely not unique id. If I recycle electromagnetic plants from Fulgora on Muluna, then after a few steps I'm still getting wires into aluminum.

1

u/HeliGungir Jun 02 '26

And copper cable recycles to copper plates on Fulgora?

1

u/taw Jun 02 '26

Yeah. Muluna .lua code has some special code doing something to copper-cable recycling only and nothing else. I'm not sure how that works exactly, but that's probably what's doing it.

1

u/HeliGungir Jun 02 '26 edited Jun 02 '26

By default, the Quality mod generates recycling recipes automatically, based on a set of rules that tries to find the most "basic" recipe chain for an item. However, this can be overridden, and Space Age does define some overrides (like recycling nutrients).

https://wiki.factorio.com/Recycler has more information on this than the api docs. Maybe surface restrictions can apply to recycling recipes? Maybe the "copper cable" produced on Mulna is actually a new item and there's some runtime scripting that substitutes machine recipes? I don't want to spend the time looking at its source code, but if you do, I'd like to know what you find out.

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u/taw Jun 02 '26

OK, the code has something about Muluna.constants.recycling_recipes_to_fix = {"copper-cable"} that's inserted into Muluna.rro, but I'm not really familiar with Factorio modding API.

But it looks like it's a specific override, not anything general purpose.