Suggestion: Minor change to recycler behavior

    • Official Post

    Make recyclers have a progress like mass fabricators, and recycled stuff increases a fixed % [can be higher than 100%]
    The % is based on its value, like EMC (EquivalentExchange)


    Examples:
    Cobblestone : + 12.5% (8 needed for a scrap) [Stone,glass and other manufactured stuff has a higher value]
    Snowball : + 2% (50 needed for a scrap)
    Wooden sticks : + 7.25% (16 needed for a scrap)
    Tools: Depending on material, the type and damage
    So we can turn rare mob items, and other useless stuff (or some that doesnt have much uses like nikolite into scraps)

  • You know how a pain in the ass can be assigning every single item a unique value for this recicler behaviour? (Especially when you have to take notice of balance of which items deserve a better % than others)


    EE/Thaumcraft did it because he wanted to, but if it were up to me i leave just as it is.

    • Official Post

    You know how a pain in the ass can be assigning every single item a unique value for this recicler behaviour? (Especially when you have to take notice of balance of which items deserve a better % than others)


    EE/Thaumcraft did it because he wanted to, but if it were up to me i leave just as it is.

    or set 12.5% to every item, so instead of 12.5% [1/8] chance of getting scrap we surely get one every 8 items

  • agree with our asshole here (sorry forgot ur name while typing)


    there is no need to change it, its fine like that. wel balanced

    right, time to get serious...
    i wil be offline for weeks and possibly months at an time. if you have anything to add to an post i made, and would like me to know. you are welcome to pm me, and i wil reply as soon as i am able to do so.

    • Official Post

    Suggested by me in Weighted Recycling with some Values as examples.

    • Official Post

    Would be a possible idea to solve the cobblestone-issue without (as currently) making it useless.
    Low priority at best, though.

    Thanks for replying :D


    Suggested by me in Weighted Recycling with some Values as examples.

    Its nearly the same idea, but instead of increased chance of wielding scrap(s), a progress % like mass fabricators , making recyclers less random.

  • i kind of like having them random. it's like playing a miniature game of lottery. sometimes i get 6 items per stack, one time i get 23. it was almost as exciting as finding my first diamond. lol at the moment i feel they are pretty balanced and don't neccessarily need to be re-worked, however i do kind of like the idea of the rarer items giving a higher % chance of giving scrap. this idea might also entice my to using Scrap Boxes to search for items, specially if uranium ore is ever added to the Scrap Box list. then i could recycle all those sstupid Wooden hoes (3% chance in recycler) and golden helms (80% chance of scrap?). although i'l like to keep the randomness of the recycler, and not make them set values.

    "the more people i kill, the better the chances are that i got the right one" ~Goblin Assassin: MtG

  • IMHO recycling must be random but better chance from better source. Even several Scraps from some valuable thing.
    Assign some values for basic resources, then calculate values of complex things based on cheapest recipes.
    Wooden hoes recycling seems reasonable, but golden helmet and other metal things asks for macerating.

  • IMHO recycling must be random but better chance from better source. Even several Scraps from some valuable thing.
    Assign some values for basic resources, then calculate values of complex things based on cheapest recipes.
    Wooden hoes recycling seems reasonable, but golden helmet and other metal things asks for macerating.


    i agree, i approve this message :thumbup:

    "the more people i kill, the better the chances are that i got the right one" ~Goblin Assassin: MtG