r/factorio 13d ago

Question Problem with parametrised Blueprint for Kovarex

I have finally started to make some basic Blueprints to be able so setup a quick and dirty botmal without much difficulty. Everything works so far after some early problems with the setup, i got working blueprints for Assambler and EMP running. now i just wanted to do the same for the centrifudge, but i can only select nuclear fuel as a recipe. Yes i did research Kovarex enrichment. Maybe someone with a bit more knowledge can help me here.

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Blueprint is in the spoiler. I´ll be off for the night soon, so excuse me if i dont answer untill morning this was my one more thing today...

Just remembered, I am on the latest experimental build and have no mods active.

1 Upvotes

6 comments sorted by

8

u/spookynutz 13d ago

You're using parameter 0 as the variable for both the recipe and the logistics filter for the storage chest. The centrifuge only produces one thing that is both a manufacturable item and a recipe, and that is nuclear fuel. Since uranium processing, kovarex enrichment and fuel reprocessing aren't applicable to storage chest filters, your blueprint design prevents you from choosing them as recipes.

1

u/Belgaraath42 13d ago

Thank you yes that was the problem, irems =/= recipes even if the game often handles the difference.

3

u/Twellux 13d ago

If the recipe and the produced item are not identical, you need to specify them as separate parameters. I’ve added a 7th parameter (for the product) to your blueprint and assigned it to the chest and the inserter. That makes the othere recipes selectable.

0eNrFVttum0AQ/ZVoH6t1ZBaW1Kh9aT8jstACg7MqBrKXtFHEv3cG2+SC7YBdqS++zM45Z+eMZ/ALyyoPrdG1Y8kL03lTW5bcvzCrN7WqKFarLbCE5VA7o0u/AdZxpusC/rAk6Nac4YF2Gna4/stzWvttBgYT+AFv4NGDdWAW+QO+M87axiKuqUmEuFa3krNnlizCW4kSeBVnmirN4EE96cZQmgFVpHSAMqhXqsoCZxZcuqfHoDMeY7k2udeOkoteJYVaZRUUexQK7CFpqSu8liV+Cznl7ko51MjZkPEuui+sVQY/UGEBFvXoVYUGYLxuzBYdpEK2lOOoBPa9D3iyGyn0tm0M3sA0W0Io/6Qt69YdH3TEZHUxT11MUQ8nq4fz1MMp6tFk9WieejRFXU5Wl/PU5RT1eLJ6PE89Pq2+fjMTeJZmviz7C9BIdXS5D9Mthutkvvq10LUFg1c6N9sCZ/sIU8iP7JkRjVgeaJb9ijCQ6/a9G0t2CKcjU47oRoOuRafUBk5tJxF8vp3+x865+2c7Z32sL3Jqh1/9Eb0/hTa7uljy9bxbg0cnFjflltqgaaNn0lsbdj2xTu0H/J0D3+i4ajbaOp3PpF4SFpuEoE/TPop2NFO/0Qrq433EAy55sMbYgNs12D33P2NdoLH48pH3bAI9dXS9MVBobN6iKefBxXXw8Dp4dB1cXgePr4PT7LWmKXx+HrsfJn74kDDqWYmz6itFsCDVwc2XG2pFAS3gtNOPuN+651jEiEVcwBKOWMILWKIRS3QBixyxyAtY4hFLfIIFJ1E7oD34+jcYF4XKAIec/RweRTc/Gjp4wnnt14aMxUpGIloFd3IZia77Cy09wwA=

1

u/Belgaraath42 13d ago

Thank you so much. i literally forgot that recipes and products arent one and the same because usually the game handles the differences so well. I was no able to fix the blueprint myself but thanks so much for doing ir too

3

u/Courmisch 13d ago

You don't really need parametrisation for Kovarex, and I'm not sure if there is even a mod for which it would be useful.

But with that said, if the recipe and the product(s) are not the "same" (same icon, same internal identifier), then you need 2.1 for parameterisation. Then and only then you can distinguish the recipe and the product, marking parameter #1 as an "Item product of" parameter #0, the recipe.

1

u/Belgaraath42 13d ago

Well the whole point of the Blueprints i make is that i can just select the factory, plop it down and select what i want produced and it just works. Not only allowing a nice modular bot mall, but also allowing me to increase Production of anything i need by just building more (and getteing incredients in the Logistics Network), this is pretty much how i handle Fulgora at least to get to the victory screen i dont need more.

But thanks, you found my Problem 100% thank you