# F.A.Q > Frequently asked questions for ML Recycler Category: RECYCLER · Source: https://miciomods.it/docs/ml-recycler-faq · Last updated: 2026-07-28 ## Setup **How do I change the language?** Set `Config.Language` in `shared/config.lua`. See the `locales/` folder. **shared/config.lua** ```lua Config.Language = 'en' ``` **How do I add a new recipe?** Add an entry to `Config.RecycleRecipes` with the input item as the key: **shared/config.lua** ```lua Config.RecycleRecipes['my_item'] = { baseTime = 45, outputs = { { item = 'scrap_metal', min = 1, max = 3, chance = 100 }, { item = 'rare_part', min = 1, max = 1, chance = 15 }, }, tierBonuses = { [2] = { chanceBoost = 5, quantityBoost = 1 }, [3] = { chanceBoost = 15, quantityBoost = 2 }, }, } ``` The input item and every output item must exist in your inventory. ## Recipes and Tiers **What is the recycler tier?** The recycler runs at tier `1` by default. Recipes can reward higher recycler tiers in two ways: an output with `tierRequired = 2` only drops at tier 2 or above, and `tierBonuses` raise chance and quantity per tier. Raise the machine tier by setting `tier = 2` (or `3`) on `Config.Recycler`. **Do tier bonuses stack with upgrades?** Yes. Tier bonuses change loot chance and quantity. The turbo motor upgrade changes processing speed. They apply independently. ## Fuel **How does the fuel system work?** With `Config.Features.fuelSystem = true`, a running machine burns `Config.Fuel.perMinute` units per minute. When the tank hits zero, processing pauses. Refuel with the one-shot items in `Config.Fuel.items`, or with reusable `ml_fuel` jerrycans, which are kept and only emptied. The solar panel upgrade regenerates fuel passively. **Can I disable fuel entirely?** Set `Config.Features.fuelSystem = false`. The fuel bar is hidden and processing never needs fuel. Fixed stations with `infiniteFuel = true` always skip fuel as well. **How do I accept ml_fuel jerrycans?** Set `Config.Fuel.mlFuel.enabled = true` and list the fuel types you accept in `acceptedFuelTypes`. Any item carrying `metadata.fuelAmount` and `metadata.fuelType` is treated as a jerrycan. One liter becomes `litersToUnits` recycler units. ## Durability **How does durability work?** Each completed slot lowers durability by `Config.Durability.degradePerProcess`. Below the slowdown threshold the machine runs slower. Below the malfunction threshold it can jam. At the broken threshold it stops until repaired with an item from `Config.RepairItems`. **Can I disable durability?** Set `Config.Features.durabilitySystem = false`. ## Upgrades **How do upgrades work?** Players install upgrades from inventory, up to `Config.MaxUpgradesPerRecycler` per machine. The item is consumed on install and returned on removal, and survives pickup and re-placement through item metadata. Four modules ship: turbo motor, extra tank, silencer kit, solar panel. **Can I add a slot-expansion upgrade?** Yes. Add an upgrade to `Config.Upgrades` with `effects = { slotBonus = N }` and give it an item. The machine unlocks `N` extra slots, capped at `Config.Recycler.maxSlots`. The `upgrade_slot_expansion` label already exists in the locale files. **Do upgrades wear out?** Not by default. Add a `wear` table to an upgrade definition to give it a durability curve that drains on use and auto-removes the module at zero. ## Zombies **How does zombie noise work?** With `Config.ZombieNoise.enabled = true` and the zombie resource running, a working machine attracts zombies within `defaultRadius`. The silencer kit upgrade shrinks that radius. The noise stops when processing stops. ## Updates **How do I update the script?** 1. Download latest from CFX Portal 2. Backup `shared/config.lua` and `server/config_server.lua` 3. Replace all files except config 4. Restart the resource Recycler positions, slots, upgrades and durability live in the database and survive updates.