#Quality

1 messages · Page 6 of 1

burnt reef
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it should just be a mod then probably

grand igloo
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Absolutely the fuck not. Colorblind people exist and should not be ignored when designing graphics.

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quality_normal quality_uncommon quality_rare quality_epic quality_legendary and quality_any are all very clear for the colorblind while being hardly more intrusive than a single dot wherever they are used.

half raptor
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Colors and patterns are easy to translate at a glance how good they are. Thats one reason games like Diablo put fancy borders around their higher quality items because sometimes an orange colored name and a red colored name might look similar. Granted Blizzard does a deeper shade of red for ancients so even color blind it's not so bad

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Game developers who take color blindness into account usually have fewer customer complaints

grand igloo
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Mhm

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If you make an effort to support the disabled, then it turns out everyone actually benefits

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For example, I’ve been playing Rabbit and Steel lately, and it has color palette (for bosses and such) and visibility settings (for general transparency) for accessibility. I use the hell out of them even though I’m not colorblind because it makes the screen easier to parse

uncut helm
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Too bad inserters belts and logi chests doesnt

grand igloo
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Yeah. Luckily (or unluckily?) my father has never gotten far enough in to use bots

frank warren
uncut helm
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For belts only the icons would need to change as the entities has different animation speed. I already made icons differ in my colourblind cure mod

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As for inserters I have no idea

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They would need probably complete redesign so their shape is different

frank warren
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IE every inserter having a bit of a different shape?

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To be fair, stack_inserter doesn't have an issue :)

uncut helm
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This one is a little bit different yeah

obsidian crescent
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The logistics chests are a bit more complicated. Even without any color vision deficiency, the difference between requesters/buffers, and active/passive providers is hard to see at a glance. Giving one of the two pairs distinctive shapes would really help. Requesters and active providers could look one way while buffers/passive/storage would look another.

uncut helm
fallen urchin
obsidian crescent
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Even people who have complete color vision deficiency and see entirely in black-and-white can distinguish between darker and lighter objects. The key is to find colors that are high contrast even if you can't see the colors.

obsidian crescent
unborn flax
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re: #friday-facts message , for machines you could make the status/bottleneck indicator have the shape of the quality level. Also colourblind-friendly.

fallen urchin
daring siren
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quality_any works because it's color and shape

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Speaking of graphical changes, I kinda wish pipes showed fewer fluid symbols

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This is super cluttered

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Fluids show up on every intersection and every 2 segments when it's a straight

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Would be nice if it showed between segments... like between each 2 light_oil, and in the middle of the 4 pipes for water

gusty trench
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Definitely want a way to remove quality indicators without removing all alt mode information

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It's not even that bad here, since there are no inserters

chrome mauve
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meantioned that it would be nice if there was an option for showing quality before but it was more of an map option rather than part of ALT mode

rotund egret
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telling colours apart is much easier when one is lighter and the other is darker

full coyote
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i think the trims would be cool. colourblind accessibility, sure, but the alternative (not doing that) is strictly equally or less readable than trims no matter how good your colour vision is, surely?

frank warren
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I think trims look really bad

kindred crater
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if someone wants to mod it by all means, but yeah the icons look way better IMO

iron root
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im an absolute sucker for trims but the icons are probably a bit less ambiguous

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and having both.... ehhh?

uncut helm
# rotund egret it depends on what colour pairs there are. for inserters, the only ones that gi...

I'm not colorblind and I don't trust people saying those 2 colors are causing problems and other set of colors doesn't. It may sound ignorant of me but I would rather make sure each entity looks distinguishable when i preview them grayscale then rather do scientific research about how to get away with it, getting a testing group of colorblind people to give me feedback that i may or may not understand because im not colorblind. Its kind of like telling a blind person on how to improve their drawing

frank warren
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would rather make sure each entity looks distinguishable when i preview them grayscale
I would like to at least say here that I believe their point is that the two would look different grayscale, because the colors are so differently bright.

uncut helm
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thats true but im not sure if thats good

jaunty citrus
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Yeah it's the contrast that matters, which grayscale gives you a decent enough approximation of.

frank warren
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I think I see what you mean though, you'd prefer they have different 'shapes'

jaunty citrus
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I still want to make the bulk inserter graphics just an incredibly muscular arm.

frank warren
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I <3 the technology icons

jaunty citrus
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They're fantastic!

daring siren
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Not bulk anymore. They switched the names, unfortunately

jaunty citrus
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Yeah the muscular arm belongs to the hulk 💪bulk_insertermuscleright

rotund egret
# uncut helm I'm not colorblind and I don't trust people saying those 2 colors are causing pr...

about 99.7% of all colourblind people have red-green colourblindness (protanopia et co + deuteranopia et co).

due to how the cone cells work, there's actually a lot of common ground between the two. whether you don't see red or you don't see green, you have trouble with the same type of pairs, just for different reasons.

here's a list of the confusion colours for red-green colourblind folk:

  • cyan and grey
  • rose-pink and grey
  • blue and purple
  • yellow and neon green
  • red, green, orange, brown

while making everything distinct on greyscale is very sweet, it's also much more difficult than working with what colour pairs are distinct.

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for the two troublesome inserters what could help is adding a metallic line (kinda like hydraulics) down the main arm of the bulk inserter, similar to how its claw is metallic

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behold, my l33t paint skills

daring siren
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bulk_inserter have bigger hands

uncut helm
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i just know some colors that we call some names without any strict definition of rgb values causes colorblind people to see differently resulting in them not being able to distinguish those

dense kraken
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even if they have the same rgb value, different monitors may do different things

uncut helm
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i wonder how many colorblind people calibrate their monitors

dense kraken
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wouldn't surprise me a lot of them decalibrate them

opal haven
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is taking the screenshots and removing all red color component, while adding like 1/3 of red to green (for example) gonna emulate color blindness to some degree?

rotund egret
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it depends:

99.7% of all colourblind people fall under these categories:

  • protanopia (you don't see red at all)

  • protanomaly (you see some shades of red)

  • deuteranopia (you don't see green at all)

  • deuteranomaly (you see some shades of green) --> this is by far the most common type

the issue is, most people with colourblindness can still see most things in colour. simulations usually account for "worst-case" scenarios, aka the two -opias

opal haven
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thanks, I think I got it
if majority of colorblind people can see blue at least ok - maybe the ||crude and simple|| way to test will be to remove all colors but blue and see if all similarly shaped entities are different in their blue channel

dense kraken
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what about the 0.3% that can't see shit? :/

rotund egret
dense kraken
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well there is achromatopsia

rotund egret
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complete colour blindness (black-white) is really really really rare, and generally comes with other issues (albinism, photophobia etc)

opal haven
opal haven
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I tried to test blue channel trick
it's noticeably messing up combination of 3 colors ||due to me being bad at drawing trianglepupper ||
but differences in blue channel between inserters might just do the trick

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blue channels only for comparison

winter saffron
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and donÄt get me started on different monitors (settings) too

grand igloo
heavy ember
grand igloo
# uncut helm As for inserters I have no idea

Well:
Bulk inserters already look different, and I think stack inserters also have a different hand type.
Burner inserters could maybe get a little chimney or exhaust pipe.
Long inserters are obviously long.
I think it’s just the fast vs. regular that could be an issue, and I think that could be fixed by adding dark stripes… or maybe additional feet…? to fast inserters

and filter inserters don’t exist anymore

grand igloo
uncut helm
grand igloo
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oh I don’t mean the fixed palette thingy

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I mean a straight up color picker

jaunty citrus
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The only good colourblind setting is one that just lets you pick the colours.

shadow vine
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colored pipes and/or the symbols

daring siren
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That's what the window is for, but it's limited

shadow vine
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yeah it gets a little hard for me to see whats in the pipes at times

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maybe theres a mod for this, to color pipes according to whats in them, ill check tonight

half raptor
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Wouldn't be too hard considering they already animate (windows) based on what's in it so when rendering the pipe it is checking what is inside

grizzled lagoon
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It might already have been answered somewhere, but I'm a bit confused and can't find it immediately. What is the relation between the probability to get 2 quality tiers higher p(q+2) than the current tier q relative to the probability to get 1 tier higher (p(q+1))? Is it p(q+2) = p(q+1)/10, or p(q+2) = p(q+1)^2? Since I'm trying to make a generic spreadsheet calculator that computes how many of a certain tier you'll get given certain modules and which tiers you recycle. I'm currently using the p(q+2) = p(q+1)/10 formula (as that's how I understood it), but can't reproduce the 56x more expensive number from the FFF. I have 94,4x more expensive (using 2 legendary prod3 and 2 legendary quality3 in assembler and 4 legendary quality 3 in recycler). I added my current spreadsheet in attachment. Feel free to play around with it.

daring siren
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The 56x is a myth

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Unless you consider stuff like the EMP with 5 modules slots and built-in +50% prod

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The probability to get 1 level higher is the % of the modules i.e. 4 quality_legendary quality_module_3 giving 25% then you'll get 75% of the input level. Then roll a 10 sided die. On 1-9 you keep the level, on 10 you get one higher. Roll the die again until you lose.

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It's a bit more complex than that, because with quality over > 100% you can get some nice bonuses

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You can look at it as an exponential function with k = 0.1, and the starting point at "qual%"

grizzled lagoon
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Ok then I think my calculator should be correct. Have there been any other ones that I can use to crossreference?

daring siren
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Yes, you can test how it looks in the Janky Quality mod. I've calculated stuff there with Factory Planner and it seems to fit the calculations we had in these threads.

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This is the function for the array of probabilities

function libq.make_probabilities(effective_quality, max_quality)
    if max_quality <= 1 then
        return { 1.0 }
    end
    local factor = 10
    local probabilities = { 1.0, effective_quality }
    for i = 3, max_quality do
        probabilities[i] = probabilities[i - 1] / factor
    end
    for i = 1, max_quality do
        probabilities[i] = math.min(probabilities[i], 1.0)
    end
    for i = 1, max_quality - 1 do
        probabilities[i] = probabilities[i] - probabilities[i + 1]
    end
    return probabilities
end
iron root
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even the devs couldnt reproduce the 56x under any reasonable configuration trianglepupper

daring siren
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With EMP we got 30x~ IIRC?

iron root
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we've found configurations with much less, and also much more iirc, but never anything right around 56

daring siren
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There was some crazy I don't fully remember

iron root
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but quality cycling interacts in very interesting ways with productivity that will make the number go around like crazy

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and eventually down to just 1x at 300% prod (which actually appears reasonably achievable in some scenarios, notably EMP with maxed out modules)

grizzled lagoon
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If I use an assembling machine, with legendary T3 modules (2 quality, 2 prod in assembler, 4 in recycler), I get about 10.6 legendary outputs out of 1000 ingredients for a 1 ingredient --> 1 output recipe. so 95x more expensive than normal. Does this sound roughly correct? Same thing in foundry gives me 34.6 outputs (28.9x)

daring siren
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Yes

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Sec I'll try to find pictures I did

grizzled lagoon
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Great. Then I think I'm ready to publish the calculator. Let me know if there is anything you'd like to change (or feel free to change it yourself)

iron root
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95x isnt the farthest thing from what i found from a quick spreadsheet run

grizzled lagoon
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What do you mean?

iron root
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i ran some calcs in excel a while back to figure out how 'expensive' legendary stuff was in a given module setup

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and it was somewhat close to 95
was definitely closer to 95x than it was to 56x trianglepupper

daring siren
grizzled lagoon
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Yeah I rounded. It is 94.4x after 15 cycles

daring siren
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Check these two posts

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(it's doubled because it's iron_plate to iron_gear_wheel, so just divide by 2)

grizzled lagoon
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Hmmm you get different numbers...

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I sadly almost got to go. There might be some mistakes somewhere.

daring siren
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It's 3 different combinations, and again, it's doubled

iron root
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none of them map to 95x trianglepupper

daring siren
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First just just quality_legendary quality_module_3, second is with quality_legendary productivity_module_3 in assemblers. Third is 2:2

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They are all vetted by others

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The smallest is 79.5x which is nice, but not 56x 😄

iron root
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yeah, and then when other sources of prod get thrown in, we wind up skipping cleanly past 56x lol

keen igloo
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in janky quality sometimes i've got a uncommon and a rare at the same time, which i think is just a consequence of 1.1

grizzled lagoon
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Yeah I'm comparing to the last one. Get very different numbers. I'll look into it. Ping me if you find a mistake (no obligation to look at it)

daring siren
grizzled lagoon
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Does janky quality take into account that you only get 0.9*<quality percentage> of the next tier instead of just the quality percentage?

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Except for legendary tier

daring siren
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Yes

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Statistically, if you do 1000 crafts, you should get a result very similar to what 2.0 will give

grizzled lagoon
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Not sure where it’s deviating. I get the same trivial answers (no recycling). I’ll check closely for errors in the recycling code.

daring siren
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Did you include quality_module_3 in your recyclers?

grizzled lagoon
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Naturally

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But I noticed some minor material loss while recycling. Don’t get exactly 25% of the inputs back. So there must be a mistake somewhere

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(Used Excel for accessibility for non-programmers. Remember why I never use it)

daring siren
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Don't you mean Google Sheets? So it's online and easily accessible?

grizzled lagoon
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Maybe I also should replace the percentages with the type, quality and amount. More user friendly

half raptor
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I'm not going to math quality too hard, I like trains grid bases so I'll probably have a grid block dedicated to each quality of each intermediate and probably build multiple blocks for each normal quality. With train interrupts it'll deliver a mixed output to each block and sort it out there. Any excesses (destination full and 5 sec inactivity) the train will go to a recycle block and unload that material for upgrades. Then if I ever overload on legendary intermediates you can substitute a higher quality intermediate as a lower so each of my normal to epic blocks will have an overload station to accept excess legendaries. If that fills, then that means I wasn't paying attention to my base

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Tell my bots to spread quality_normal quality_module_3 to all machines and then upgrade it to quality_uncommon then to quality_rare as available so the base will change its math as we go.

grizzled lagoon
daring siren
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Very. It's been calculated several times by different people in different methods.

frank warren
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I can corroborate soul-burn's numbers.

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Both of my programs come to the same numbers as everyone else here.

half raptor
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a lot of math relies on going from normal to legendary in one craft step. if you try for quality on every step of production and recycle excesses, you can have 6-8 crafting steps to reliably try for quality on. You only have to get lucky 4 times and some of those times you might go up 2 steps

obsidian crescent
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Production in those circumstances becomes increasingly more complicated. Getting more bites at the apple does reduce resource consumption, but quality cycling a 3-step process is hard.

Now, there are times when it could be worthwhile. Once Fulgora is running at full tilt, you're going to be awash in red and blue circuits. Using them to do quality cycle module production across multiple stages will net you higher quality modules and higher quality circuits (from lower quality recycled modules).

half raptor
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By setting up a production block for each quality for each intermediate, upgrades will accumulate through the system which will flow much more freely as modules get upgraded and we increase production of normal blocks. When Destination is full for 5 seconds, it'll recycle the excess and hopefully return a few upgrades as well as another chance to upgrade.

As for wasted materials, I am going to set up alert speakers that alert when 1) I have more than half full ingredient buffers 2) I have less than half buffers for the products and 3) use a selector_combinator to sort out the signal with the strongest demand. I'll have a speaker for each quality on the rare chance that it's time to increase my quality_uncommon or better production blocks, and another set of speakers for raw ingredients. As long as I'm paying attention to my signals, I should only have to recycle the few rare exceptions that would otherwise unbalance the system

grizzled lagoon
grizzled lagoon
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Hi all
I finished the calculator. I tested it quite extensively and it seems to work without issues. I reproduced the values that were previously shared, amongst others. However, before sharing it outside of this forum, I wanted to post it here first to see if there is any feedback/if you notice any bugs.

Here is the link. You need to make a local copy if you wish to edit the file (for obvious reasons)
https://docs.google.com/spreadsheets/d/1GpszMksTmaaIV4opnKTx_e7JrrBPRaSp/copy

#
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There is 1 feature I know might be useful: choosing whether or not you wish to skip the first assembly from raw inputs to outputs (i.e. are your inputs ingredients or a finished output of normal quality?). But I was afraid it would make the tool less clear without adding much. So currently it is left out.

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I'm also wondering, would anyone ever wish to specify modules per quality level that is not legendary quality? I could add that option for just a little bit of extra work. But not sure if there is a good use case for it

teal wren
grizzled lagoon
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Yeah I also just did it for theorycrafting. Yes the optimal configurations for all best modules are already well known for a long long time. But my reasoning was that 1) before reaching all the best stuff it is not obvious what the best modules are and 2) just like a factory planner it gives you a nice idea of the sheer amount of inputs required to make 1000 legendary things. Especially if you also want to keep some, but not all lower quality stuff.

teal wren
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In my playtrhoughs I use only efficiency modules up until I get to craft tier 3 at mass scale

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Because that speed_module + productivity_module is damn too expensive on electricity and pollution

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So I have to make more walls, and more ammo production

grizzled lagoon
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Well we will go to 4 different planets before having access to everything. So I do expect this to change in SA.

teal wren
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I have to make them in a first place that is

teal wren
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I just love to let bugs sleep until I start launching rockets every minute and have spidertron army, and they just hit 30% evolution

grizzled lagoon
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I do the inverse: only prod until rocket, then prod+speed (and efficiency for mods, never for vanilla)

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I also mostly wrote the file for other people who wish to embed it in mods/... but are not aware of the mathematics of how to quickly compute infinite repetitions. I've already noticed in some mods that their approach is pretty slow 😄

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Damn just noticed the dropdown menu colours are messed up when you make a local copy of the file... that's a pity

teal wren
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Waiting for "quality calculator" mod which will show the characteristics of selected factories for production

grizzled lagoon
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Not a modder and no interest to get started in modding. So not for me 😉

opal haven
teal wren
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I just want to take some ammo from mil science and place couple of turrets which will serve me till end of midgame

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Just before production_science this is max + 12% per machine, but after +40% and you can have even faster speed

opal haven
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understandable, although SA will probably mix stuff quite a bit - leaving planet for hours without somewhat reliable defences might end up badly.
so, for me, plan will be something like thecar grenade -> productivity_module quality_module ->construction_robot ->flamethrower_turret ->quality_uncommon productivity_module_2 quality_module_2 -> rocket_bottom

teal wren
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You mean endgame? Because rocket now is quite early i think

opal haven
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yep, rockets are blue sci now
plans I mentioned are for first 2-5 h of the game, before first rocket launch
after that - nauvis base must be capable on surviving on its own, without my help

teal wren
half raptor
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As long as you got construction bots, you can remotely "build" your base

fallen urchin
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Deathworld might get a special strategy: Abandon nauvis, and set up production in a biter-free haven like Fulgora and Vulcanus

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Might not needed in normal deathworld, but if someone plays expensive DW or scarce ore DW then this may be worth considering

obsidian crescent
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Fulgora might be free of enemies, but Vulcanus almost certainly isn't.

fallen urchin
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Fair point.

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There're 2 other reasons against this strat: 1. Space science, which require uranium, is nauvis-specfic AFAIK. 2. Although rocket is a lot earlier, it's still blue science, which means you should already have flamers at this point.

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I saw this strat in a SE + rampant playthrough

grand igloo
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through the power of productivity cheese

frank warren
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@daring siren do you recall the source of this mystical but wrong 56x number?

burnt reef
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With this straightforward approach, if you want to produce items of legendary quality, and you already have enough legendary quality 3 modules (which is not an easy thing to get in the first place), the legendary items are 56 times more expensive than normal items.

tall sandal
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its funny because they dont even have the 80x setup which is the lowest anyone could get to

half raptor
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Devs develop, players optimize

daring siren
half raptor
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Lightning is kind of the enemy of Fulgora

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If you don't build proper lightning "defenses" your buildings get damaged

jaunty citrus
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I think there will be enemies in the white spots

burnt reef
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I think the enemies will have white spots

daring siren
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I think white spots are enemies

keen igloo
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i thought the white spots were scrap deposits

obsidian crescent
kindred crater
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like whats been said before, could possibly be enemy factories that manufacture enemy units from the scrap

fallen urchin
grand igloo
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community's mathed the fuck out of this, and it's ~80x (I think it's close to like 76? but whatever)

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assuming no prod manipulation jank

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prod manipulation can bring that down by a lot though

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by using prod to preferentially preserve higher quality outputs as best as possible

daring siren
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79.5x

kindred crater
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is this just legendary quality modules in AS3s and recyclers?

obsidian crescent
half raptor
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I hope we get AS4 that blows this math out the water

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Though I suppose you can already say that about the EM plant

obsidian crescent
# half raptor I hope we get AS4 that blows this math out the water

I really hope not. EMPs already eat away at a large number of the utility of assemblers. Indeed, rocket fuel is basically the only bulk product assemblers uniquely make that we know of. And if there's a 50% prod chem plant on Aquilo or whatever, then the only thing assemblers really do is make infrastructure and early science packs.

We should still want to have assemblers. They're good.

half raptor
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Also a lot of the math is how to go from normal to legendary in one craft step. I'm still in favor in one of my save files to try for quality on each step and just have a factory block for every intermediate/quality combination and to recycle excesses until the base is near balanced.

In another of my save files I'm going to the logical thing and prod everything until the final step

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Quality seems fun, production seems smart

frank warren
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quality spoilables seems very hard

half raptor
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Probably not going for quality spoilables. Or if I do, the non quality products will go toward science and the quality will go toward any quality buildings we can make (recipes still unclear)

obsidian crescent
# frank warren quality spoilables seems very hard

... yes. But even then, it really depends on how long the spoil time is. If you can find a 30-minute spoil time intermediate, you can probably quality cycle on it quickly enough, and then recycle some of those down.

But quality spoilage is probably going to rely a lot more on multi-stage quality boosting than quality cycling. Fortunately, a lot of the things you make with spoilables are not themselves spoilable.

half raptor
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Until I see the gleba recipes, it's hard to argue

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We are going off a few images with no context on what the gleba science even affects

obsidian crescent
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The other thing is that speed modules clash with quality modules. So Gleba's natural tendency towards faster and faster production is in tension with quality. You may need to use higher-quality biochambers for quality production.

half raptor
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This planet might be the anti quality planet

obsidian crescent
# half raptor This planet might be the anti quality planet

Which is really irritating, because it's the planet where plastic literally grows on trees. And getting quality plastic otherwise is kind of annoying, due to having to get quality coal (either via mining or quality cycling grenades or something).

half raptor
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I love how quality was the third FFF for this expansion and it's still baffling my base designs

daring siren
kindred crater
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thanks

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as low as 13.2x with 4 quality_legendary productivity_module_3 and 1 quality_legendary quality_module_3

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and yeah, that base prod makes all of the difference, especially for non intermediates

daring siren
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It's interesting that prod is still king, even when the goal is quality

kindred crater
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before seeing the numbers I would've guessed going with 100% quality modules. just goes to show the power behind offsetting the recycling consumption cost

obsidian crescent
gusty trench
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I'd have expected a higher ratio of quality to prod in the 50% prod machines. Doubling the quality percentage doesn't beat out lowering the prod by 1/6th

half raptor
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If you get close to the 300% cap, you make 4 items per craft and recycling divides it back down to 1, and recycling gives a chance for quality ingredients. By the time youve done it enough times to get legendary ingredients, that puts you at 4 legendary products for the normal ingredients to make 1

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Researching prod bonus is going to be major

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It'll probably be interesting when you get a high enough researched prod bonus that you can start replacing prod for quality and still be at the 300 % cap

kindred crater
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quality processing units and LDS will be good sources of their quality ingredients then

half raptor
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Yes they will be

obsidian crescent
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LDS is interesting in two ways.

  1. The Foundry's LDS recipe no longer uses plates; it uses molten metals directly. So cycling isn't really viable with its 50% prod bonus. So you're looking at LDS prod 20 before you hit the break-even point.

  2. The Foundry's LDS recipe's only solid input is plastic. So if you can make quality plastic, you can benefit from that greatly.

kindred crater
obsidian crescent
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Yes.

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Quality cycling spoilable materials may be weird, but it could be the most resource efficient way to get quality plastic, since you don't have to quality cycle grenades or something.

kindred crater
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huh.

frank warren
kindred crater
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what am I missing here

frank warren
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You can't really 'cycle', it's more of a 'convert plastic into materials'

obsidian crescent
frank warren
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you can cycle the plastic here, but you'd need to do something with the plates it spits out, which will be of various qualities.

obsidian crescent
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You can quality cycle into an assembler, with a Foundry feeding this process, but that's all.

frank warren
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There's no way to melt them back into the foundry.

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That said, if you're going to Q-cycle plastic, you an do it here and then also Q-cycle something that uses the steel and copper as inputs.

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Assuming you get the ratios to work out. Molten metal is pretty free.

kindred crater
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ah I see, after the first craft you're basically just using recyclers and AS3 then, losing that base prod

obsidian crescent
#

In fact, one thing you could do is just make plastic on Gleba with qual modules (productivity is less important as the inputs are free) in the Biochamber, then feed higher-tier plastic into Foundries with prod and qual modules, then recycle those things to get the higher quality plates out of it.

frank warren
#

That is what I was saying :)

#

There's also no reason not to be cycling on Gleba

#

anything unused should go to a massive bank of quality recyclers.. why not?

obsidian crescent
kindred crater
#

so all you need is quality_any plastic to make quality_any LDS essentially?

#

engithink that makes me feel better about this

#

thats even simpler than doing it the vulcanus cycling route

daring siren
#

It basically makes quality_any low_density_structure very cheap on gleba because plastic_bar grows on trees

kindred crater
#

might as well throw stupid amounts of volume at it to get the quality plastic you need then

#

even if you don't have the highest quality modules to use in the process

frank warren
#

Nauvis oil is extremely strong. Gleba would need to be seriously powerful to beat it. Especially with new fluids.

half raptor
#

Well we do still know very little about Gleba. The only thing that got shown off were the bio gatherers and about spoilage

#

I feel like we know way more about Vulcanus than gleba

obsidian crescent
kindred crater
#

personally when it comes to quality, I will always choose the methods with the smallest material cost, regardless of the setups or logistics required

half raptor
#

I still don't remember anything about plastic on gleba

#

Must have missed it

frank warren
obsidian crescent
frank warren
#

'red mash and green cube' 😂

#

I love how we have no idea what this stuff is called

#

It's better than before when were like "yeah so there's the white spheres and they're related to the green blobs, and you can craft some of them by hand"

#

It sounded absolutely deranged

iron root
#

Green jello dolphinBongo

frozen fiber
uncut helm
#

🏃🏾‍♂️

frank warren
#

It sounds like a real concern, but in practice there's no real convenience difference.

#

In SA you're going to tap a set number of patches and I expect they will last for 1000s of hours.

#

Basically: If it lasts longer than you play, it is effectively inexhaustible.

jaunty citrus
#

It definitely matters for a time, just not for very long.

frank warren
#

Yeah, there's a point in the game where it does, but that was not the point these discussions were being made at.

#

Remember: the subject was why use gleba plastic on nauvis if we just have oil on nauvis

#

Their reasoning was 'doesn't use coal', which if you follow this idea that coal is not infinite, sounds reasonable

frozen fiber
#

It's just nice that you can set it up and never have to worry about it ever again. That matters to me

frank warren
#

but for all practical purposes, it is.

frank warren
frozen fiber
#

Whatever

frank warren
#

For all practical purposes, if it takes you 10k hours to mine up a coal patch, it's as infinite as gleba plants.

#

It's just not a strong reasoning at all. It has to be something else.

frozen fiber
#

Still, there's no harm in having a word for it, is there?

frank warren
#

There's a bit of harm, it's pretty misleading, because it makes it sound like you'll need to replace patches every 20-50 hours in space age, and like it is actually a meaningful difference.

#

"A distinction without a (meaningful) difference"

frozen fiber
#

Let's see how big all those patches will turn out to be

frank warren
#

It's not entirely about the patch size, but about our ability to research much deeper, as well as our quality and big miners.

#

Big miners have lower consumption. We will have loads more mining prod, and quality miners decrease the consumption even more.

jaunty citrus
#

I think wanting to save coal on Nauvis is quite suspect, it's the least utilised resource in my experience, mainly because I never use liquefaction.

frozen fiber
#

In ultra late game yes

frank warren
#

I was about to say, 'coal is the worst example here'

#

Well, this is a world where you are converting your nauvis plastic production to use gleba plants

#

you're not exactly early game anymore

frozen fiber
#

I'm still going to keep using that word

frank warren
#

I mean, what do you want me to do about it, arrest you?

#

I don't think it's wrong to make a distinction. It's what I think is interesting about factorio's different resource types.

frozen fiber
#

Not call it nonsensical I guess?

jaunty citrus
#

🙍‍♂️🔫👮‍♂️

#

You're under arrest

frank warren
#

It's still nonsensical under this context. I can't help that very much.

frozen fiber
#

You did ask

frank warren
#

I think it's possible for this to be a thing that matters, for what it is worth.

frozen fiber
#

But anyway, I think all points have been made.

frank warren
#

But I think 'gleba plastic is useful because you don't need coal' is questionable at best.

#

That's why I speculate it has to be something else

#

So the argument comes in - what do we get from Gleba? I think we can agree it's not 'plastic but without coal'

#

To be fair, maybe the biochamber makes plastic really really fast.

frozen fiber
#

I'm aware that in late game patches will last for ages btw you're right of course

frank warren
#

I wonder how right I am tbh - mining speed is increasing a ton too.

jaunty citrus
#

I think there is valid but overemphasized concern over the quantity of ore available. (just expand if you have concerns)
Depending on the crafting chain for Gleba plastic, it might be far easier to scale, making it the location of choice for quality_any plastic.

frozen fiber
#

I guess we'll find out

frank warren
#

with fluids 2.0, assuming raiguard doesn't ruin these plans, we can scale oil almost arbitrarily.

jaunty citrus
#

Yeah I do find it hard to believe that it is easier than Nauvis plastic, but there might be room to get rid of excess plastic on Gleba by quality cycling it

frank warren
#

that's roughly my plan on gleba

jaunty citrus
#

Keep the factory running rather than letting intermediaries spoil

frank warren
#

I want to just recycle anything that is going to spoil yes

frozen fiber
high zenith
frank warren
jaunty citrus
#

There's definitely way more the Gleba than they let on. Unfortunately I'm not clairvoyant so we can only speculate with what we know.

daring siren
#

There's more on every planet

frank warren
#

Yeah, which is 🤯

jaunty citrus
#

Yeah but it feels disproportionate for Gleba.

high zenith
#

It feels even more disproportionate for the 5th planet. That's just because of the schedule

hoary current
#

we do know that plastics take the yellow mash and green gel which are probably one step processing from each fruit type

#

we know yellow mash is from one step processing of the red fruit

uncut helm
#

yuo know too much

jaunty citrus
#

Arrest them for knowing too much!

frank warren
#

@hoary current How confident are you that green gel is just the other fruit's mash?

hoary current
#

90%

frank warren
#

hmm. That's about my estimate too

jaunty citrus
#

My guess is the round green thing used to make the science packs is "Bioflux"

#

Wish we had an image of the other tree being harvested

hoary current
#

theres also this thing

daring siren
#

The bell pepper?

jaunty citrus
#

bell bepper, orange slime or weird crystal? engithink

daring siren
#

semisolid fuel

hoary current
#

yellow jelly

daring siren
#

IT'S GREEN

jaunty citrus
#

The icon makes it look semitransparent, the same as the green cube

daring siren
#

It's not chartreuse this time

jaunty citrus
#

Nah it's yellow-red this time not yellow-green

hoary current
#

maybe I’m wrong about the green gel bing the mash of the other fruit. Perhaps the red fruit also has a gel product made from mash

#

which is the unknown thing on the belt

uncut helm
#

i like to see people analysing my icons upclose

daring siren
#

We're talking about different items

hoary current
#

so the processing chain is
fruit -> mash -> gel

daring siren
#

The bell pepper looks like a semitranparent crystal. The green jelly is green jelly.

hoary current
#

and u combine yellow mash and green gel to plastics

hoary current
daring siren
#

solid lube?

fallen urchin
#

No need to ship in coal from mines, just produce it locally

#

We already have mining productivity research, will we have mining quality research that increases quality of mined ores?

#

The main problem with mining quality is, the Foundry will turn Fe/Cu ore into fluid and eliminate all quality involved in it

frozen fiber
#

Only melt the non quality ore

daring siren
#

Is it worth it compared to recycling the "more" items later?

#

4 quality modules on a BMD is nice though

frozen fiber
#

I don't think the quality ore will be more than 10%, so you don't "lose" that much

uncut helm
#

qualitium

daring siren
#

It gets to 25% with quality_legendary quality_module_3

frozen fiber
#

Sure, but that would be a LOT of very expensive modules

daring siren
#

BMDs are big

#

It can be worth on fulgora

frozen fiber
#

I don't think we're going to need 25% of all ore output to be quality

daring siren
#

On planets where you mine ores, it's better to speed_module_3 and smelt in foundries

frozen fiber
#

Or get it to 25% and only keep the 2.5% of rare and above

hoary current
#

tbh the complexity becomes crazy the second u start doing quality intermediates

half raptor
#

I know there is going to be a mathematically perfect answer out there, but I do enjoy the fact that the other strategies people will go with will also be pretty darn good and I mourn the loss of creative solutions the moment a YouTuber shows the "correct" way to do things

#

Player will find a 5% more efficient method and nuke their hard built original designs in favor of a Nilaus blueprint

daring siren
#

Nilaus BPs are never very efficient, but they are solid and are efficient in what matters to Nilaus

frozen fiber
heavy ember
#

ROI of unbeaconed quality setups seems way too long for me. Atleast with legendary modules

daring siren
#

Beacons are going to be used much more, considering the rework

hoary current
#

he tend to have BP with a specific base size pre allocated

daring siren
#

You say Nilaus, you mean 100x100 road city blocks

hoary current
#

well yes

daring siren
#

Personally I don't like city blocks, but I kinda like his block style, and elevated_rail will make them so much better

hoary current
#

I just think hes jump start base is too small and the bus base is too big

daring siren
#

There's something nice with having spaghetti contained in blocks

hoary current
#

and its a pain watching him manually building the bus base in 100x100 city block until bots

daring siren
#

Oh yea no lets not do that

hoary current
#

and he almost always do that

daring siren
#

If you notice, my base has just 1 belt or pipe per material

hoary current
#

I always spaghetti upto bots

daring siren
#

Also, IR2 gives you construction_robot in automation_science

#

Personal, slow, but still bots

hoary current
#

personal bots yeah

#

quite good for scaling modular BPs

daring siren
#

I like a tight starter base for vanilla, which gets bots quite early... 4-6 hours

half raptor
#

I have a janky automation_science base that is one half belt of iron with the other half copper, at the start of the line are 4 assemblers for gears and 2 for electronic_circuit (3 copper_cable ) so that my 2nd belt is circuits and gears. Then it's a simple mall of red science machines and 2 machines making automation_science

This janky red base takes a while to fill up on belts and inserters but it's a wonderful red science base

#

It is better than trying to handcraft the start of my bus base

heavy ember
half raptor
#

Time is measured in BB and AB "before bots and after bots"

grand igloo
#

doubly so if you want to use the prod exploit

grand igloo
#

Prod manipulation is ridiculously strong for quality breeding

#

I need to check the math but I think it makes recycler-based strategies viable off the bat

winter saffron
#

wildcard recipes?

grand igloo
#

Recipes without a quality requirement set

#

Essentially, because you aren't changing the recipe, while using wildcard recipes, productivity bonus never resets.

#

So you can track (prod% modulo (100%)) and favor the highest tier recipe available when that value will reach 100% due to a recipe.

burnt reef
#

iirc bonus products from productivity are always quality_normal

grand igloo
#

Nope!

#

They're the quality of the running recipe

burnt reef
#

huh. do you have a source?

#

b/c that seems disproportionately rewarding for how much micromanagement it requires

grand igloo
#

it's buried far, it'll take a while to find

grand igloo
#

on the micromanagement side

#

for manual crafting it's not bad, but automating it is fairly atrocious

burnt reef
#

no, I mean "very rewarding and very micro-heavy"

grand igloo
#

you can automate it

burnt reef
#

yeah I have a few ideaa on how already

grand igloo
#

the logic of it is fairly straightforward:
ex. you have 25% prod

0 -> 25%: use lowest tier, as normal
25% -> 50%: use lowest tier, as normal
50% -> 75%: use lowest tier, as normal
75% -> 100%: you're going to get a prod output, use it to slam highest rarity possible

#

though you also need to account for resource levels

#

so it's more like:

0% -> 25%: use highest tier you have more than 1 recipe of inputs for
25% -> 50%: use highest tier you have more than 1 recipe of inputs for
50% -> 75%: use highest tier you have more than 1 recipe of inputs for
75% -> 100%: you're going to get a prod output, use it to slam highest rarity you have at least 1 recipe of inputs for

grand igloo
#

at some point you'll probably have enough surplus resources and high enough prod that you just stop doing this exploit

#

bc it stops being worth it

#

the gains from this method diminish strongly as you get more and more prod

#

well, independent of modules

#

because this method actually lets you have a higher tier increase chance per craft

#

which saves a LOT of resources, counterintuitively

winter saffron
#

One can force-set quality requirements for recipes? e.g. an assembler set as quality_uncommonelectronic_circuit takes only quality_uncommon inputs?

kindred crater
#

that was my understanding, you can either select a specific quality or quality_any

daring siren
#

For the current set recipe yea

kindred crater
#

but for any, for a given ingredient, they all must be the same quality

winter saffron
#

hmmm. And the machine set as such doesn't require quality modules?

daring siren
#

Of course not

#

Quality modules are just for a chance of higher quality outputs

grand igloo
winter saffron
#

Hmmm hmmm. I feel like there's a way to enable Braxbro's idea via splitters and the least amount of circuits required. It'd be space intensive tho

grand igloo
#

if you use mixed, it uses the minimum quality of all item ingredients (not fluids) to determine process quality

grand igloo
#

and need the ability to know how many recipes you have of a given quality ready to go.

#

Doing that through splitter logic is possible, but horrendous

#

iirc splitters are turing complete

winter saffron
#

whait what

#

how

#

why

grand igloo
#

Because belts can loop back into their own inputs

#

and you can create AND/XOR through priority input setups

#

Is it practical? Fuck no

winter saffron
#

ohh god

grand igloo
#

I think the only time I've ever used splitter logic is a very light dose of very simple logic (not simple because implementation lmao) in... I think it was IR3?

#

It's really not practical.

#

But yes, splitters and belts are theoretically turing complete

#

you'll just hate yourself if you try to build a computer with them

iron root
#

turing complete...
without any circuit wires yeah?

winter saffron
#

essentially transistor level

iron root
#

i mean
a splitter can divide by 2 (unprioritized 1-2), add (including remainders), subtract..
oh god

winter saffron
#

I don't know what to do with this knowledge

grand igloo
grand igloo
#

But anyway

#

circuit control of this sort of thing would be tedious to set up, but would massively improve quality yield

#

especially early on

obsidian crescent
#

Circuit control of this sort is not at all difficult to set up, so long as you build it around very specific productivity numbers. For example, if you can get a gear maker building to exactly 50% prod, it's very trivial to do: just alternate inserters that each have a hand limit of 2 plates.

#

The EMP making copper cables is also quite doable without any prod modules.

#

But as you get into even the complexity of green circuits, that's when serious inserter controls are needed.

winter saffron
#

Will the recipe variants have their own prod. research? E.g. gleba and nauvis plastic_bar

obsidian crescent
grand igloo
#

it's just tedious to set up

#

not difficult

#

you also need circuits, not just inserters, because you don't want to mix quality inputs in the mixed quality machine

#

(i know, sounds weird)

winter saffron
#

Theoretically you can setup a regular line of assemblers, synch them via circuits, to profit of this. So you have your normal outputs, which can be any qual and/or prod, and every time it reaches 100% you change recipe, and enable legendary input. Reset.

#

The non-legendary inputs still in the assemblers will be dumped into the assembler's inventory when the change happens. These can be fed back into the line again

#

The synching & stopping part being the difficulty here.

#

The legendary input can be achieved via belt weaving or bots

grand igloo
#

there are some things you can parallelize, yes

#

but I suspect that fully parallizing is not feasible

winter saffron
#

hmmm

#

Which step would be breaking it?

grand igloo
#

Because the logic is this:

For each assembler, you need to be able to buffer up to 2 recipes of each tier (ideally more, to handle the variance of recycler outputs)

If the assembler isn't going to trigger prod, it'll run the highest quality it has 2 crafts stored for. If it is, it'll run the highest quality it has 1 craft stored for.

#

It's that 1 and 2 craft buffer that's throwing a wrench in things

#

Sure, you could centrally compute it

#

and run the entire thing in parallel, but that would probably make the logic much more complicated to implement

#

and the logistics less reliable

winter saffron
#

For each assembler, you need to be able to buffer up to 2 recipes of each tier
But this isn't a hard requirement? (Also I'm ignoring recycling for now)

grand igloo
#

Because you need to have some means of measuring "okay I'm multiplying all the high tier stuff I can, I need to process everything else without multiplication"

#

if you just alternate highest lowest, you'll have a backlog in the middle

#

You need to basically go high, then highest w/ surplus

#

and that surplus needs to be in whole recipe units

#

so you need 1 of each (in case you can't get a complete set for the one after that to do prod with) plus 1 extra, so you don't need to give up that complete set to run non-multiplied recipes

winter saffron
#

My implementation was strictly for a single product. With any and legendary outputs. I can ensure it doesn't break via a timer which resets the recipes if
e.g. electric circuits and bots and final craft (prod)```

  1. I ensure all requesters have at least 3 copper cables and 1 iron of legendary quality.
    If not I reset all recipes to basic or any
  2. Only the exact amount of items required will be input into each assembler, so that none may be wasted in the reset craft.
  3. reset```
grand igloo
#

with 'any' you waste steps

winter saffron
#

However I can add a decreasing loop:

    if quality = 0 -> reset
    else use :quality:-1
reset
grand igloo
#

you never want to feed mixed anything in

#

ever

winter saffron
#

I'm not: The requesters have 5 sets of inputs for each quality. I iterate down to find the largest possible quality available and double it in the prod. step

#

This is apart from a feeding belt for regular crafts with static quality

#

If you still see a step where I'm wasting quality products you need to tell me precisely where. I don't see it.

grand igloo
#

in your baseline, no?

#

feeding 'any' in is not sufficient

#

you want to feed specifically the highest you have at least 1 set worth of excess for

#

and again, yeah you can centrally calculate and manage this

#

but wouldn't that be overly complex then

winter saffron
#

you want to feed specifically the highest you have at least 1 set worth of excess for
This is lazily ensured via the decreasing loop. (lazily since it only considers the single product)

The very baseline would be quality_normalbelts of input (or whatever lowest setting one may want). The assemblers should be modded with quality (as to not overcomplicate the prod step calculation). The quality of regular outputs don't matter for me right now since I'm not considering recycling. It also shouldn't starve since the prod step modding only happens if 1) it's possible and 2) if it's possible it uses the highest worth of quality I have excess for.

winter saffron
# grand igloo with 'any' you waste steps

Also any or basic is trivial here. Since the machines are not filled with a higher quality than required at any point. If any machine in the line can't be filled with the same level of quality, ALL machines will reduce their recipe level by one. Repeat. If no possible recipe can be found it will be set to any or basic and will grab from the static feeding belt. NOT the quality set requester chests

grand igloo
#

eh ig

#

though then you have to worry about synchronization

winter saffron
#

lul

#

Yes, it's expected to run slower than regular assemblers

#

So I add more assemblers engithink

#

One can extend this line for as long as the input belt can be a constant feeding source.

grand igloo
#

I mean, it's not horrible to calculate out by circuit, assuming each quality of item can be a different signal

winter saffron
#

I thought so?

grand igloo
#

so you could just calculate out by circuit, set the requesters all at once, then once everything's done, hit go

winter saffron
#

jup

grand igloo
#

you could even modify the algorithm to allow you to handle an entire cycle at once, so you don't have to worry about dead time

winter saffron
#

and if it breaks it just chucks along normally via the reset function

#

The Selector combinator should make the indexing quite simple

grand igloo
#

Mhm

winter saffron
grand igloo
#

You don't need to decentralize to let it run at full speed

#

you just need to reshuffle the algorithm

#

so you're calculating the entirety of a cycle in parallel

#

you can pretty easily calculate how many non-multiplied crafts you have to allocate before your next multiply craft

#

right

#

So, in order for it to be safe to use a quality for a craft, you need to have that many recipes buffered, plus one

winter saffron
#

Which is trivial for e.g. 10, 20, 50 prod

grand igloo
#

It's trivial for any prod

#

It's just a counter with some extra steps

#

that's advanced when the input buffers for each machines empty

winter saffron
#

I'm lazy

#

that's advanced when the input buffers for each machines empty
My idea is that it'd just stop everything if the input buffer (primary belt) is not satisfying all machines

grand igloo
#

But if you look at my method, it's absolutely trivial

winter saffron
#

Because if it breaks there some machines will be at different prod level and the whole algo breaks down

grand igloo
winter saffron
#

But it heavily reduces circuit calculations

grand igloo
#

Not really.

#

The operations themselves are fairly simple

#

granted I've played turing complete so

#

maybe 'simple' for me is different than it is for you

winter saffron
#

fair

#

Hmm, I guess I can decentralize it. Make an unique quality-reduction loop and satisfaction check for each assembler.

#

I havent used circuits enough to know how UPS expensive they are if used in excess

grand igloo
#

But how I might set this up, logically:

X = how many cycles left until the next partial prod hit (if you have over 100% prod)

X + 1 = how many recipes needed to ensure 1 machine can run a recipe of a given tier constantly, from now to the next cycle

Integer divide each buffer's amount (in recipes) by X + 1. That's how many machines can be assigned to a given tier for this craft step.

If the number of assignable machines is greater than or equal to the number of the machines you have: Go down your line of assemblers, filling an input buffer w/ a single recipe of the highest assignable recipe, then decrement that recipe for the next one.

Once all the input buffers are full of the requested items, dump into assemblers and start loading the next batch.

#

Obviously, you also want a latch to prevent the requests from being changed until they're dumped to the assemblers.

grand igloo
#

and going for a less efficient, less gimmicky setup

fallen urchin
#

For a machine with 25% prod, it might produce the additional thing at 4th craft, or 5th

winter saffron
#

That's why it's preferable not to use prod modules but only speed or quality

obsidian crescent
fallen urchin
#

For this situation, I think you can manually insert materials, to make it craft once at 10% prod, so it's 10%-> 35%->60%->85%->110%, this will exclude the effects of float imprecision

frozen fiber
#

But if its an integer, they don't, not for tens of thousand of crafts anyway

obsidian crescent
#

Yeah, that makes sense. The problem is, getting anything to a precise integer tick count, especially with speed beacons, is going to be pretty difficult.

#

No assember has crafting speed 1.00.

frozen fiber
#

There are some options

#

2 prod 2's and 2 prod 1's in the assembler combined with 3 times the effect of speed module 2's works

#

The resulting crafting speed is 2

winter saffron
#

Devs, please give us circuit control to readout float prod so we can abuse a glitch huehehhe

frank warren
#

you can make that yourself

frozen fiber
#

Or 2.0 rather, since the beacon changes will come to the base game as well, right?

#

But if you don't have quality it doesn't matter anyway

wary beacon
#

Lookin forward to this

obsidian crescent
#

Wait: that wire reach requires +2 reach per quality level, not +1.

#

Maybe it's +1 in each direction.

jaunty citrus
#

It's +1 radius

golden tinsel
#

legendary substations are almost like current long rage poles, insane

grand igloo
obsidian crescent
#

Speed modules don't matter for that.

grand igloo
#

You don’t need tick timers

#

Nor do you need 100% prod

#

sure some floating point fuckery could complicate things but you don’t need 100% prod

frozen fiber
#

If you had 100% prod, there would be no need to think about it

grand igloo
#

but you should be filtering out that stuff anyway

#

since you can't tier it up, qual mods in that machine are a waste

grand igloo
grand igloo
#

where the maximum amount of prod you can fit into an assembler is equal to or greater than prod% of the mixed-quality assembler integer divided by 100, multiplied by 100 again, plus 100%. (ex. 25% / 100 -> 0% + 100% - > 100%)

#

which should be true with modules alone

#

but might not be once you deal with prod research?

#

basically, these prod manipulated machines are like two machines in one that take turns

#

one with (prod% - (prod% mod 100))% productivity, and one with 100% more productivity than that

#

if you can achieve that 100% more number with modules, you're better off using a dedicated legendary assembler

#

if you can't

#

then you're better off just using the manipulation method

#

I believe

#

it's weird

frozen fiber
#

You've lost me

frank warren
#

I get it. What parts don’t you understand exactly?

fallen urchin
#

Nevermind, it's about manipulating the prod output

kindred crater
#

i wonder if you can make quality_anyrocket_top

#

presumably higher capacity?

daring siren
#

You can make quality_any rocket_silo which is faster. There's no effect of quality_any rocket parts or rockets.

kindred crater
#

ah

#

makes sense

grand igloo
grand igloo
obsidian crescent
frank warren
#

Technically there are things you can launch with a 2x silo that you cannot with a 2 1x silos.

daring siren
#

If it was a thing

#

It's possible to mod in different silos with different rockets

grand igloo
#

but yeah

hoary current
#

quality science packs are not worth the price, so does quality rocket. remember u can use prod modules instead of quality moduels

frank warren
#

It depends, some sciences have no ability to use prod well

#

(their ingredients)

#

giving up speed here is the problem for those

hoary current
#

not able to use speed beacons is a big issue if u want quality output

#

and if u want the quality item elsewhere u better not use them for science

#

say electric furnaces

#

u probably want to save the quality ones for space platform instead of feeding science

#

also this by kovarex_enrichment_process , seems like quality is not that vital in SA

#

most people probably won’t bother micromanaging quality for science

#

the bonus u get is just too small due to how small the quality upgrade chance is

frank warren
#

and if u want the quality item elsewhere u better not use them for science
not withstanding here; the goal is to discuss whether quality science is viable. That doesn't care about your other needs for these items, as it assumes your base is 'built'

#

I agree that that tells us quality science is not optimal at any point before final endgame though.

#

Quality science is provably more resource efficient for logistic_science

#

But it's - I would say roughly speaking - almost certainly worse for UPS by a huge margin. and dramatically more complex for little yield.

grizzled lagoon
#

How can it be more resource efficient for some, but not all sciences? You always get 1+bonus science for the price of 1. The bonus only depends on the used modules. Where is the difference?

charred gyro
#

I imagine the number of intermediate parts used for creating the science will determine how many stages of productivity modules can be used, and the total effect changes depending on how many stages prod can be used in.

grizzled lagoon
#

Ok but the amount of highest tier intermediates required before science will still only depend on the modules in the science assembler, no? So you take the module arrangement that minimises the demand. What am I missing?

obsidian crescent
grizzled lagoon
#

Oh quality in the science ingredients, got it. Thought you meant quality in the science assembler itself.

hoary current
#

quality in the science assembler is always less productive than prod in the science assemblers

obsidian crescent
#

Now, you absolutely should put quality modules in the prod1 and electric furnace assemblers (and probably inserters). But you should do that so that your infrastructure can benefit from higher quality prod 1s and electric furnaces, not so that you can make quality science packs.

grizzled lagoon
#

Yeah I think I’ll put quality in everything early game and filter away the components with better quality

daring siren
#

There is still a reason to produce quality_any science packs, and that is a sink for unbalanced quality_any intermediates in some cases

#

But even then, you'd probably want productivity_module_3 in your assemblers rather than quality_module_3

hoary current
daring siren
#

science is a constant sink

obsidian crescent
iron root
#

Making not- quality_normal science packs with excess quality materials is a neat prospect but it still consumes things in its own defined ratio, which is going to need another overflow into quality_normal science for that mismatch
It will let you squeeze out a little more science though

grizzled lagoon
#

Can’t imagine that the added complexity is ever worth it. I do think I’ll send low quality expensive intermediates back to science instead of recycling them though. But I don’t think I’ll do it such that the quality isn’t lost. (Eg just fill a trains of blue circuits of quality < 3 to the first thing asking for blue circuits)

half raptor
#

How's everyone doing on this quality_legendary day?

rotund egret
#

40°C outside, walking a friend through the factorio tutorial. poor lad, he's going to be in deep soon

half raptor
#

Here, let's just work through to logistic_science don't worry you won't get addicted

grand igloo
#

in the summer

#

it's quality_normal if that

hoary current
teal wren
#

When quality_legendary nuclear_fuel in your car kicks in:

grizzled lagoon
#

The Cube finally has a worthy opponent

fallen urchin
#

Wonder whether we can get quality ultracubes

obsidian crescent
#

So, quality fuel is actually useful. Maybe that's a good reason not to ship U-235 everywhere; you'll be able to get the benefits of nuclear fuel's acceleration without getting regular shipments.

#

I think this is of particular use for Gleba, where fuel grows on trees.

daring siren
#

If quality fuel is a thing

fallen urchin
half raptor
#

More like you should find places in your base that are sufficient with your lower quality uranium and places that would greatly benefit from quality uranium.

#

Just realized that recycling might let us sink a ton of u238 into a recycle loop and then kovarex any legendaries that make it through to make legendary u235

#

If that's possible

daring siren
#

There's no quality_module in kovarex_enrichment_process but I don't see why it won't let you set quality transform quality_any u238 to u235

#

Getting 40 quality_any u235 would be tough though

half raptor
#

Did they confirm there's no quality for uranium ore?

daring siren
#

No, but they confirmed there's no quality modules in Kovarex Enrichment Process, which is what I wrote with icons.

half raptor
#

So you won't be able to go for quality on that step, but what I'm curious about is doing kovarex with uranium that's already quality

daring siren
#

I don't see a reason why it won't be allowed, so it probably is

#

i.e. you could kovarex_enrichment_process 40 quality_rare u235 + 5 quality_rare u238 into 41 quality_rare u235 + 2 quality_rare u238

half raptor
#

I hate to imagine how much u235 we will have to recycle to get our starter 40 legendaries, problem for future me

daring siren
#

Getting the quality_any u238 is easy though, because of the amount and recycling spent power cells

half raptor
#

True enough

#

I'll have to have a strong reason to go for legendary uranium, seems like it's not very sustainable for trains until you get enough production. Late game problem it sounds like

obsidian crescent
#

Wait, can't you just quality cycle UFCs to get quality U-235/8?

#

And if you just need quality U-238 (to feed your Kovarex once you get 40 U-235), just quality cycle uranium bullets. Though UFCs will probably be more efficient since you can prod them.

keen igloo
#

quality mining of uranium will be helpful, you get 3 slots there instead of 2, do that on even 2 uranium patches and pretty soon you'll have so much quality radiation you'll be glowing at least at a uncommon level

obsidian crescent
#

Quality nuclear fuel isn't worth that much effort; it's much easier to just quality-cycle UFCs.

#

Then again, there's the question of what higher quality UFCs do. Kovarex talked about fuel with regard to how they affect trains, but not with regard to how they affect burner device output.

#

So if quality UFCs have a higher fuel value, that could be a worthwhile reason to invest more heavily in quality uranium sources. Especially if you're exporting them off-world.

gusty trench
#

Fulgora seems like the place to make quality fuel: solid fuel is effectively totally free, so you can quality cycle it even if you don't get enough from scrap recycling, and then add some light oil for quality rocket fuel

obsidian crescent
# gusty trench Fulgora seems like the place to make quality fuel: solid fuel is effectively tot...

We've seen solid fuel on Gleba, so I was thinking that it might be more efficient to make quality solid fuel from fruits. Not resource efficient, but more time-efficient: you'll be able to make more of it faster for the same land area than Fulgora. Not only would Gleba benefit more from faster fuels (thanks to spoilage), but you might be able to take some of the quality intermediates and make something else out of them.

#

If you've been to Vulcanus already, then you don't really need to skim quality off of mining uranium; you can just recycle for it.

opal haven
obsidian crescent
# opal haven there's infinite amount of heavy oil on fulgora - turn it to a solid fuel direct...

Yes, but building the quality cycling needed for this relatively inefficient process takes up a lot of space. And while you can shove that off to its own islands (this doesn't require anything from scap), its still going to take up a lot of room. Whereas the Gleba option can rely on multi-stage pipelines and quality modules, being much more space efficient and tapping into other Gleba processes for making quality goods.

hoary current
gusty trench
#

I think the benefit of doing it on Fulgora is simpler infrastructure: a line of chem plants that have one fluid input and one solid output, and recyclers taking that in and spitting quality versions of the same out. Chem plants aren't very expensive, power is easy, and you really just need a train to port out the quality solid fuel to make into rocket fuel elsewhere

#

Or you could train in water for cracking and then export quality rocket fuel

#

Genuinely it could take 5 minutes to set up

frank warren
# hoary current

this is the craziest news we have gotten so far. What quality fuel do you think is best for UPS?

#

producing the fuel obviously costs UPS, but presumably faster trains = less trains = better performance. But the cost of quality is exponential, so this may be a case where something like quality_uncommon or quality_rare is actually superior

kindred crater
#

100%. when you do roll a lucky quality_epic or quality_legendary you could either prioritize that for longer distance trains, or those in your fleet with the slowest acceleration time to minimize slowdowns

fallen urchin
kindred crater
#

another thought, top speed/acceleration achieves the same result as more joules in fuel in an indirect way

fallen urchin
#

For qual cycling fuel cells, is it better to directly recycle the cells, or burn them through a reactor and use reprocessing?

obsidian crescent
# fallen urchin For qual cycling fuel cells, is it better to directly recycle the cells, or burn...

Depends on the goal. If you need 40 high-quality U-235, then burning them in a reactor isn't helping (remember: Kovarex forbids quality modules). If you already have 40 high-quality U-235, then what you need is U-238. So "quality cycling" through using them in a reactor is viable. But only to the extent that you can burn lower-quality fuel cells.

Actually quality cycling UFCs will likely be more efficient in terms of resource cost though. You can use more quality modules, so it will take fewer cycles to get good output.

daring siren
#

I guess you can upcycle 235 you made with kovarex_enrichment_process

fallen urchin
#

To qual cycle U235, you either cycle nuke oruranium_fuel_cell

#

I think fuel cell is more viable, because you do need the qual U238 after getting all the qual U235

winter saffron
# hoary current

When you hit the 300% prod on all recipes you might as well setup quality research to save some UPS.

#

Don't expect it to amount to much tho

winter saffron
daring siren
#

That is correct. You can upcycle u235 into itself

obsidian crescent
burnt reef
#

going input -> output -> input -> output still gives 300% net productivity. why would adding quality modules in the recyclers change that?

obsidian crescent
# burnt reef going input -> output -> input -> output still gives 300% net productivity. why ...

It gives net 0% productivity. 300% productivity means you get 4 outputs for the price of 1. A recycler returns 25% of the inputs for whatever you feed it. Therefore, a full cycle returns, on average... exactly what you gave it.

The only difference is that quality modules in the recycler can boost the quality of what it returns. Thus, you can raise the quality of the output without actually losing any materials.

#

But for base quality stuff, you don't feed it into a recycler. So the 300% productivity bonus is the actual net bonus.

iron root
#

You still get the 300% productivity with quality though

#

It just depends if you want the quality on the recipe inputs or the output

#

Both can level to quality_legendary for no additional material cost though at 300% prod

obsidian crescent
iron root
#

So if we’re quality cycling around some 300% prod blue chips
20 green chips and 2 red chips make 4 blue chips, which recycle back into said 20 green and 2 red

#

So that lets you upgrade quality for ‘free’ via quality mods in the recyclers

#

But once it’s all quality_legendary , it’s still 20 quality_legendary green chips + 2 quality_legendary red chips to 4 quality_legendary blue chips

#

At that 300% prod point you can look at it as a recipe with altered ratios that a recycler can undo with 0 loss

iron root
burnt reef
#

yeah it's craft (x4), recycle (/4), craft (x4), which combines to x4

iron root
burnt reef
#

so cycling the ingredients to quality_legendary is free, and the finally crafting the item gives x4 output

iron root
#

More or less yeah

#

Once you can start making recipes hit 300% productivity, the cost of quality is based on how many steps away a material is from said recipe’s inputs or outputs

#

Or really steps down from the inputs I guess
Steps up from the outputs is… funky

half raptor
#

slowly over the last year, despite stubbornly clinging to the quality_module_3 for guidance, I've been slowly coerced into accepting productivity_module_3 into my heart. I plan to do 2 runs, one for a quality heavy run and the other for a prod heavy run, but once you hit end-game it probably will run similarly

iron root
#

quality_module_3 is just so weird because it’s benefits have a different relation with time compared to productivity_module_3

#

Cause the benefits from quality whatever persists after you remove the modules.
Productivity doesn’t do that

winter saffron
#

You could setup a low priority set of train stations which upcycle input to legendary (or whatever) to fill a building mall. That way excess produce gets upcycled automatically.

#

doesn't have to be anything massive just something to keep running in the background

rotund egret
#

re: uranium fuel

I'm probably going to recycle ore itself since it's the earliest step, therefore benefitting most from prod/quality

obsidian crescent
heavy ember
jaunty citrus
frank warren
rotund egret
#

it does require less infrastructure the earlier in the chain you do it

#

since you still need to mine the uranium ore

jaunty citrus
#

It would require significantly more as you can't benefit from productivity in an ore recycling loop

#

Recycling UFCs would let you use productivity modules and quality modules in the crafting step and the recycling step

rotund egret
#

can't you still prod the uranium after you obtain the high quality versions?

jaunty citrus
#

With ore cycling you only get the recycling step every loop, no crafting step

rotund egret
#

what about quality-ing the miners?

jaunty citrus
#

You could do that anyway, but it only applies once, not every time the ore loops

#

If you cycle with an item that you craft, getting a legendary item (assuming legendary modules are used) can take only ~80x the resource cost of a normal quality item.

#

If you only use quality modules in the crafting and recycling step, it goes up to 116x times

#

If you skip the crafting step modules entirely (like you would with ore cycling) the cost goes way up to 2727x the cost

#

So if you cycle ore straight out of a mine, every 2727 normal ore you mine will turn into 1 legendary ore

grand igloo
#

oh wait right they capped it

#

so the high module slot, innate prod buildings just get you to the magic 300% faster

daring siren
#

ye

#

once you get high enough, you can start using qual instead of prod

half raptor
#

I can't wait until we can get the game and see what the maximum we can research it. I'm hoping we can research all the way to 300% so even assemblers will be capped

daring siren
#

They did say you can

#

but it's very expensive

teal wren
daring siren
#

You'll want a 1MSPM base for those researches 😉

half raptor
#

Let's be frank. Expensive just means all the reason to make a long term robust base

teal wren
#

Hmm... it will only take 6.4 hours on 1M SPM to get to 1 level 30 research

half raptor
#

How do you know how expensive a lvl 30 research is?

teal wren
half raptor
#

Fair

teal wren
#

If all starter prices are the same

#

But RCU is (was) end-game item, so I don't think it will be higher than 1500

half raptor
#

I plan to just research in order of prices

teal wren
#

Most viable path is to research lowest cost productivity research

#

Except mining I suppose, as it grows linearly

half raptor
#

Since prod bonus is multiplicative across the production chain anyway. Cheap upgrades helps the whole base

obsidian crescent
#

Note that the productivity researches don't appear to use yellow science. They still use space science, but that's much cheaper now since launch costs are down. They're still expensive, and exponential scaling is exponential.

#

So hitting productivity 13 for blue circuits (the earliest that you can hit the break-even point) will probably require serious megabasing.

half raptor
#

We'll know when we know

rotund egret
#

I have a weird hot take

I think yellow science has been cut from SA, since almost all its researches have been moved off-planet and automating rockets is now a space science thing

obsidian crescent
#

My take is that there are some new automation/remote techs that yellow science provides. Like, if there's an earlier game remote-controlled vehicle for the RTS, it makes sense to shove it in yellow science.

burnt reef
#

if productivity research cost scaled linearly, then the net cost per level would decrease

#

so level 16 would effectively be cheaper than level 15

obsidian crescent
#

It would depend on what exactly you research productivity for and how you make it. Steel productivity wouldn't matter if you use the Foundry LDS recipe, for example.

burnt reef
#

yeah I'm abstracting several details out but the point remains

#

if lab prod had linear cost and effect scaling, the effective cost per level would have a finite cap

#

further ingredient productivity just makes it cheaper yet

burnt reef
#

there are other ways to prevent this (sublinear effect scaling, polynomial cost scaling) but I think linear effect & exponential cost is most likely

frank warren
#

We know the cost function

#

@rotund egret I would like to mention that because yellow and purple science are optional before rocket, we will have technologies on the first planets that do require each of them, so if you rush for example Vulcanus first - there will be vulcanus techs that require neither, yellow, purple, and yellow+purple

rotund egret
#

yes

#

I was just thinking since the devs mentioned they've been trying to crunch as much of the game together, as it's already quite long. science-wise, fusing yellow and purple science together would make sense, even if it's not currently implemented

#

in the end I did say it was a hot take 😄

kindred crater
#

not sure if you're joking or not but thats my plan lol

#

I got a few more months to save up money to get a dedicated server that will run the game unpaused 24/7

charred gyro
#

Isn't that something that'll take... months?

kindred crater
#

1k spm is like 138 IRL days to reach lvl 30 for a single prod tech

#

and from what we've seen so far in SA, we'll blow right past that

frank warren
#

lol funnyduck is running with this new found knowledge

#

just because your deck can do 10kspm doesn't mean you can do 10kspm

charred gyro
#

I am expecting "infinite" techs to take a ridiculously long time to complete in increasing requirements. Otherwise they wouldn't really match their namesake.

obsidian crescent
frank warren
#

yes but level 30 lets you replace the prod in the machine with speed

kindred crater
#

thats right

frank warren
#

which is not nearly as impactful, but there still are benefits.

kindred crater
#

higher performance builds, more UPS savings

frank warren
#

after level 20 cost increases super exponentially, because you aren't getting a prod benefit anymore, just a speed benefit.

#

so the cost per extra rate is doubly higher

obsidian crescent
frank warren
#

(same increase in cost structure, but dramatic decrease in benefit structure)

kindred crater
#

pretty much in line with all prod research and quality

#

in 1.1 I think people have reached 50k spm. with quality and prod research it could be 10x that

#

if its an aquilo building, it would have to be something powerful and special

frank warren
#

can't download it on steam deck tho

#

meet gabe newell speedrun

obsidian crescent
#

With quality and the new beacon change, everything's already fast enough. A single building can fully stack several green belts on some recipes. There is zero reason to have an even better beacon.

There is one more building typically combined with foundry and electromagnetic plants, which will be covered later.

The only thing that you "typically" use with these is a chemical plant for plastic and sulfuric acid.

charred gyro
#

Yup. And it'd lead to even more of the stuff that people complained about. Optimal builds would involve multiple rows of these beacons since they could overlap each other and still reach the same crafting machines.

frank warren
#

yes because we thought there were 3 unique machines .. that would be on the first 3 planets

obsidian crescent
#

We also thought there would be new oil processing setups on Gleba, and that was correct.

frank warren
#

from the suggestion that you use the aquilo machine with the other two, it sounds like only the second half was wrong.

#

there are 3 unique machines that work together

charred gyro
#

Eh... we didn't get a list of recipes that the biolab machine can do, did we? Not like the details we got for the other planets' unique crafting machines

frank warren
#

but it also feels weird as hell that the aquilo machine would just do a few oil things... not very thematic

obsidian crescent
fallen urchin
#

Considering SPM is measured in bottles consumed, a 1M SPM base will take less than 1000 minutes to research a 1B cost tech

#

The SPM only measures the base size, and lab productivity needs to be calculated after that

frozen fiber
#

True. But it was probably still several 100k SPM

daring siren
#

I call it eSPM

teal wren
daring siren
#

Effective SPM

#

i.e. the rate at which science is getting completed

teal wren
#

That's what the new science icon on the chart?

daring siren
teal wren
daring siren
#

hmm why?

teal wren
#

Also as I was saying this also need to be updated to something more slick

#

The thickness of lines not even the same on the corners

teal wren
daring siren
#

Oh? It's the "selected" visual from the game

teal wren
#

nvm

#

Because each potion has it's own indepentent resource level

daring siren
#

Well I would expect them to be the same in the last 10 minutes consider they are working on the same science

#

so your question does make sense

frank warren
#

Correct, all though tbf I think 1M SPM is very much achievable in space age from what we know.

daring siren
#

But very hard

#

It'll be like doing 25kSPM in vanilla

frank warren
#

Agreed.

#

If you really think that you expect 2M in SA though :P

#

I have lower confidence in the estimates overall, I think 1M will still really be pushing it.

#

More like 50kSPM in vanilla + hardware improvements

#

Finally we can put the discussion of 'what is a megabase' behind us - it's a base that produces 1Mspm :P

terse lagoon
#

What i wonder, 1m spm they talked in fff, was it 1m science bottles per minute, or 1m spm after prod multipliers?

#

Cause if second it kinda not legit for me

frank warren
#

after prods

#

no confirm on it, but kovarex isn't a UPS master, and all of our knowledge says that 1M science is in the 'believable but difficult' area

terse lagoon
frank warren
#

It sorta means nothing, but I expect lab prod to be so expensive I doubt he has more than 200-300%

winter saffron
#

Not a fan of prod. science either.

#

Maybe it has a 300% cap. Which I'd prefer if they want it no matter what

frank warren
#

It shouldn't have a cap

#

You can't recycle science points

fallen urchin
#

MP shouldn't have that cap either, you can't recycle ores into the ground either

frank warren
#

And it doesn't.

daring siren
#

There's no limit for lab prod, but it's likely an exponential science

teal wren
#

Yeah... if this research wasn't - I think it would end up being no-cost (in terms of real science packs) increase research. As productivity goes linearly as does price

frozen fiber
#

It would still get more expensive

#

Just like mining productivity does

#

You pay way more for 100th 10% increase than for the first

teal wren
#

Yeah, but with mining productivity you eventually will mine out all resources

frozen fiber
#

So?

teal wren
#

But I am talking about lab's productivity bonus compared to research cost of next level of lab productivity

#

so assuming each level is 1 research unit, so the next is 2 and then 3

#

an lab productivity goes like 1.1, 1.2 and 1.3

#

And this ratio is asymptotic

frozen fiber
#

Do you mean productivity(n+1)/productivity(n) ?

teal wren
frank warren
#

Akara is correct

#

Welll, somewhat correct.

#

The price would never change if it went up linearly

frozen fiber
#

But the cost of every 10% step does increase

#

Are you guys saying mining prod 100 is as cheap as mining prod 1?

#

Because it obviously is not

opal haven
#

ratio might be 1 -> 1.2 -> 1.4 and so on

#

then cost will increase over time

teal wren
opal haven
#

cost formula will be 1+0.2*level - looks non-exponential to me

teal wren
#

Lab research cost cannot be linear or otherwise ratio will end up being some fixed asymptote

frozen fiber
burnt reef
teal wren
frozen fiber
teal wren
#

So it will end up that each next research will take the exact same amount of time

#

That does not happen with mining productivity, because it does not affect what labs are doing, so maybe in terms of resources you are unrestricted, but you still need to expand

frozen fiber
teal wren
teal wren
frozen fiber
#

Well if you say "price" I'm going to talk about the price

burnt reef
frozen fiber
burnt reef
#

it's just the processing that gets more expensive

teal wren
burnt reef
#

and research prod comes after processing, so that's not a factor

frozen fiber
#

And some other places as well

teal wren
# frozen fiber Here

Well, it increases in technology's price cost, but in terms of real science packs you are putting in - the cost is the same.

Sorry for confusion

#

Will get the same as you go higher and higher in level

frozen fiber
#

Ok, you're right that effective cost per step is asymptotic

#

But assuming 10% prod per step, e.g step 10 is still 5 times the cost of step 1

#

Our rather it would be, because the price increase will most likely be exponential anyway

teal wren
#

Also because being non-exponential comes to real price stall

gusty trench
#

I thought all the infinite prod recipe bonuses were exponential in cost? Something like 50% increase for each one

frozen fiber
#

It was a discussion about a hypothetical

#

What if the cost of research prod increased linearly

gusty trench
#

Ah, gotcha. With the way prod can compound, I wouldn't be surprised if some combination of prod researches could get cheaper over time

burnt reef
#

if there was uncapped science pack productivity research that also scaled linearly in cost, it would get cheaper over time

daring siren
#

it won't be linear

burnt reef
#

(recipe productivity is capped b/c recycling and therefore is asymptotically constant, but science packs can't be recycled and therefore don't need the cap)

#

yeah but if it was

#

or, perhaps, this is why it won't be linear

gusty trench
#

Among other reasons, yeah

opal haven
frozen fiber
#

It could be quadratic

#

Anything above linear really

#

Would solve that issue

burnt reef
#

plot twist: cost scaling turns out to be O(n log n)

#

or even O(n log* n)

fallen urchin
#

MP cost of ore in ground will eventually converge to a fixed value, but MP1 is nowhere near that value

#

I think MP100 will cost like 6x~7x of MP1

fallen urchin
#

It's basically oriented around productivity progression

frozen fiber
#

While MP200 is only 6% more expensive than MP100, in terms of ore in the ground

#

By MP1 I mean the first of the infinite researches, so technically MP4 in the game

grand igloo
obsidian crescent
# grand igloo The cap probably applies for everything, just in case people make packs recyclab...

Mods can change the cap, so if someone wants to install a pack recyclable mod, they've already decided that they don't care about the cap.

Also, I really think getting level 30 on any of these productivity packs in a reasonable timeframe is just wishful thinking. Hitting level 15 will already require a lot of SPM or just days of leaving the machine idle (and hoping that your defense hold).

frank warren
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Math with what we’ve seen says it won’t take so long.

daring siren
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1MSPM would help

obsidian crescent
#

If you can get 1M SPM without having max-quality everything... why do you care about getting max-quality everything?

final nimbus
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For more SPM of course.

daring siren
heavy ember
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What's the best guess on how the prod techs scale?

frank warren
#

we have the exact formula assuming you can find the message.

#

you know whose messages to search

daring siren
#

was it a K or BK message?

#

200M sounds reasonable at 1MSPM 😛

jaunty citrus
#

It's 1000 * 1.5^L
#friday-facts message
So it get's ridiculously expensive in the later levels.
Some cumulative costs at break points:
LVL4: ~12.2k (40%)
LVL10: ~170k (100%)
LVL13: ~580k (300% with quality_legendary productivity_module_3 EMP)
LVL15: ~1.31m (300% with quality_legendary productivity_module_3 Foundry)
LVL20: ~9.97m (300% with quality_legendary productivity_module_3 assembling_machine_3)
LVL30: ~575m (300%)

#

So you can get 98% of the benefit at level 20, which is less than 2% of the cumulative cost of level 30

obsidian crescent
#

So what does it take to make 580k space science? Isn't that quite a lot of uranium? If one launch of U-235 can make 1000 space science packs, then that means you need 580 rockets full of U-235. So... how much is that?

Let's say 500 U-235 per launch, so a 1:2 ratio of U-235 to space science. So a total of 290,000 U-235 total. Assuming a 3:1.5 U-238:U-235 Kovarex ratio (ie: 50% productivity), that's nearly 580,000 U-238. So that's 5.8M uranium ore that you'd need (less with prods).

So in Space Age, you might actually exhaust a uranium patch 😉

jaunty citrus
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You had me for a bit there hahaha

#

"Oh no I might need a second uranium patch 😱 "

obsidian crescent
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Well, you probably want more than one patch just to get through it faster.

But one interesting point is that blue circuits and LDS productivity both require space science, while we know that steel doesn't. Because of that, you can actually research steel on multiple planets simultaneously. That is, all planets can have their own labs and science makers, with all of them contributing to steel productivity research.

You can't do that with anything gated by space science, since that can only be made on Nauvis.

#

Granted, you can't quality cycle steel the way you can LDS or blue circuits, so it's a moot point for quality. The same goes for plastic.

jaunty citrus
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With many key items able to be made in machines like the EMP, I think the viability of quality cycling materials for "zero cost" legendaries gets lower.
If you just cycle the end product you don't need ridiculous levels of Prod research to make it viable, and you don't need to do any sorting/balancing infrastructure for reverse crafting items from intermediaries like low_density_structure and processing_unit

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The biggest ones being modules, beacons, and the EMP itself, as well as the foundry in the foundry.

#

I wouldn't be surprised if the last machine is a similar 50% prod building that can make itself as well.

#

The EMP brings down quality_legendary quality cycling from 116x cost in assemblers to just 23x assuming all legendary quality modules in a non-prodable recipe.

#

The foundry with one less module slot is 32x

daring siren
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You don't need even close to "zero cost" for it to be super viable

#

Also, lets remember lab prod is a thing we'll also be investing in

#

Getting lv20 or even 10 of lab prod would make the rest cheaper

#

That said, there are many sciences, so it doubles up again

jaunty citrus
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My problem is that you're limited to what materials even have productivity research. I'm not sure that any of them involve concrete or iron ore in their recipes, which would count out advanced machines like the foundry and recycler from this reverse crafting from low cost legendary intermediaries significantly less viable.

#

Same thing with tungsten carbide actually, there might be a recipe using/producing it that gets prod research, but if it doesn't that's another severe bottleneck, alleviated by just cycling the foundries/BMDs directly.

#

Also when doing the reverse crafting from the cheap legendaries, you necessarily increase the cost based on how many steps back you need to recycle.

obsidian crescent
obsidian crescent
# jaunty citrus My problem is that you're limited to what materials even have productivity resea...

Quality stone brick on Vulcanus just kinda happens since every lava processing machine will be spitting out mostly useless stone. You can run stone brick though a furnace with qual modules, and even quality cycle away the leftover brick instead of just casting them back into the lava. And the Foundry recipe for concrete gets its iron in molten form, so the only thing that determines its quality is stone brick (or maybe stone if it doesn't use brick). So that's pretty cheap.

#

Oh, and quality cycling tungsten carbide gets you quality carbon and tungsten ore, which can be used to make quality tungsteel.

heavy ember
jaunty citrus
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There's only one recipe that is viable beyond initial space platform research though

jaunty citrus
obsidian crescent
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I have to assume that each planet has at least one intermediate that gets a productivity recipe. It is very weird that tungsten carbide is not an ingredient in tungsteel, despite tungsteel using the same ingredients as carbide (plus molten iron). So it's not clear which one would make the most sense as having a productivity research. If carbide is useful for anything other than the Foundry or BMD, then giving it prod research would be more impactful since it's made in an assembler (no 50% prod building).

jaunty citrus
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Concrete isn't prodable and probably doesn't have a prod research

grand igloo
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yeah but it's pretty cheap

#

iron ore, stone brick

wary beacon
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once you get to that point, you're going to have some serious prod mod action helping you at every step of the kovarex_enrichment_process and space science process, plus launching rockets is going to be practically free

#

it's very nice to have a use for uranium besides just blowing stuff up and nuke plants as well, i've modded a simple space science recipe into my game and it's pretty swell

obsidian crescent
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I just realized. Because the space science in space recipe is made... in space, you could craft science packs on the way to other planets and just drop them off, then return to Nauvis to pick up more U-235 to do it again. The other ingredients are all space stuff, after all.

Which means you still can use the "build all the science packs on each planet" trick to move things along.

#

I'm not sure that Fulgora is a good place to try that on though, since some of the earlier packs are weirdly expensive there.

jaunty citrus
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is 1000 of automation_sciencelogistic_sciencemilitary_sciencechemical_science and maybe production_scienceutility_science worth the value of one rocket to send it back to nauvis?

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You could make it all locally, or you could just make a rocket and send it to one place. Not sure about all the planets but given the weird costs on Fulgora I agree it would be especially bad to make the other science locally

obsidian crescent
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The goal was, instead of localizing all packs to one planet, to use every planet's resources to make all of the packs needed for the productivity sciences. So your Nauvis base might be able to hit 1k SPM, your Vulcanus base hits 2k SPM, your Gleba base gets 800 SPM, and your Fulgora base can hit maybe 500-600 SPM. This kind of distributed production allows you to take advantage of all of the resources available to you, rather than trying to build one planet up to the point where it produces all the packs through purple at 3k SPM.