#Ratio problem Fulgora
1 messages · Page 1 of 1 (latest)
The ratio problem only exists when you mix quality levels together throughout a production chain. If all you do is take the
stuff you skimmed from the recyclers, you have exactly the same production steps/ratios as if you had started with
stuff instead.
Yes, and that applies even if you don't have quality ratios involved.
it's not clean to start with
you're not gonna get away with recyclign all blue chips or all red chips to get the greens
you're gonna need to do a little of both
red chips and blue chips have different numbers of greens in them
Yes, that's the challenge that fulgora presents, and has nothing to do with quality
so even if the ratio coming out of scrap is the same, the ratio of green chips with quality will be different depending on whether it's coming out of red or blue chips
using circuit controlled isnerters on a small scales seems reasonable for getting semi-optimal results. On a large scale you could be using train stop priorities and various recycling plants
Not if you don't involve quality beyond the first step, the initial mining/recycling
It would give you (at least initially, I'm talking for early-mid Fulgora) a steady baseline of
quality stuff for you to recycle, filter, and ratio math out into a hub/mall, and a small amount of
stuff you can manually use for personal equipment, specialty items, or topping up
recycle loops in the hub.
The majority of the other,
stuff will flow into normal science production, and your regular expansion hub
90 uncommon blue chips + 10 rare blue chips (we haven't unlocked epic yet)
recycled that's 450 uncommon green chips and 50 rare green chips, but wait we have an extra 45 uncommon reds and 5 rare reds now
alongside those blue chips came 130 uncommon reds and 20 rare reds
so now we have 450 uncommon greens, 50 rare greens, 175 uncommon reds, and 25 rare reds
notably, the rare red ratio isn't the same as what came out of the scrap recycling
and we're still not at the module ratio
like this gets really complicated really fast but surely you see my point right
b/c it's a backwards chain where our ingredients are becoming our other ingredients, the ratios are not preserved
like they would be in a forward chain
Yes, that's
's entire gimmick
okay so we agree then that the ratio problem is bad for forward chains and really, really bad for backward chains
Which is why I don't advocate for mixing quality throughout a production chain, you need to either start with (the same level) quality ingredients or end with recycling loops to keep things manageable
and that exact logic is what I'm using to say don't do it on
because the ratio problem presents itself even if you only do quality in miners and scrap
I'm sorry but what you're arguing is that you just shouldn't do anything on
because it involves having to balance ingredients using recyclers, which seems a little strange because that's the challenge you need to tackle there.
a) yeah exactly it's gonna be enough of a problem without quality in the mix
b) it's dubious whether quality gets you any benefit at all vs just recycle looping at the end. if any, it's marginal
So long as you don't try to balance between quality levels, you keep things as manageable as possible. You'd run into all these issues even if you started with
as a baseline
and then c) just from a game strategy perspective this is gonna take a lot of time and resources to set up and it's likely that time and resources will be better spent doing anything else
If you can set up science on Fulgora before leaving, or anything else that requires a consistent resource drain, you can keep it running while you're off on other planets and siphon off the ~4% of quality items produced in order to make personal equipment and such
It will, and at that point you need to decide if you'd find it fun to solve the problem or not. Personally Fulgora seems quite appealing to me for a number of reasons, so I won't mind spending more time there
the thing to think about is that
is very geometrically hostile and you will need to do a lot of scrap recycling just for the basics
adding the cost of extra modules to all your recyclers and needing to take up a whole bunch of extra islands which need to be connected to trains to have this separate quality section with 800 combinators
just does not seem practical to me
T1 modules are really cheap though
Exaggerating on 3 fronts doesn't make the point any different
Low tier modules are pretty cheap, I don't know why it would take up more than maybe an island of space, you don't exactly need 800 combinators to balance oil products so I don't know why you'd need that for recyclers either
From a yellow belt of scrap, you get the resources to make a T1 module in 7 seconds
that's a whole yellow belt of scrap
You're not consuming all of it for that one module though. You're consuming the red and some of the blue circuits
Actually it's somewhat lower because recycling the blue circuits gives some reds
Fulgora is going to be hell on math
Hence why you don't math it out, instead you just set thresholds for recycling excess stuff
idk about you but it does not look to me like it will be trivial to get a whole yellow belt of scrap from somethign like this
Yeah but I'm trying to find statistics
Yeah if you want to figure it all out optimally it would be pretty hard, expecially considering we don't know all the recipes on
yet 
Actually, wait, you get quality modules on Nauvis. Just make T1 modules there
Now we're thinking with modules
Or, ship the circuits, since the EMP gives 50% prod
(talking about when you first get into space)
Making a rocket will be pretty darn easy on Fulgora...
You get 2/3 ingredients directly and the third isn't all that hard either
Also, that pic doesn't show the scale very well. This other image of what is presumably a mining outpost does, and it looks like plenty of miners to make a single yellow belt of scrap
if you don't put quality modules in the post-scrap recyclers and keep each quality separated it works out fine, it'll be the same as doing it in all common
I was mostly assuming that quality modules were going in the other recyclers too
Exactly!
It's almost certainly a waste to try to balance qualities in-between intermediates, you're probably just going to give yourself a headache and waste a bunch of time
but that's still separate infra for each quality
For (potentially) no benefit
Bots to the rescue
It would be, but each quality would need 10% the infrastructure of the last, so it's not massive
recyclers are likely to be an expensive building, throwing quality modules in them increases that cost even more (not only b/c of the module cost, but also needing to build 25% more recyclers for the same output)
technically slightly more than 25% if you're siphoning off non-normal
and the bulk of stuff that isn't chips coming out of scrap doesn't have a whole lot of reason to have quality on it
But would it be a 20% speed penalty with T1 modules?
20% speed penalty = 25% more buildings for same output
yeah so you need 5/4 as many to keep up
Right, but modules have higher penalties with higher tiers. The T3 module has the 5% penalty. But a T1 module probably only has like 2%
90% sure it's confirmed to be 5% across all tiers
so mostly I feel like it's something that's only accessible once you're quite well-established on
and going for it early would be making life hard for yourself
Recyclers can't be that expensive, since you need to hand make them
By recycling scrap yourself
you can hand craft a 
ofc, you don't want to unnecessarily expand upwards when you get far more benefit from expanding outwards
The recycler is the equivalent of a furnace. The intended gameplay is you land, mine some buildings for scrap, turn that into the 12 items you get from scrap, which you make into a recycler in order to start automating
this is a really big sticking point too. what happens if everything in your factory is overloaded except for the quality module section. do you just void a massive amount of stuff to get more modules? doesn't that override the cost savings of this setup?
It can't be that expensive or it would take forever to get actually started on fulgora
it only saves you resources when the consumption of your quality module section has perfect parity with the rest of your factory, otherwise you're voiding a bunch of stuff for more modules
No, you would want some non-quality resource sink to siphon quality stuff from. Science is the obvious one
if you just recycle loop at the end and forego quality in drills/scrap recyclers, it's much easier to control how much goes toward modules vs the rest of the factory
Expanding recyclers by 25% and taking a ~4% hit to ores in order to get a trickle of quality ingredients seems totally worth it to me, if you can have some resource sink that ensures resources are always coming in and doing something productive.
True, it's just more costly
I'm not so sure about that at this point
b/c of this
I don't know why you would be "voiding a bunch of stuff for more modules" though? just stop making them when you stop making science?
That doesn't track. You don't have to keep the module stuff at 100% uptime if you're just taking the 4% quality output from recyclers and not recycle looping
well that also means you're hard capped on how much you can direct to modules if other production slows down for some reason
Or, do void them to make more modules, the factory aparantly isn't doing anything with those resources anyway
Okay. That seems fine
If it becomes an actual issue, recycle looping is an option, but you'd probably want the beeg miners before you start doing that
I'm positive that the most efficient way to solve
is to have a factory that can dynamically readjust where things are going based on need
with quality and recycling loops there basically isn't a reason to not have the factory always directing all resources somewhere, at the very least
Yeah, once you have the scale you can use priority train stops to auto-balance the production and consumption of products
Also, excess normal quality circuits (and whatever else) can be turned into T2 and 3 quality modules, which would boost the ratio of the quality portion of the base
Still no recycle looping, everything is turned into something
Better modules raise the ratio, more resources are quality, more green and blue quality modules, reasonably getting to 16% quality on some machines
we know more about
so I'll use that as a comparison: sometimes I'll be wanting to scale up my mining on another planet, so I need
to direct its production toward beeg drills. sometimes I'll be wanting to scale up smelting, so I'll need foundries. sometimes I'll need belts, etc etc
it's easy to redirect production in a pure forward chain
quality in the production chain of
kinda calcifies its chains
It'll also be easy to redirect production on fulgora if you use priority train stops
less room to redirect on a planet where the big challenge is figuring out how to redirect
just change the priority and that thing will be made before other things
when the quality section needs more or less than the rest of the factory, that creates either a bottleneck or a backup
like compare it to oil cracking: if you makey a big mistakey and end up only needing heavy oil and being overloaded on light and petrogas, that's a real big problem
I imagine you wouldn't be using the 'quality section' approach at that point, you'd be approaching the point where full-stack prod mods are achievable and looping on productivity research items is more efficient
In the absolute worst case scenario where the quality section of your base backs up, somehow, just use a priority splitter to vent the overflow back to normal production
plus looking at the scrap recycling recipe a substantial portion of it isn't gonna be useful with quality on it
so you're going to all this trouble for a percentage of a percentage
The bulk of the base should have materials flowing through it for science and whatever. That should be the primary resource consumer. You just take a bit off the top for some nice things
All of it will be useful with quality on it, you will be turning it all into other things, the same way you would if it didn't have quality on it
Circuits, LDS, steel, battery, gears, holmium, cable. All useful to have quality on. I could make a case for stone too
so every single product is gonna have five segregated manufacturing areas?
no, just 1
It will most likely be a tiny bot based mall
The idea is to get the quality items you need for a proper, complete looping setup in a way less wasteful way that looping to begin with
I guess the sticking point to me is that we're writing off what I consider to be the most important resource: the player's time and attention
Also, a good portion of the stuff would be best for personal equipment. In which case you just stick it in rockets
is it really gonna be more efficient to use your time to build out all this additional complexity in the middle of a supply chain that's already very complex
vs just doing it the simple way and doing more of that
It's off to the side
If it's fun, yes
And if it gives cool loot
it's not pointless either because it's, on a small scale, more efficient
It's similar to nuclear, is it really worth the time and attention setting up uranium mining, processing, kovarex, designing a reactor, and directing all the associated resources towards something that can be achieved by just placing more solar panels or steam engines?
Depends if you want to set up nuclear power or not 
well with nuclear the answer is yes
and the reason the answer is yes is b/c it's obscenely efficient in every way compared to those other solutions
there's a very real cost in time and attention for setting it up but the payoff is massive
whereas quality on
feels like a much bigger time and attention cost for a pretty marginal payoff
I think you're drastically exaggerating again.
I can setup some solar panel and accumulator assemblers and stamp down another blueprint with next to no time spent from me, the player.
The setup for nuclear power takes far more time and effort to do, as you don't have existing infrastructure to use. You have to setup a new mining outpost, design and build uranium processing, an expensive reactor and if I don't want chests backing up I need design and build kovarex enrichment as well. The payoff is the same either way, my factory get powered.
it takes 11,429
to produce as much power as a 2x2 
- accumulators to store power overnight
20k buildings vs a few hundred (counting exchangers and turbines)
heck even counting drills and centrifuges and trains for
it's not even close
If you're making a cost argument then you're just proving the point that it's worth siphoning off
so you don't have to recycle through that tier at the end.
If it a time one, good thing I set up those 6 solar panel assemblers 6 hours ago and they've been steadily increasing my power capacity by ~70MW an hour
there's also the matter of kicking biters off the territory and setting up defenses to make space for hundreds of thousands of tiles of solar panels
I'm doing that anyway so they're not in my pollution cloud
Again, it all comes down to what the player finds enjoyable and what fits with their playstyle
I don't think nuclear is a good comparison. the ratio of time investment to payoff is way different
You don't know that
We don't have the final numbers for all the recipes on fulgora
do you have early access to SA?
No? why does that matter
why point this out then
we don't hav ethe final number for all the recipes on fulgora
Because you've made a bold assumption
One that is also not quantitative, as it depends on what the player values they spend their time on
The only assumptions I've made are that 1) I'll probably enjoy figuring out the recycler stuff on Fulgora 2) I'll probably enjoy tinkering with quality mechanics in-depth 3) starting with a baseline
value items siphoned from some number of machines with quality modules will make getting higher quality items cheaper.
the 3rd is pretty self explanitory because you need to do less recycling at the end, which is where the losses come from
that's at best a factor of ten
probably a lot less though
b/c recycle loop would allow you to consolidate highest quality modules whereas scrap would distribute a bunch of cheap ones
Personally, I think the nuclear/solar comparison is quite in line with quality start / normal loop end comparison, more time invested for lowered cost, vs less time invested for greater cost
It's at worst a factor of 40, 10x (skipping a tier) and 4x (not needing to recycle that tier) 
Until I see the exact numbers I will continue to believe it to be worth my time to play around with it in that capacity.
another big factor for me is that at least as far as we know there's very little limiting horizontal growth on 
that could change, but it seems to me that making a logistically simple system that can easily scale up is going to be a much more efficient use of time
Skimming some quality off the top is better when you're limited by horizontal growth, as you need to spend less resources on getting your initial quality items using this method.

