More smart ways to produce quality stuff like asteroid cycling / LDS shuffling

Post your ideas and suggestions how to improve the game.

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h.q.droid
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More smart ways to produce quality stuff like asteroid cycling / LDS shuffling

Post by h.q.droid »

Legendary science is an excellent way to vertically scale the factory as opposed to simply growing it, but right now it is still sub-optimal UPS-wise / yield-wise. Upcycling feels dumb and awkward late-game partially because the game lacks the tools to deal with variance: most setups would eventually clog up due to some input material going over capacity by chance and it becomes necessary to void things everywhere. Speed modules decreasing quality doesn't help either as it destroys the UPS and practicality of multi-step quality setups, which would have been encouraged by the current quality system.

Since quality science is a thing, in the end game there should be high-throughput quality setups at reasonable UPS, at the level of current LDS shuffling. Like:

- Have quality seeds grow quality plants to eventually trivialize quality bioflux.
- Significantly reduce the quality penalty of speed module 3 or allow quality modules in beacons.
- Have continuous quality mixing for science (e.g. 1 legendary + 3 common becomes a stack of science at 2.25x value) so that mixed-quality science becomes practical.
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