Friday Facts #442 - Flip, Flow, and Fresh Paint

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bobucles
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by bobucles »

Probably the most useful metric would be to know the expected amount of resources required per 1 legendary output. For example pure upcycling with ore has a 75% recycling loss with ~25% chance to succeed (4 modules), or roughly 16 items devoured per 1 upgraded output. Scoring 4 upgrade rolls to get 1 legendary output would demand ~65k resources, minus the lucky multi upgrades and minus the extra chances from rerolling the failures. Space casino is going to be a similar way. The reroll recipe loses 20% per attempt and has a ~12% chance to succeed (2 modules), so each upgrade would need ~10 lower tier rolls. Four successful upgrades would take ~10k attempts, with a ton of retries to reduce the total chunks required. A third of the final chunks would be the right flavor, and the other types would have to reroll until they succeeded.

Someone smarter can probably figure out the math. Obviously, f the reroll had no cost then 1 normal input would always give 1 legendary output. Some sort of convergence of infinite multiplying series would probably do it.

All in all, it's kind of a funny scenario. Space chunks are like an onion, or perhaps a gobstoper. You peel off one layer over and over until it is the right quality, then peel a few more layers until it's the right chunk flavor. Asteroid chunks have more geologic layers than the planets.
h.q.droid
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by h.q.droid »

Reading between the words, I think the space casino nerf looks OK: it only prevents quality on reprocessing, but not on *basic processing*. It means you can't easily get early game legendary with reprocessing, but at productivity 30, you can still get legendary stuff en masse with basic processing with roughly the same yield. Just need more by-product disposal.
Hurkyl
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Hurkyl »

bobucles wrote: Sat Jun 13, 2026 2:10 amSomeone smarter can probably figure out the math. Obviously, f the reroll had no cost then 1 normal input would always give 1 legendary output. Some sort of convergence of infinite multiplying series would probably do it.
Using legendary tier 3 modules, you average slightly more than one legendary asteroid output per 47.7 common asteroid inputs, so in this metric it's in the same ballpark as craft-recycle loops without any special features.
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