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

Regular reports on Factorio development.
Eulenberg
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Eulenberg »

Robosium wrote: Mon Jun 15, 2026 9:13 pm
emty wrote: Sun Jun 14, 2026 8:54 pm Trains are unfortunately (almost) useless and quality won't save them.
Bigger acceleration and top speed is nice, but they are still inferior to belts.
Belts effectively teleport items, with a small downside of buffer capacity.
But they do not require all the setup with the stations and their management, schedules, intrusive tracks in the middle of the base, refuelling, congestion, and so on.
It is too much work for no reward.
It sounds like you're trying to build trains around your factory instead of building a factory around the trains.
Also you can rename stations and if you give two stations the same name trains can go to either one of them (can't go to both at the same time because trains can only be in one place at a time), this makes trains capable of n-to-n logistics as opposed to a belt's 1-to-1 logistical capabilities.
And you can name your train schedules so when building a new iron plate train you can just pick the schedule and boom, instant iron train, edits in one train also apply to all others with the same schedule.
Since trains deliver large bursts of supplies instead of a constant stream like belts you also wanna buffer the resources, so instead of directly train to belt you go train to buffer to belt or in reverse for loading trains, you'll also wanna buffer trains in waiting bays, so they can arrive before they're needed.
For refueling set up some refueling stations and use interrupts to have trains go refuel whenever they're low on fuel or use bots to transport fuel to every station
Congestion only really happens if you mess up with signals or if you try to have more than 1 train on a bi-directional track.
Tracks and trains are general purpose infrastructure that will be used to transport many different resources and will remain useful even after the original reasons they were built are gone. Compare it to belts where once either end of the line is gone the belt loses it's purpose.
I think what he means, and i agree with him the buffs are not enough to bring back a train meta in the endgame, it not worth to build around trains like in bigger mod packs, one reason is the liquid buss the other is the fact that in 1.x a train would carry multiple blue belts worth of items 2-3 depending on stack size if not even more per wagon if im correct, but in space age, even the 100 slot wagon will struggle to carry 1 single fully stacked green belt. also belts are way more optimised than they used to be, especially with gapless/back pressured belt, also the base game has little to no use case for true n to n, or even lazy n to n, so that the trains are just big overhead.

the 100 slot wagon are in the game for quite some time already, the quality scaling on them is just disabled, i already tested them in a playtough back when they put them in, and while it makes it more rewarding if you REALLY like trains, they still vastly inferior to green stacked belts.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by emty »

Robosium wrote: Mon Jun 15, 2026 9:13 pm It sounds like you're trying to build trains around your factory instead of building a factory around the trains.
Also you can rename stations and if you give two stations the same name trains can go to either one of them (can't go to both at the same time because trains can only be in one place at a time), this makes trains capable of n-to-n logistics as opposed to a belt's 1-to-1 logistical capabilities.
And you can name your train schedules so when building a new iron plate train you can just pick the schedule and boom, instant iron train, edits in one train also apply to all others with the same schedule.
Since trains deliver large bursts of supplies instead of a constant stream like belts you also wanna buffer the resources, so instead of directly train to belt you go train to buffer to belt or in reverse for loading trains, you'll also wanna buffer trains in waiting bays, so they can arrive before they're needed.
For refueling set up some refueling stations and use interrupts to have trains go refuel whenever they're low on fuel or use bots to transport fuel to every station
Congestion only really happens if you mess up with signals or if you try to have more than 1 train on a bi-directional track.
Tracks and trains are general purpose infrastructure that will be used to transport many different resources and will remain useful even after the original reasons they were built are gone. Compare it to belts where once either end of the line is gone the belt loses it's purpose.
Yes, I know that stuff, I used trains a lot in 1.0.
The problem is, again, that Factorio, does not require all of this n-to-n stuff.
The production blocks are fixed and just require a steady supply of resources.
It is easy to achieve in a self-contained 1-to-1 way even without balancing between belts (and fluids are even easier).
That's just how the current "physics" of the world work.
This is sad, because while trains are interesting, they don't give enough benefits to justify their complexity.



Also, unrelated to above, I reread FFF and I am confused now:
Asteroid reprocessing recipe returning asteroid chunks.
Research for increasing the reprocessing yield.
Being able to put Quality modules in the reprocessing recipes.
<...>
So in 2.1 placing Quality modules in the asteroid reprocessing recipes is disallowed.
It's unclear what is meant by *reprocessing* recipes, because they mention research affecting reprocessing *yield*, but the *yield* only affect crushing recipes.
So I don't get it.

If quality is allowed on crushing recipes, then it's not the biggest deal, since 30 lvl research still gives an 1 -> 0.8 asteroid reduction rate on basic crushing with the downside of generating a lot of trash byproducts like ice.
If quality is disallowed on crushing as well, that's totally not fun and just means more constraints for plastic and stone.

But normal reprocessing recipes with 1 -> 0.8 reduction without ANY productivity research are indeed too strong.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Eulenberg »

emty wrote: Mon Jun 15, 2026 10:46 pm
Robosium wrote: Mon Jun 15, 2026 9:13 pm It sounds like you're trying to build trains around your factory instead of building a factory around the trains.
Also you can rename stations and if you give two stations the same name trains can go to either one of them (can't go to both at the same time because trains can only be in one place at a time), this makes trains capable of n-to-n logistics as opposed to a belt's 1-to-1 logistical capabilities.
And you can name your train schedules so when building a new iron plate train you can just pick the schedule and boom, instant iron train, edits in one train also apply to all others with the same schedule.
Since trains deliver large bursts of supplies instead of a constant stream like belts you also wanna buffer the resources, so instead of directly train to belt you go train to buffer to belt or in reverse for loading trains, you'll also wanna buffer trains in waiting bays, so they can arrive before they're needed.
For refueling set up some refueling stations and use interrupts to have trains go refuel whenever they're low on fuel or use bots to transport fuel to every station
Congestion only really happens if you mess up with signals or if you try to have more than 1 train on a bi-directional track.
Tracks and trains are general purpose infrastructure that will be used to transport many different resources and will remain useful even after the original reasons they were built are gone. Compare it to belts where once either end of the line is gone the belt loses it's purpose.
Yes, I know that stuff, I used trains a lot in 1.0.
The problem is, again, that Factorio, does not require all of this n-to-n stuff.
The production blocks are fixed and just require a steady supply of resources.
It is easy to achieve in a self-contained 1-to-1 way even without balancing between belts (and fluids are even easier).
That's just how the current "physics" of the world work.
This is sad, because while trains are interesting, they don't give enough benefits to justify their complexity.



Also, unrelated to above, I reread FFF and I am confused now:
Asteroid reprocessing recipe returning asteroid chunks.
Research for increasing the reprocessing yield.
Being able to put Quality modules in the reprocessing recipes.
<...>
So in 2.1 placing Quality modules in the asteroid reprocessing recipes is disallowed.
It's unclear what is meant by *reprocessing* recipes, because they mention research affecting reprocessing *yield*, but the *yield* only affect crushing recipes.
So I don't get it.

If quality is allowed on crushing recipes, then it's not the biggest deal, since 30 lvl research still gives an 1 -> 0.8 asteroid reduction rate on basic crushing with the downside of generating a lot of trash byproducts like ice.
If quality is disallowed on crushing as well, that's totally not fun and just means more constraints for plastic and stone.

But normal reprocessing recipes with 1 -> 0.8 reduction without ANY productivity research are indeed too strong.
they mean the recipes that allow to reroll the asteroid
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Leonord »

Bloodred217 wrote: Mon Jun 15, 2026 8:03 pm Ultimately to me the "space casino" issue boils down to the fact that if it's removed, then I think changes need to be made to the quality system or more alternatives to the eternal upcycler loop need to be introduced. Removing the alternative in order to force more loops is not the way to go, we already build enough loops anyway. It requires end-game tech and actual player effort to design these platforms, far beyond what is required to make more upcyclers, which you will be making anyway for other resources, like I said. I don't believe there's something particularly wrong with unlocking superior technology at the end-game, though if the numbers are truly problematic then those can be tweaked without removing the option entirely.

The game does not improve by removing options and replacing them with nothing. Personally I already find the quality system somewhat tedious to interact with, precisely because it is repetitive and lacking in both variety as well as mechanical progression after the point where you get the Recycler. It's good for the game to have options and to not be railroaded into single, intended paths only. Factorio to me is a game where you design your own systems, I don't think removing alternatives in order to force the intended solutions is the way to go, it's good if there's enough room in the design space for us to have flexibility. The "casinos" may have been unintended, but their existence for now provides some variety in a part of the game where it's currently lacking and I think their removal without any alternatives being added or mechanics being changed will be a net-negative move.
Indeed. And its not like no alternatives to quality could be programmed. Maybe higher quality jodes further away guarded by higher quality monsters that can only be mined by higher quality miners?

Or maybe assemblers that require more complex working conditions but secure a quality step upgrade? Like requiring heat or tungsten carbide bits or lubricant or being in space or something.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Eulenberg »

I have to admit here that i totaly overlooked the true gist of this, space casinos are remainig in game basicly 1:1 in the game like they did before, and thats the reason they keep the lds shuffle, with the difference now it tied to prod research, you now slowly research the prod for the crushing recipes, and at 300% prod you exactly were you left in 2.0. thats is actuly a very nice solution, im a fool i overlooked this ;)
06-16-2026, 08-18-04.png
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by GregoriusT »

Eulenberg wrote: Tue Jun 16, 2026 6:16 am I have to admit here that i totaly overlooked the true gist of this, space casinos are remainig in game basicly 1:1 in the game like they did before, and thats the reason they keep the lds shuffle, with the difference now it tied to prod research, you now slowly research the prod for the crushing recipes, and at 300% prod you exactly were you left in 2.0. thats is actuly a very nice solution, im a fool i overlooked this ;)
06-16-2026, 08-18-04.png
please note: THIS setup requires you to deal with the run-off when upcycling Asteroids, and the amount of trash low quality Materials you get from it, such as Ores, is enormous.

look at this, you need to get rid of 22 ice cubes for each upcycling attempt!

This makes designing a ship around this much harder, since you basically need to directly space the run-off.
Don't underestimate Landmines!
Biters bite, Spitters spit, Spawners spawn and Worms... worm? - No, they throw their vomit! They even wind up to directly hurl it at you! friggin Hurlers...
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Leonord »

GregoriusT wrote: Tue Jun 16, 2026 6:47 am
Eulenberg wrote: Tue Jun 16, 2026 6:16 am I have to admit here that i totaly overlooked the true gist of this, space casinos are remainig in game basicly 1:1 in the game like they did before, and thats the reason they keep the lds shuffle, with the difference now it tied to prod research, you now slowly research the prod for the crushing recipes, and at 300% prod you exactly were you left in 2.0. thats is actuly a very nice solution, im a fool i overlooked this ;)
06-16-2026, 08-18-04.png
please note: THIS setup requires you to deal with the run-off when upcycling Asteroids, and the amount of trash low quality Materials you get from it, such as Ores, is enormous.

look at this, you need to get rid of 22 ice cubes for each upcycling attempt!

This makes designing a ship around this much harder, since you basically need to directly space the run-off.
It would basically be lanes of recyclers like in the surface. Wouldnt it?
Last edited by Leonord on Tue Jun 16, 2026 7:23 am, edited 1 time in total.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Eulenberg »

Leonord wrote: Tue Jun 16, 2026 7:17 am
GregoriusT wrote: Tue Jun 16, 2026 6:47 am
Eulenberg wrote: Tue Jun 16, 2026 6:16 am I have to admit here that i totaly overlooked the true gist of this, space casinos are remainig in game basicly 1:1 in the game like they did before, and thats the reason they keep the lds shuffle, with the difference now it tied to prod research, you now slowly research the prod for the crushing recipes, and at 300% prod you exactly were you left in 2.0. thats is actuly a very nice solution, im a fool i overlooked this ;)
06-16-2026, 08-18-04.png
please note: THIS setup requires you to deal with the run-off when upcycling Asteroids, and the amount of trash low quality Materials you get from it, such as Ores, is enormous.

look at this, you need to get rid of 22 ice cubes for each upcycling attempt!

This makes designing a ship around this much harder, since you basically need to directly space the run-off.
I would basically be lanes of recyclers like in the surface. Wouldnt it?
just dump them into space ;) maybe filter out the the legendary ore bevor ;)
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Fiddy »

I'm registering an account specifically to say that I don't agree with the removal of space casinos.
They are the only way to make quality modules that isn't horribly tedious. Without space casinos I'm just going to not play with quality anymore (since you're making that an option now)
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by coffee-factorio »

Hey you guys. Ever heard about how Feynman solved a problem?
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Eulenberg »

coffee-factorio wrote: Tue Jun 16, 2026 8:29 am Hey you guys. Ever heard about how Feynman solved a problem?
writing it down and thinking hard about it?
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by Tertius »

Eulenberg wrote: Tue Jun 16, 2026 6:16 am I have to admit here that i totaly overlooked the true gist of this, space casinos are remainig in game basicly 1:1 in the game like they did before, and thats the reason they keep the lds shuffle, with the difference now it tied to prod research, you now slowly research the prod for the crushing recipes, and at 300% prod you exactly were you left in 2.0. thats is actuly a very nice solution, im a fool i overlooked this ;)
I overlooked this, too. In case the devs overlooked this as well (unlikely, but possible) they still have time to fix. [just kidding]

However, now every space casino will get a veil of shame space pollution by throwing all the valuable raw material into the void. On the other hand, this has been done on earth for ages, if you look at the big waste rock piles remaining from mining and processing. Today, some waste rock piles are even a resource and being mined themselves. So it perfectly fits the engineering theme.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by FastDuck »

Space casinos.. Oh the glory of legendary resources.

Though as i read it, it says "the asteroid reprocessing recipes is disallowed" Meaning, you can still use legendary Q3 modules on the crushing?

Meaning, instead of just hurling a massive amount of asteroid chunks trough reprocessing, you make 2 legendary crushers to 1 legendary recycler. Crush the asteroids you want the ore from and "reprocess" the rest without quality or dump them in space. This loop will get around .5 legendary iron ore pr minute from "Advanced metallic asteroid crushing" with the asteroid productivity research to level 30 = 300%.. Scale that 200 times and you still have your 100 legendary pr min space casino.

Agreed that it is "easier" in 2.0, since you don't need to get the 300% productivity first with some 575 million science, but even around 200% productivity = 10 million science, you would still net around 70 legendary ore pr minute.

And asteroids are free. Scaling is the core of the game.. Not enough ore? More miners. Not enough power? More panels or what ever your favorite power production is.

They will still exist, just a bit later in the game, unless they mean "No quality modules at all in Crushers", then we have a whole new situation.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by coffee-factorio »

I get about 1K prometheum per minute from my prometheum hauler. And that's low because it's early generation.

But you guys all realize that the recycle time on an asteroid is 0.03 seconds?

And that's not bragging. In the world of prometheum that's kid numbers.

And you don't get less huge asteroids than you get prometheum ones for a good long while.

Did you guys try looking at the production graph to get some perspective on what you could get?

Or as Hurkyl put it.

Playing as the house instead of the victim, because at say... 20 to 400 ores per asteroid times 1000/2727 the house wins in the end.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by coffee-factorio »

That's to the shattered planet of course.

Inner system is more like 182 asteroids per minute. At that rate I make hmm. 0.06 legendaries. To put that in perspective compared to the shuffle. It makes about 0.5 asteroids per minute per kind on about 7/8ths of an asteroid per minute.

So when you look at it from that perspective, and you think about it. Yeah. That thing that was as effective as flying where you need a fusion reactor and railguns to see the same rate?

Yeah.

That was probably going to get balanced out of the game.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by radical_larry »

coffee-factorio wrote: Tue Jun 16, 2026 11:32 am I get about 1K prometheum per minute from my prometheum hauler. And that's low because it's early generation.

But you guys all realize that the recycle time on an asteroid is 0.03 seconds?

And that's not bragging. In the world of prometheum that's kid numbers.

And you don't get less huge asteroids than you get prometheum ones for a good long while.

Did you guys try looking at the production graph to get some perspective on what you could get?

Or as Hurkyl put it.

Playing as the house instead of the victim, because at say... 20 to 400 ores per asteroid times 1000/2727 the house wins in the end.
That's to the shattered planet of course.

Inner system is more like 182 asteroids per minute. At that rate I make hmm. 0.06 legendaries. To put that in perspective compared to the shuffle. It makes about 0.5 asteroids per minute per kind on about 7/8ths of an asteroid per minute.

So when you look at it from that perspective, and you think about it. Yeah. That thing that was as effective as flying where you need a fusion reactor and railguns to see the same rate?

Yeah.

That was probably going to get balanced out of the game.
Yeah you have no idea what you're talking about. The legendary : common ratio on throwing chunks into the recycler straight is ~1/3000, maybe? I've just stuffed a turbo belt of chunks into recyclers in sandbox and it's actually hard to measure because it's so small it might as well not exist. I'm sure someone can calculate it mathematically but the point is that space casinos are completely gone with the change the devs made. They could nerf it in ways to still let it exist, but we'll see if they reconsider their approach or not.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by FastDuck »

radical_larry wrote: Tue Jun 16, 2026 12:24 pm
coffee-factorio wrote: Tue Jun 16, 2026 11:32 am I get about 1K prometheum per minute from my prometheum hauler. And that's low because it's early generation.

But you guys all realize that the recycle time on an asteroid is 0.03 seconds?

And that's not bragging. In the world of prometheum that's kid numbers.

And you don't get less huge asteroids than you get prometheum ones for a good long while.

Did you guys try looking at the production graph to get some perspective on what you could get?

Or as Hurkyl put it.

Playing as the house instead of the victim, because at say... 20 to 400 ores per asteroid times 1000/2727 the house wins in the end.
That's to the shattered planet of course.

Inner system is more like 182 asteroids per minute. At that rate I make hmm. 0.06 legendaries. To put that in perspective compared to the shuffle. It makes about 0.5 asteroids per minute per kind on about 7/8ths of an asteroid per minute.

So when you look at it from that perspective, and you think about it. Yeah. That thing that was as effective as flying where you need a fusion reactor and railguns to see the same rate?

Yeah.

That was probably going to get balanced out of the game.
Yeah you have no idea what you're talking about. The legendary : common ratio on throwing chunks into the recycler straight is ~1/3000, maybe? I've just stuffed a turbo belt of chunks into recyclers in sandbox and it's actually hard to measure because it's so small it might as well not exist. I'm sure someone can calculate it mathematically but the point is that space casinos are completely gone with the change the devs made. They could nerf it in ways to still let it exist, but we'll see if they reconsider their approach or not.
The formula for normal -> legendary is Q * 1/1000 where Q is the combined quality. With 4 legendary Q3 modules, its 24,8% so 1 in 4032 cycles. So counting the recycler scraps 75% of the input the ~1/3000 is about right. But that is why you don't recycle chunks. Read my post above and you have close to the same size platform to give roughly the same output.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by radical_larry »

FastDuck wrote: Tue Jun 16, 2026 2:01 pm The formula for normal -> legendary is Q * 1/1000 where Q is the combined quality. With 4 legendary Q3 modules, its 24,8% so 1 in 4032 cycles. So counting the recycler scraps 75% of the input the ~1/3000 is about right. But that is why you don't recycle chunks. Read my post above and you have close to the same size platform to give roughly the same output.
After max levelling the productivity tech for it. Or I could spent a fraction of that science and do blue chips + lds shuffling for converting common to legendary 1:1, on a planet, with almost zero additional infrastructure required.
Space casinos are dead. People can leave their ships floating as museum pieces I guess, if the devs insist on going through with that change.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by SerhiiS »

***I apologize in advance for my English***
I have mixed feelings. On the one hand, I'm glad the DLC can be completed without Quality. On the other hand, the space casino was the only interesting aspect of the Quality concept. Since a space casino is impossible without end-game tech, I was aiming for it the entire game. I didn't use Quality the entire game until I was able to research the necessary tech and unlock Legendary Quality.
You might ask, why didn't I use Quality the entire game? The answer is very simple: I'm not interested in casting endless lava into gears and easily getting high-quality iron at the start of the game. It's too banal and boring. Or crafting iron chests is just as boring and less efficient than simply casting gears—the number of factories producing gears is much smaller than the number of factories producing iron chests, yet the output of legendary iron per minute is exactly the same.
And building this masterpiece of engineering gave me the most pleasure. Space platforms are boring trucks that serve only one purpose: delivering goods to planets. Once you build a platform, it's great. Twice, okay. And then, it's boring. But the space casino forces the player to think about space platforms in a different way, not as trucks or TAXI. But as a way to build a space mine. This is a new mechanic that people are boasting about on YouTube and other media. And I'm very sorry to see it removed.

And here in the comments, the space casino is estimating asteroid productivity at 300%, which is practically impossible for the average player to achieve. In fact, at low asteroid productivity levels, its efficiency is greatly overestimated. Just compare how many buildings you need to build to get one legendary ore at asteroid productivity level 0. How many legendary quality modules are required for this. And compare the same thing with endless lava, casting iron gears or crafting iron chests.
I find it far more illogical to make unlimited amounts of legendary copper and steel from legendary coal, using the abuse of low-density constructions. Moreover, this abuse only becomes available at productivity level 10. It makes perfect sense to me to get legendary iron from asteroids. But making legendary copper from coal just doesn't fit the game...

How I see the solution to this problem
In low-density structures and underground pipe castings, it is trivial and simple: prohibit the choice of quality in the recipe.
In the space casino, I see the problem not in the asteroid processing recipe, but in the productivity of asteroid crushing. After all, we only start to achieve incredible profits with high productivity. At low productivity, it's much easier to craft legendary iron from lava than from asteroids. Two possible solutions:
1. Remove the asteroid productivity technology.
2. Revise the asteroid crushing recipe from the perspective of Kovarex's uranium enrichment recipe. The fact is that when enriching uranium, when productivity occurs, we don't get additional low-grade uranium. We only get enriched uranium. So why do we get additional asteroids when crushing asteroids? The basic recipe of 20 + 0.2 means that 0.8 asteroids are used to produce 20 iron. And the 300% productive 80 + 0.8 means that 0.2 asteroids are used to produce 80 iron. That's 16 times more than the basic recipe without productivity!!!
Revise this recipe, remove the asteroid bonus, leave only the iron bonus, and the space casino will no longer be an imbalanced.
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint

Post by coffee-factorio »

The problem is fundamentally this:
FastDuck wrote: Tue Jun 16, 2026 2:01 pm
The formula for normal -> legendary is Q * 1/1000 where Q is the combined quality. With 4 legendary Q3 modules, its 24,8% so 1 in 4032 cycles. So counting the recycler scraps 75% of the input the ~1/3000 is about right. But that is why you don't recycle chunks. Read my post above and you have close to the same size platform to give roughly the same output.
You've got it right. When I care about efficiency I'd used the method I made a video about in a youtube series. But that's harder to pull off. But it's available at level 13 and I'm midway through the video section where I'm getting biters online. So it's about 80 hours off and Fulgora was a burner.

When I do look at asteroids, I put the overburden of ores through upcyclers and get a good result through underground pipes. I tried a couple belts layouts but wasn't satisfied with the results. They work differently, I might retest to make sure I didn't miss something. I don't feel like it's right because it appears to outmatch a BMD on all accounts except for convenience.
radical_larry wrote: Tue Jun 16, 2026 12:24 pm Yeah you have no idea what you're talking about. The legendary : common ratio on throwing chunks into the recycler straight is ~1/3000, maybe? I've just stuffed a turbo belt of chunks into recyclers in sandbox and it's actually hard to measure because it's so small it might as well not exist. I'm sure someone can calculate it mathematically but the point is that space casinos are completely gone with the change the devs made. They could nerf it in ways to still let it exist, but we'll see if they reconsider their approach or not.
Rerolling
Rerolling
Screenshot 2026-06-16 093842.png (1.91 MiB) Viewed 60 times
Each rerolling station only produces about half an asteroid per minute of every type.
Recycling
Recycling
Screenshot 2026-06-16 100103.png (1.29 MiB) Viewed 60 times
Recycling a turbo belt of asteroids will produce 60/64.8 of this layout. That's 1.2 asteroids per minute.

Hmm, if I do 1 run of promethium at 45 minutes... say more like 40 ore per legendary and add in a shuffle. That's enough to buy a couple of beacons and assemblers. Two of those do about 20 ips of chemical science correctly configured. That will get me level 15-20 upgrades in a reasonable time frame.

But you know since efficiency matters a beacon build is 1 in 40 for beacons and 1 in 77 for the ingredients.

I mean, it's all the same so. It should be as simple as placing a 48 furnace stack right?

The wonderful thing about math Larry. Is that while numbers do lie. Well, it's so damn hard to make them lie you may as well as just be honest.
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