There aren't really any good options for plastic, IMO. Red circuits and LDS are slow recipes, recycling plastic/coal directly is stupidly expensive; something like 50x the cost in raw (normal quality) materials to get a legendary result as compared to a basic craft/recycle or reprocessing loop. Yes, I mean fifty. My old calculations say the ratio rounds to 2727 normal items to one legendary output.mmmPI wrote: Fri Aug 15, 2025 8:56 pmI understand what you are saying, but if you consider just plastic, it's more expensive/complex to setup up LDS shuffle than just plastic or even coal upcycler to me. That's why i see the value in the copper and steel there ( not a "good" plastic upcycler) . That's what you get from the extra cost, and i feel it's not all that much early game, so i don't find it that OP in early game.Hurkyl wrote: Fri Aug 15, 2025 8:23 pmIt's an upcycler: it's turning plastic into higher quality plastic. But you get a mass of free quality upgrades on copper and steel as a bonus, which knocks cost/benefit completely out of the park in comparison with anything else you might want to upcycle at that point in the game.mmmPI wrote: Fri Aug 15, 2025 7:46 pm For having used it, it's not OP at that level of productivity imo , because it turns plastic into copper and steel, but the ratio isn't good and i feel plastic is more valuable than copper or steel that you can have in large quantity in Vulcanus already. Now with just a couple productivity research, you can turn plastic into much more copper and steel, even if it's not 1:1 for plastic upcycling yet, it now has the potential to turn something like 1 plastic into 10 copper and 10 steel ,and even if those are "less valuable", they are not 10x times.
Now if you do set this up, maybe you can avoid "plastic productivity research" entirely, that's another thing.
Maybe it's me who value more "individual block that produce a single product with no by product", i rank higher the complexity of having iron copper and plastic for the LDS shuffle, and then tossing the non-desired ressoources in lava, when you can lazily upcycle coal in a very inefficient way right at the mines and use super long belt for that quality coal. ( early game only ! x)
I haven't been interested in making an asteroid upcycling platform so I don't have much to say in comparison.
I guess I don't really see an LDS recycling loop as being particularly complex; the only real difference from any other craft/recycle loop is that you send the copper/steel away as an output rather than loop it back with the plastic.
When I would get to the point of tossing the copper/steel into the lava, though, I switch over to red circuits. (which I might do most of the work via blue circuit craft rather than red circuit craft)
Do you care how many foundries are processing lava into molten copper? How much stone needs to be transported to and tossed into the lava? The inserters and belts doing that transportation? Et cetera? Because the amount of molten copper used is directly proportional to how many times you need to replicate that.You need to explain a bit more how this leads to optimizing for consuming the least amount of fluid. Because to me that doesn't add up.Hurkyl wrote: Fri Aug 15, 2025 8:23 pmAt some point, scaling by multiplying by a number bigger than 1 (and maybe a lot bigger than one) is going to be much much easier than scaling by continuing to add the same small number repeatedly.mmmPI wrote: Fri Aug 15, 2025 7:46 pm But why ? What's the point ? low quality fluid you can have in infinite quantity for almost no cost and is very easy to scale, it's much more logical to me to just disregard the amount of fluid consumed, because it's not important to care about ressource efficiency for something that's infinite.
It's a proxy for something that is directly relevant, and an excellent proxy at that. Is it the whole story all on its own? No, of course not. But it's absolutely not as irrelevant as you try to make it out to be.
It's more that I don't want to derail the topic and people were already talking about not wanting to derail the topic. But I have no issue if the thread of discussion as moved on to this one.Ah that's unfortunate, because it's both side of the balance, the early game counts as much as the late game to different players.Hurkyl wrote: Fri Aug 15, 2025 8:35 pm But anyways, I missed that the thread of discussion has moved away from lower-tech situations and is centered on how things degenerate as you near max productivity, and am now informed, so I'll drop that topic unless someone really wants to talk more about it.