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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Posted: Sat Jun 13, 2026 2:10 am
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.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Posted: Sat Jun 13, 2026 2:17 am
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.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Posted: Sat Jun 13, 2026 2:24 am
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.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Posted: Sat Jun 13, 2026 5:09 am
by RocketManChronicles
quineotio wrote: Fri Jun 12, 2026 2:27 pm
How will the change make the game more fun for you?
It already is fun. I did and do not do the "Space Casino," so I am not reliant on it. This game requires puzzle solving and mathematics to push production and efficiency. Getting Legendary items easily is not part of the plan. I also play this game with mods that make it extremely difficult: I have a 1.1 save file of a Rampant Death-Railworld Extreme, meaning the Rampant mod with all of the extra enemies, with severe deathworld settings (harder than the suggested deathworld) and resources set to the railworld settings. This game is way to easy otherwise. And my 24000 hours shows how much I enjoy this game.
quineotio wrote: Fri Jun 12, 2026 2:27 pm
How do you feel about other people being upset at it's removal?
It does not matter, as I am sure there will be a mod made to counter this change. I stay away from mods that make the game "easy" like the far reach and walkthrough mods; those make it too easy. I do enjoy some QoL mods like even distribution. But people play this game how they want to; even use other people's blueprints without laying a thought to solve it themselves. If you want to play the game with everything handed to you, go ahead, I will be at the other end with my mega- and giga-bases that have faced near destruction through evolution.
quineotio wrote: Fri Jun 12, 2026 2:27 pm
I've never heard an answer to these questions that satisfies me.
That is your opinion, and I have mine. Just play the game the way you want.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Posted: Sat Jun 13, 2026 5:23 am
by motmontheinternet
h.q.droid wrote: Sat Jun 13, 2026 2:17 am
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.
All you're telling us is that you've never built one of these ships before. The productivity of the items the ship itself makes are irrelevant, Vulcanus makes all of the legandary products after the ship brings it legendary carbon, calcite, and iron. The point of the ship and the reason to use it over other methods is scale of inputs in the first place. The sources of the materials is high and doesn't need updating when resource nodes empty. Nobody cares about these ships because of productivity, because productivity works on all surfaces.
There's no such thing as an early game legendary item ship, by the way. When you unlock legendary materials you are in the end game.