emty wrote: Tue Jun 30, 2026 9:42 pm
For upcycling blue chips you can do: quality on recyclers, assemblers or both.
While you are below 300% productivity, it's better to hit 300% with modules, so you have to put quality modules on recyclers.
Once you reach 300% productivity on assembler, you can put some quality into assembler as well.
But at this point it also makes sense to remove quality from recyclers, because while it is viable and speeds up the upcycling process, it also produces greens and reds of multiple qualities which you then have to sort. It works, but it's ugly.
A simpler design is just to do small loops where recycler disassembles uncommon back into uncommon only and directly inserts it into assembler. Then you only need to worry about multiple qualities of the blue chips only, coming from one assembler, but this is easier and you can use stack inserters almost everywhere as a bonus.
(Ok, you need a side channel for red/green chips overflow inside of this single node, but this is still simple, as it's always only one quality.)
So I wonder why would anyone do that, since for me quality on recycler INSTEAD of quality on assembler sounds like worst of all options.
As for space casino, I see it as the normal asteroid reprocessing/crushing, just repeated 5 times.
Figuring that basic block is a very fun challenge in itself that you have to solve through the game, but I don't see casino much different from it.
The only thing that one reprocessing step at the legendary level needed to be broken via circuit network, to avoid endlessly eating asteroids.
It's an interesting proposal to remove quality from recyclers. It's viable at 300% productivity since you don't lose anything anyway.
But your logistics simplification seems flawed to me: if you direct-insert recycler output to your EM plant, it will eventually clog from random drift. At that point, there's no easy way to unclog it because you can't automatically take stuff out of the EM plant's **input** slot. Changing recipe can do it, but that can be quite slow due to having to unload everything before the next cycle could begin.
For mass production using +300% productivity blue circuit, the optimization goal should be `expected # of quality levels gained / time taken` (or acid taken) per loop. Optimizing acid consumption is trivial since you can just go all quality and no speed. For throughput, I took into account that you can put speed modules anywhere and ran a brute-force search. The optimal configuration at research level 25+ is:
- Put 5 quality modules in the EM plant.
- Put 4 quality modules in the recycler.
- Use one rare beacon with 2 legendary speed 3s for the recycler, for a total broadcasting efficiency of 3.2.
- Use 4 beacons like this for the EM plant to add up to a total broadcasting efficiency of 7.4:
- Legendary beacon with 2 * Legendary speed 3
- Legendary beacon with 2 * Legendary speed 3
- Rare beacon with 2 * Legendary speed 3
- Rare beacon with 1 * Legendary speed 3
Turns out it's still better to speed modules in beacons and it still pays off to have quality in all stages. Well, it also looks messy on paper already.
At lower research levels, you're supposed to get +300% productivity and maximize speed in the EM plant first. In the recycler, put in 4 quality modules and use this beacon configuration for a total broadcasting efficiency of 2.7 to maximize throughput:
- Any beacon with no speed module
- Common beacon with 1 * Legendary speed 3
- Epic beacon with 1 * Legendary speed 3
- Legendary beacon with 1 * Legendary speed 3
By "total broadcasting efficiency", I mean the total number of standalone modules equivalent to the beacons' net effect. 7.4 means "the beacon configuration netting the effect of 7.4 modules".