Lalaith wrote: Sat May 17, 2025 12:06 am
This also gives more variety in how you get to high quality products. I already have to do upcycling a bunch of times, I don't see why that should
have to be the solution in ALL cases. In return for having quality in crushers we get all this sweet extra complexity and interesting chains.
This is the key point in my view, and none of the responses really addressed it. Even if the exact layout of each case will differ, plugging [item] into [recycler] and then [ingredients] back into [machine], is, to me, solving the same high level problem, and doing it over and over is no more exciting to me than the prospect of installing any of the mods that add a huge number of recipe trees to the game. If I did, it would not be for 'more complexity', it would be if I believed they'd give me different sorts of problems.
Either I am a player who does not care about getting top-end stuff, in which case I may not touch quality at all, or I do, in which case I'm going to need to do gambling or upcycling loops for every planet-specific item, AKA some of the most important items in the game. That's a dozen or more times that I'll need to solve either the 'destroy failed rolls' problem or the 're-shove failed rolls into recyclers' problem. Casinos or not, I WILL get the fun of dealing with the complexities those problems entail (all from the safety of my existing planets' infra and their already-solved power problems)! The fact that there's a *third* approach to quality for me to try to avoid solving the same classes of problems even more times, is not a bad thing, given that it CANNOT completely replace the others!
Here's some of the unique problems I've gotten to sink my teeth into in my brief foray into the so-called 'just copy paste crushers' approach to quality:
- Other than a tiny space science platform and copy-pasting the same basic inter-planet transports, and until promethium endgame (basically the entire game away!), this is my first incentive to make a non-trivial space platform. In fact, this is the first time I actually need asteroid belts because every ship before now was small enough for grabbers to feed directly into the landing pad. Encountering this problem earlier than the literal endgame is good!
- Building a larger space platform drew my attention to how poor my platform-building infra was. Suddenly I start to notice how expensive grabbers, crushers, platform foundation, etc. are and how inadequate my Nauvis silo capacities are, and all the ensuing problems with scaling that infra up - something that merely *importing* from other planets doesn't exercise.
- Pre-Aquilo, the only scalable power source in space is nuclear. Sure, maybe I've already got the infra for sending nuclear fuel to space / other planets, but unlike fusion, I need way more water in space now! And if I run out, I don't just travel a bit more slowly like with thruster fuel - my space platform death spirals! Meanwhile non-casino quality setups get to piggyback off of their planet's power supply, and endgame ships don't have the water problem!
- Time for me to actually need beaconed efficiency modules (I have adequate efficiency module production, of course?)
- Wait, I need a lot of water but oxide asteroids are really rare near Nauvis! Now I need separate asteroid reprocessing specifically designed to get one type (and it should stop when it has enough, unlike the casino reprocessors!)
- Okay medium space platform growing pains aside, time to build the asteroid cycler. Just copy paste, simple right?
- [Optional] Get bothered by the existence of idle crushers and learn dynamic recipe setting (if you don't do this, scale your platform-building infra even more!)
- Oh hang on you're telling me if I just blindly fill the belt with asteroids the reprocessors won't be able to put asteroids back on it and the whole system will jam? And the jam will eventually back-pressure the oxide asteroids for my power supply, death spiraling the entire platform?
- Okay a simple splitter to get half-full belts solves the above. Now to scale it up and - whoops - you're telling me if the quality outputs back up, I get the exact same jam? Okay, better invent a way to FORCE the reprocess loop to only partially fill each lane no matter how full the input or output belts get (maybe applying Gleba learnings!). No, loop-input-priority splitters won't stop jams if the output backs up, sorry. Bonus points for doing it without inserters!
- Wait, this asteroid rate is pitiful! Time to scale up! Okay, now for the first time I have to think about speed vs width tradeoffs in asteroid rates. As I scale it wider, this is also the first time I've needed more than a minimal amount of fuel production - now I need to redesign my basic-ass fuel plants!
- Of course, you're also optimizing the crushers at the end of the quality chain to switch to the more efficient, single-resource recipes if the secondary resource's output is satisfied, right? More circuitry!
- And what about re-rolling those final-quality asteroids if-and-only-if the main resource for that asteroid is backed up too? More circuitry!
- And now I get to think about which route should I run this ship on long-term? On the one hand, Aquilo has bigger asteroids. On the other hand, the two planets with the most space for spaceport and downstream quality infrastructure are Nauvis and Vulcanus, and neither connects to Aquilo. More decisions!
From my perspective, the proposal here is saying that instead of getting to think about and solve all the above interesting problems as early as the midgame, I should instead solve even more instances of the same class of problem that *I need to solve anyway for the planet-specific materials*, since those are required for the strongest buildings anyway. I prefer to have both these classes of approaches to quality in the game than just one of them, since they present very different problems - and casinos ensure I won't have to do so many variations on 'shove it in a recycler' that I get sick of the things!
LDS shuffle's resources-from-nothing, on the other hand, should IMO be mercilessly removed.