h.q.droid wrote: Tue Sep 02, 2025 3:23 am
I meant destroying them for nothing

It's like a ~4% yield difference and not worth the logistics hassle or the UPS. I tried throwing them into lava too but that was actually slower than recyclers. To think I mourned every rotten fruit at the start...
I don't understand how you calculate the 4% yield difference, is it on the mined coal ? To me it appears much higer when you compare only the last step of recycling, where you have roughly 50% chance of quality upgrade if you use cryoplant to make the plastic from rare coal, even using epic coal, only 50% will turn legendary.
h.q.droid wrote: Tue Sep 02, 2025 3:23 am
They buffed the UPS significantly in some recent update. Also when used for legendary iron ore specifically, they were better than ore mining before the buff considering that you get ~5 legendary ore per asteroid. They are indeed worse than ore mining for coal though. The key trick is don't get too greedy with asteroid density. The cost of turret aiming is at least the total number of asteroids / in-range turret pairs, which is effectively quadratic. So a fleet between Vulcanus and Nauvis can be better than a single big ship to shattered planet, or even Aquillo.
Asteroid shuffling also has a subtle benefit of producing iron in the easiest-to-transport form: legendary asteroids. Each rocket of that gives you 6k legendary iron plates which you can use on smaller ships.
Well UPS may varies on different computers, but to me it appears that it isn't the turrets that consume my UPS the most, but rather the asteroid collectors. Maybe it also has to do with asteroid density, maybe i have somehow avoided travel-route/speed combo that would have lead to my turrets being my UPS drain, cuz in my game it's always the asteroid collectors x). They are connected with circuits to pick up only the required type of chunk, maybe that increases needlessly the UPS drain, i haven't delved much into optimizing UPS of those because imo it was loss of time as the UPS efficient way was to upcycle the ore directly.
Transferring things from a ship to another one is just a big no-no to me ( for ups and logistic) . Same as dropping chunks on planets. I'd rather drop the legendary iron plates.
h.q.droid wrote: Tue Sep 02, 2025 3:23 am
The same! Asteroid shuffling is an amazing design that necessitates multiple iterations of the optimal strategy:
- Transition from reprocessing to basic processing at asteroid productivity 26
- Transition from upcycling rare / epic byproducts to throwing them away at UPS / clogging bottleneck
- Transition into full-quality plastic making at plastics productivity 30
- Transition to coal mining at enough mining productivity
- An envisioned future transition to calcite mining
The quality calcite mining is the one i go for first, because calcite patches are so rich even with moderate mining prod ( 100 ) they seem to last "forever". But what makes me the most curious here is the transition from reprocessing to basic processing at asteroid prod 26. Why ? Do you mean somehow the space casino is obsolete then ? The proposition from this thread aim at removing the possibility to use quality module in crushers for "reprocessing", when reading the first post and not just the title. Which makes me think that it would miss its target if players still uses space casino after reaching asteroid prod lvl 26.
( i am working on a muscial coal-lector platform that may require this

)
h.q.droid wrote: Tue Sep 02, 2025 3:23 am
- An envisioned future transition: mining into railgun-shot cars / chests (you inspired me that overgrowth soil can make eggs with predictable spoiling progress on Vulcanus with high-enough throughput)
Oh ?! me ? I don't get it. To me overgrowth soil is what you can carry around space platform that goes for promethium mining, to ease the time constraint, you just recycle the soil over time when you need eggs and dump the other stuff.
h.q.droid wrote: Tue Sep 02, 2025 3:23 am
I briefly mined into train wagons on Fulgora but at that time it was already too slow for me
I believe in Fulgora you want to mine directly into recyclers, and it's the recycler that should output directly on the wagon, since those don't necessarily need inserters

Or use robots like everyone else
h.q.droid wrote: Tue Sep 02, 2025 3:23 am
Upcycling EM plants though, is one of the best recipes end-game. It actually has better yield rate than asteroid shuffling, though lower throughput due to requiring holmium and lower "density". Kinda sad I haven't found a use of the byproducts yet due to the low throughput and the high transportation cost.
I use this "only" for holmium, the byproducts are then upcycled to legendary, and the legendary stuff that exceed the limit i set on the logistic network for fulgora gets "voided" by recyclers.
One trick with the refined concrete is to turn it into "hazard" concrete, and recycle the hazard concrete into refined concrete, and then turn it into hazard, and recycle the hazard ect ect. This allows for recycling/voiding super fast compared to placing the refined concrete into the recyclers.
h.q.droid wrote: Tue Sep 02, 2025 3:23 am
mmmPI wrote: Mon Sep 01, 2025 9:34 pm
Of course there will always be some fake purist asking for the game to be much harder than it is, sometimes they already make the game harder for themselves by using bad methods and advocating the others use them too. There are plenty of mods that actually make the game harder, but for some reason no-one created a mod that removes quality module in crushers. Maybe i haven't found one, but my guess is more that this is terrible idea to just remove something that many players find interesting without proposing something to make up for it. ( judging by the amount of views and interaction people have with space casinos, spreadsheet, discussions and so on).
Agreed. Legendary science is like Chekhov's gun. If it exists, it should find a use. It's more canon than recycling grenades or blue undergrounds
Mmmmm that's not exactly what i said though

Quality would be my Chekhov's gun, it's "unlocked" early in game, and can "interact with the plot"/ the factory, all throughout the game, but at the end/ resolve/epilogue , it takes all its place, whereas before that it was only hinting at the "end game".
Quality science is less present in my runs early game, it can be used as a voider for "some" excess quality stuff sometimes, but it's rare, most of the time i just don't do quality science, and when i do at a significant scale ( not just like 10% of my science pack of 1 color) it's only post victory screen.