GregoriusT wrote: Thu Jul 23, 2026 5:23 pm
mmmPI wrote: Thu Jul 23, 2026 4:32 pm
You still have to make sure the throughput of the belt is properly dimensionned to carry all the junk to make sure all machines stay active, but this can be alleviated with robots

Then you only have to monitor the number of machines and heat towers, and "add more bots" when you add beacons.
The beauty of it is you DON'T have to do that, all you need to make sure of is that the incinerator is big enough to handle a whole stacked red/blue/green belt of trash!
Yes and no, to me that's another way to say almost the same thing, but i think it's missing part of the analogy in your reformulation x), if you only care about incinerator capacity needing to match a full belt, you are not seeing if you have useless machine that tries to ouput on that full belt after it is already saturated which could clog a circular belt if the merge isn't done properly or waste precious quality module !! You do need to consider the throughput of your machine and the belt on which you output stuff; not only if the sink at the end is big enough for the belt, but also, are you not trying to dump too much stuff on that belt. Like if you add beacons, or in the case of space casino, it used to be "with research", that you needed an adaptive machine.
meganothing wrote: Fri Jul 24, 2026 3:06 pm
mmmPI wrote: Thu Jul 23, 2026 4:32 pm
In most cases chest offers enough buffer room that you can postpone clogging for years, but in any case, throwing stuff into lava is similar regarding avoiding clogging except you can use logistic bots and chest there making it again a less challenging puzzle that was space casino imo.
The complexity of finding out how to throw away things is already part of the platform puzzle. I.e. to make a non-clogging spaceship most (or all) players already have to add at least a belt to drop asteroids of the ship.
So once a player attempts a space casino this doesn't add any complexity to the design challenge. It adds some more rather trivial work, sure, but it doesn't add challenge unless the player also tries to create a minimal design.
Haha that's funny, after your claim that 98% players can't use combinators to void fluid, now most players can trivially start doing quality on their platform, with no additionnal challenge compared to a regular platform x). That's not helping your argument because that appears fairly inconsistent to me, and also with observation of what players do and facts, you don't need to drop anything from your spaceship if you don't do quality, you can just filter the asteroid collector and never mess with reprocesssing. But stats shows most players don't even reach that stage of the game lol.
The reprocessing receipe is still there, but if you can't put quality module onto it, you are only made to deal with a fraction of the byproducts , so it is effectively only usable in "simpler build" than before even if you wanted to. But worse there is no point using it for this purpose anymore, because wether you want the simplest or the fastest, or the one that scale the most, every time, you end up doing all that on Vulcanus, using only simple loop with no byproducts.
Throwing stuff with lava can be done 15 items at time, carried by bots when the buffer exceed a certain threshold, which is impossible in space because buffer are harder to make since no chest, you can't use bots and add an item in the requester chest next to the lava when you realize you need it, instead you need to plan you belts smarts or redo part of the platform and also , non-stacking asteroids makes it impossible for an inserter to throw more than 1 per swing.
Besides the complexity of "byproducts" which you don't have much left currently in most guides about quality except for the module themselves.