computeraddict wrote: Tue Oct 31, 2023 9:49 am
You're still not thinking about it the right way. We're talking about production of infrastructure, not SPM. The question to ask is how long does it take to produce the infrastructure we want? We obviously can't make use of infinite amounts of infrastructure, so there's no reason to consider the case that it runs beyond what we want to produce. Quality is not a "run it forever" kind of mechanic. It's a "run it until the production run is finished" kind of mechanic.
No i just disagree with your assertive assumptions that are not shared by all the players. The question that was raised is not only how long does it take to produce the infrastrure we want.
It's also how much time the human player will need to build it, how much space will it take, how ugly will it look, how boring and clumsy will it feel, how bad you would feel when placing legendary quality module in your night vision assembly machine, because you clearly want to have some high quality night vision and there is no other way than making a loop and recycling them until you get some high quality. It's of course impossible to imagine just having a pool of material of high quality somewhere and doing the rare items not with a recycling loop but from high quality material.
You seem to somehow consider only 1 particular way at looking at things and diregarding all other argument of ease of use or even math x) and telling me i'm not thinking about it the right way. There are plenty of way to consider things.
It is possible to recycle satelites to get blue circuit required for module in large quantity maybe ? if you do also this for assembly machine 3 you would get the high quality speed module too and recycling them maybe is going to be overall more interesting for a player because that would allow to make all modules from those material slowly with only 1 recycler, and not set up a recycling loop for all modules separatly as it would require an higher footprint for something that is not a "run it forever mechanic" why would you then want to finish as fast as possible and force you as a player to constantly keep the pace of expansion for things to be "worth it"?
I share the initial remarks that making a loop for everysingle item that one would want in high quality isn't necessarily the most optimal choice. No matter how you want to math and generalize things taking some example, it's not possible to apply it to every item in every situation and claim that's the only way of looking at it.
computeraddict wrote: Tue Oct 31, 2023 9:49 am
It doesn't have to function 100% of the time to be a better use of modules. The value it generates when it runs depends on the recipe it's attached to multiplied by its uptime, not just on uptime. Same as a productivity module.
Productivity module are generally used in things you use for science, which are consumed "endlessly", whereas as you said yourself earlier, quality module are not a forever thing, once you have 4 or 5 or 10 armors at some point your recycling loop for armor is useless and dead weight, forcing you player to do some ingame action like destroying it and reusing module somewhere else where they would be active or suffer the innefficencies. Whereas by not making a recycling loop for the armor you don't have this wasted dead weight.
You said correctly that the places where you get the faster ROI is the place where the most material is processed in the shortest amount of time. Then you said the amount of time is not infinite. Therefore one can disregard the time factor and consider only that module are best used where the most material is processed => Why would you build more than 4 quality module in a whole game ? you should just make 1 assembly and switch receipe, make 1 item, switch module to the recycler and so on. That's the "most money for your buck" , although it takes a little longer
computeraddict wrote: Tue Oct 31, 2023 9:49 am
And in real life it will take days or weeks for you to see any payoff from the kind of thing you are suggesting. That's how inefficient it is. Like I said before, quality modules in a 99% idle roboport assembler are more time efficient than the same modules in an iron gear assembler. The math doesn't lie. Please take a minute to understand it. The human setup time (which for most things is ctrl+c, ctrl+v) is absolutely negligible compared to the amount of waiting it saves. To boot, your idea for bots to save setting up 2 loops involves setting up 3 loops: green chips, robot frames, red chips. And if your answer is "I just have one loop for each intermediate!" then I'll see you in 2060 when your factory produces its first legendary tier 3 module.
I think this is not math, this is speculations, we have no idea about the cost of the recycling machine nor the time it takes to recycle things. You don't have to pretend explaining me something very complex, it's ok to like math and not apply them properly to a situation because we like math too much we don't look at the things we can't measure like feeling bored doing ugly loop for every single one item or missed an idea like recycling satelittes it happens all the time, please take a minute to understand that i've already look at the problem for hours and it's not a few assertives messages that seem to have angle of strategy not covered that will change my mind instantly.
computeraddict wrote: Tue Oct 31, 2023 9:49 am
There is no reason to produce quality robot frames other than while upcycling robots.
Maybe you didn't understand that i mentionned recycling the robot frame, not producing them of high quality, since recycling them allow for getting lubricated engine with which you can do exoskeletons without having to build a recycling loop just for the exoskeletons, since you can use recycler outside of a loop for only a single item. It also allow you to have battery of high quality for the armor battery, unless you want to setup a recycling loop for them too, it also allow to make 1 accumulator here and there to monitor power usage say on the spaceplatform, and you still have materials to make robot frame of high quality with productivity module if you choose to only use quality module in the recycler. All this with only 1 single recycler and 4 module ,that really depend on what you want ingame. But making a recycling loop for armor battery or nightvision "because it's the best use of module" acording to math sounds ridiculous and a mis-usage of math to represent what happens in game, obviously it's valuable to get high quality material. It was even written in the FFF literally !
Edit : to make it less confusing i'm explaining it more in details sorry if it's not so clear still, robot frame is required for science so you may want to "produce" them without quality module, and decide that some of them that are produced anyway will be recycled to provide material for some other item that you want in high quality but not in high volume to the point where making a whole loop for them feels a waste of time and space.
Edit 2: One can also mention how many steps of crafting there is to get finished product. If you use legendary productivity module on assembly machine you double the output compared to normal, if you take 2 step it's x4, x8 then x16 and so on. Leading to a huge amount of assembly required to process all that, only to keep a small fraction at the end.
Whereas if you increase quality early on, then you work with only a fraction of material, that double and double and double, requiring overall way less machine to achieve the same result in the same time.