CyberCider wrote: Fri Aug 15, 2025 4:41 pm
Power generation cannot be compared to quality production, they’re fundamentally different things with fundamentally different balancing.
You compared quality production to science production, so i'm going say this is not a valid argument it's just semantic. You can compare them easily, i did.
CyberCider wrote: Fri Aug 15, 2025 4:41 pm
Second of all, while fusion is simpler than nuclear, it’s definitely more complex than Vulcanus, Gleba, Fulgora and early Aquilo power. And even compared to nuclear, it’s only simpler in terms of logistics. It has built in smart consumption, no spent cells, no water requirement in space, sure. But there is more substance to fusion design than there is to fission design, its internal complexity is higher. So with all this in mind, there isn’t nearly as clear of a difference as there is between upcycling and asteroids.
You are comparing power generation and quality production, contradicting your previous statement. But thank you for making the effort to follow the reasonning, however I don't believe fusion is more internally complex than nuclear, and the logistic of cells is similar. I believe it's ok for the "balance" if late game tech make certain things easier, that's the design intent behind foundations it seems to me, available late game, and removing some complexities of what was earlier.
CyberCider wrote: Fri Aug 15, 2025 4:41 pm
Anyway, I think we have different understandings of how progression through alternate processes works.
Yes, otherwise there wouldn't be a discussion
CyberCider wrote: Fri Aug 15, 2025 4:41 pm
When a better process is unlocked intended to replace a previous process, it should never be simpler than the basic process. That would simply be nonsensical in a game like factorio which is all about complexity. It would be a progression backwards instead of forwards.
I disagree, the simpler form of power is solar, and it comes after the regular engines. And look at the logistic robots ! How many players uses them as soon as possible because they make things "more simple" or "easier" ? And the weapons systems too, the more you progress the easier it is to defend your base, there are couple things that get simpler with progression, and i think quality could totally be one of those.
Hurkyl wrote: Fri Aug 15, 2025 5:04 pm
People don't think LDS shuffle is overpowered at 0% productivity research?
For having used it, it's not OP at that level of productivity imo , because it turns plastic into copper and steel, but the ratio isn't good and i feel plastic is more valuable than copper or steel that you can have in large quantity in Vulcanus already. Now with just a couple productivity research, you can turn plastic into much more copper and steel, even if it's not 1:1 for plastic upcycling yet, it now has the potential to turn something like 1 plastic into 10 copper and 10 steel ,and even if those are "less valuable", they are not 10x times.
Hurkyl wrote: Fri Aug 15, 2025 5:41 pm
I think you're still really overlooking the free quality upgrade. While you're upcycling plastic the system spits out endless quantities of quality copper and steel that don't go back into the system since you keep pumping in qualityless molten metals in their place; a far far better proposition than casting wire or steel plates from scratch.
That's what makes it OP i agree ! Depending on how you personnaly value the plastic needed as input, versus the copper and steel you get.
coffee-factorio wrote: Fri Aug 15, 2025 7:18 pm
I'm aware of it. I benchmarked base on amount of fluids used actually.
But why ? What's the point ? low quality fluid you can have in infinite quantity for almost no cost and is very easy to scale, it's much more logical to me to just disregard the amount of fluid consumed, because it's not important to care about ressource efficiency for something that's infinite. It would be better to think about either the initial cost of the setup,( potentially a ratio with the initial cost/output, to search for the fastest Return On Investement) if you want to go fast like speedrunners, or to optimize for UPS/ compactness if you want to have large base. There's like no valid reasonning i can see that would make people try to optimize the amount of fluid consumed.
I believe it also a flaw of your analysis about asteroid rerolling, if you use 10% or 20% more asteroid, to reduce the size of your platform by 50% and keep the same output, it's just better, because no-one care about the efficiency of the input, be them infinite fluid, or asteroids.