Stargateur wrote: Fri Jun 19, 2026 2:38 am
ivan_349876 wrote: Thu Jun 18, 2026 3:41 pm
(and honestly anyone who argue space casino is hard to do is blind)
"Hard" is subjective, but it's certainly harder to design a space casino than an upcycler.
That easier by far. Only people who only did space casino and didn't try to do other way to deal with quality in game would argue it's harder
Only people who don't understand the word subjective would insist like that.

It's really the bottom tiers of the arguments right there, if you play modded like a mad man and on your own private game, then your points can be safely ignored, especially since you explicitly said you had already said all your arguments in the other thread, proceeding to repeat them after you were explained how to make space casinos makes it look like you are not understanding what exactly was changed in the game x) It was shown in the other thread that space casino can be done in different ways , and some aren't removed, they are still in the game, if you reach high level of asteroid productivity in 2.1 you can do the same space casino as you could in 2.0. It's kinda baffling that despite the lengh of the other discussion that point still isn't understood apparently, i can understand from players just reading the FFF and reacting directly, if they had not gotten into such a lenghy discussion, but here i feel it's different.
Stargateur wrote: Fri Jun 19, 2026 2:38 am
I have mostly the same opinion then Tertius about wube having though this change better than us.
That seem ovbvious in your case, but also a bit paradoxical to the assertivity with which you state your subjective understanding as a factual truth and insist on the time you spent playing as if it was an argument of the quality of any reasonning.
Hurkyl wrote: Thu Jun 18, 2026 4:28 pm
You're not positing that "turn these asteroids into legendary items" is harder to do with a reprocessing loop than other options, are you?
Because I think that's what the other person is talking about: they're not discussing where you're getting raw materials from. They're talking about the available methods for turning raw common materials into legendary ones.
It may sound like a silly discussion but hey, it's how the other one went, why not compare with recycling ore directly ? which is just super easy obviously more than making a whole space platform for it x), Why not compare with Gleba blueprint that you can just plop wherever you want and send the science from there ? When i read the arguments :
Space factory is a big trouble for factorio, specially now they give us trading between platform, space platform remove most of the logistic problem, you have one unit that do what you want it to do and you can scale just by copy paste the ship, without any logistical challenge that come with this scaling.
I realized it was coming from somoeone who still doesn't understand maybe that it's actually unrelated to quality, that's just how space platform works, but not only space platforms you can do things like this :
viewtopic.php?p=674277 pretty much anywhere.The argument about the extra logisitic that would alledgedly be required for blueprint is flawed and reveal imo a lack of understanding of what some other player would do.
The other discussion was more focussed on the different methods to achieve quality items available to the player, there are several ,including just recycling ore a simple method yet, i've aleady seen people refusing to admit it involve much less thought process than space platforms and instead repeat "space casino are easy" "upcycling is hard", a bit like broken record. You can also have a full factory with all intermediate qualities everywhere because you craft with every quality as intermediate,or some kind of middle ground like the classic recycler loop for the end product which seem to be the only point of reference for some players, but one can also LDS shuffles , and different methods of getting them from space, one that include the reprocessing recipe with quality module. Now with a broader view of what is available, it appears even more of a disfunctionnal argument ( imo) to point out what is easy and what is breaking logistic, because this setup is allowed : (
viewtopic.php?p=690032#p690032 ) Devs only removed "quality module in the crusher for the reprocessing receipe". They also explained what they mean by that in the FFF. And i expected anyone that has spend "HOURS" playing the game to be able to recognize the situation x). Space Casino aren't removed, they are accesible later with the regular asteroid processing, or to be made using recyclers and not crushers like in my example, the devs didn't remove the possibility to use quality module in crushers as i anticipated, only for one recipe from what i read in the FFF.
Obviously "hard" or "easy" is subjective, not understanding the concept can quickly lead to circular arguments , but also objectively, making something slower or available later isn't making it "harder" and objectively we can say that "space casino" aren't made "harder" when you use recycler instead of crusher, it's just "slower" but you can still copy paste the platform as many time as you want, and it still doesn't require any logistic.
ivan_349876 wrote: Thu Jun 18, 2026 6:45 pm
Space casinos are what make grinding for legendary asteroids at all viable. In their absence, people won't fall back to upcycling asteroids on space platforms, they'll just do it on land where resources are far more abundant, because the real goal isn't to get legendary asteroids, it's to get legendary materials.
There are a bunch of methods that are viable to get quality materials, they don't all require the same investment in thoughts nor in game ressources and they do not yield the same output with the same consistancy and speed. Amongst those methods, upcycling asteroids using reyclers on space platforms, or upcycling ore on planets directly after the mines are just 2 different forms that are still available in 2.1 it would appear to me. The first one require much less effort to scale, just duplicate platforms , that hasn't changed, you need to duplicate more platforms, but that doesn't weight much in the equation for me, it's still the "infinitly scalable method". Whereas upcycling ore on planet , you need to pay attention to ressource locations, you need to extend bot network or go there and build with your character. Saying "they'll just do it on land where resources are far more abundant" isn't convincing to me. Even if you consider late game productivity bonus for mining and a patch last forever, ressources are infinite both in space and on planets then but "you still have to expand" on a planet. Whereas if you just duplicate platforms, it's a nice smooth exponential series, the output of legendary materiel, that is unrelated to your ability to explore the map, fight biters, expand defense and build outpost. If you play long term, eventually the math pays off, you just sit and duplicate more and more platforms with no scaling cost.
If you want "fast early bootstrap" to me , the fastest (to me) has always been mining quality ore on Fulgora, so nothing changes here (again for me) , it's painful to scale, but as mentionned i would choose a different method if my goal was to scale things x).
FasterJump wrote: Fri Jun 19, 2026 10:38 am
You can use asteroid productivity research, with the 20% asteroid output in the normal crushing recipes. With enough research, you reach the same 80% output...
Indeed !