Alfonse215 wrote: Sun Aug 23, 2026 10:55 pm
DamnPhotons wrote: Sun Aug 23, 2026 8:26 pm
1. There should be multiple ways to design a base in a sandbox game like this, not a one size fits all approach. You're assuming that doing ship-to-ship transfers of eggs at the edge of the solar system is the only way.
Shouldn't "multiple ways to design a base" have different downsides? I mean, that's generally how it works. Some ways of designing your base can make legendary captive spawners useful, while others make them less useful.
I don't see the problem there: the way you've chosen to make promethium science does not make legendary captive spawners very useful. Just like if you build all of your basic science production on Fulgora from scrap products, legendary Foundries aren't a particularly high priority item for you.
Yes, of course there are different downsides. However the biter spawner, and important late game entity, is suffering benefiting from quality only in niche situations. Your examine is a very unusual situation: making basic science on Fulgora out of scrap. My situation is very common: launching a lot of eggs at once to make promethium.
Alfonse215 wrote: Sun Aug 23, 2026 10:55 pmDamnPhotons wrote: Sun Aug 23, 2026 8:26 pm
2. The eggs start spoiling as soon as you remove them from the spawner, but not before. You don't want 6 minutes of loading time. You want <1 minute of loading time.
Promethium science does not spoil, so it does not inherit the freshness of the egg it is crafted with. As such, it doesn't matter if the egg has 100% freshness or 0.1% freshness; as long as it is consumed while it's still an egg, you get 100% of the science value from it. So as long as the eggs get consumed within 30 minutes of the point when the platform started to load, you are fine.
That 30 minutes is not something to be afraid of. It is a budget that can be invested however you like. So, how do you want to invest those 30 minutes? Wouldn't it make sense to do it in a way that takes advantage of the time instead of squandering it?
So you want the ship to sit at the edge of the solar system for 20-25 minutes not collecting asteroids? And you want to throw in synchronizing the schedules of 5 ships on top of that? I take advantage of my time it by not having any downtime in my egg processing. You have downtime by having a second ship carry the eggs without processing them. And then you have the promethium ship spending 25 minutes sitting at the edge of the solar system, not collecting any asteroids.
Let's look at how much you're nitpicking about a niche "optimal" scenario.
Here's the timeline for one roundtrip of my ship:
1. Nauvis -> Edge of Solar System: 15 minutes
2. EoSS -> Shattered Planet -> EoSS: 1h 20 minutes
3. EoSS -> Nauvis: 15 minutes
4. Load/Unload at Nauvis: 25 minutes
Total time: 2h 15minutes
Output: 5.2-6M asteroids, 6.3-7M science
I am bottlebecked by loading science into the cargo bay. If I add more inserters loading, I lose inserters unloading.
28 inserters:
10 leg white loading science
16 dedicated leg white unloading eggs
2 flex leg white unloading eggs and buffering quantum chips and fusion cells onto belts out past EoSS
The loading inserters only have about 10 minutes of downtime where they are not constantly active. Once I trim down the loading stage at Nauvis, they will be at 100% uptime.
10 legendary white inserters loading science for 800 sci/s is 6M science in 125 minutes.
If I remove inserters unloading eggs, then the number of eggs I can process before they spoil goes down.
If I make my hub asymmetric, I can fit in 2 more inserters to load science, which gets me another +20% capacity or +1.2M for 7.2M science loaded in 125 minutes. I could already do this, but my Fulgora science won't keep up atm, so I haven't done it yet.
I built the ship to hold 5.2M asteroids and aimed for 25 minutes of science as a general goal, but it can actually fit 6M asteroids (+15%) and 29 minutes of science production is +16% from 25 minutes. So I am not wasting any time with processing my eggs once this thing is going to max capacity.
So if I can launch 2.4M eggs in one salvo of 480 rockets, I can be in and out of Nauvis in <2 minutes, giving me a round-trip-time of about 1h 52 minutes, with 6.45M science loaded at 960 sci/s nonstop.
Now this is one ship, no crazy synchronization schedule that could potentially desync after many hours, and it makes 4 stacked green belts of promethium science per second. Do you think that your design is somehow more optimized and that once people get to the point of making a steady 960 promethium science per second, they should go "oh let me try to overhaul everything and make 5 platforms move on a synchronized schedule with spoiling items so I can make 10-20% more of something and then I will finally have a use to make one of the most important late game items at higher quality"? I think what I've done is gone farther than 99% of players will, but it's also the most simple direct approach that most players would use. I can't imagine many players trying to synchronize multiple ships like that, when you can still fit so much capacity into a single large ship, without risking some kind of desync or deadlock that only occurs in space once every 10-20 hours. Your use case is hyper niche and it does not justify such an important late game production entity having almost no practical value at higher level qualities for the most common use cases. The way I am doing it is the only way to do it in 2.0 and is still the simplest and most direct way to do it in 2.1. I am confident it's also the most common.
DamnPhotons wrote: Sun Aug 23, 2026 8:26 pm
I was responding to your comment about crafting cargo landing pads with a machine that has a speed of 5. You said they proved that not all recipes scale with crafting speed. I was showing you that they follow the same trend.
They scale
as needed based on the crafting time. That's my point; if the recipe + machine speed is too slow for scaling to kick in, then it doesn't. So there's no reason for a person to expect that legendary captive spawners would be fast enough for scaling to kick in.
It's not inconsistent; it's the system doing what it always did. You're asking for an exception.
The logic is not inconsistent. The end behavior the users sees is.
The devs have made exceptions for much less. They made ice asteroids reprocessing take half the time of carbon and metal simply because there's so much ice at Aquilo and beyond. "There's a lot of ice here, so you should make more crushers that process ice asteroids" is a much more obvious and intuitive thing for a player to consider, and yet the devs still made an exception for that.
If you read the dev posts for FFF and the updates, they clearly value the game having a consistent, intuitive feel for how entities should behave. I am pointing out that this behavior is unintuitive, because it appears to not do what all other production machines do. I acknowledged in the very original post that there is a technical reason for this. I never disputed that. I am simply saying that the current behavior is unintuitive and unexpected. The average player is accustomed to entities buffering more input and output items as its crafting speed increases. They will intuitively expected the biter spawner to do the same and be surprised when it doesn't.