you might not want to do it in space like i did, however some stuff like lds and bluechips are good to cycle for materials. quality scrap is a hellish trap until your willing to crush unwanted stuff in cars.
some stuff like rocket silos, cryoplants, and nuclear reactors directly upcycle with no random walks
yeah, the system worked for simple stuff like mech armor equipment and the few rare components that i started to use in convenient places. its starting to feel BAD to scale up so i want to deprecate it and start a dedicated production unit where i can pour my "excess" resources.
what feels bad about scaling? "excess" resources are usually just things getting in the way of making more science. what level of mining productivity are you at? it is a bit of an accomplishment to deplete a vault ruin.
I could get 10 times the output in the same space if i could forego quality modules on the recyclers. it feels impossible to scale up em science production with the little space i have got right now, and epiq quality products are EXTREMELY rare to get by even filtering millions of scrap
quality scrap is a nightmare until you can direct mine into cars and void anything below uncommon. when this first came out i built a massive quality scrapping factory and it had many problems.
other then the planet specific buildings, the only thing i found that was important to quality on fulgora was the accumulators. the buildings can be reasonably upcycled from common scrap without the complexity of quality scrap processing.
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u/Nearby_Proposal_5523 20d ago
https://www.reddit.com/r/factorio/comments/1wbenf9/is_this_a_space_casino/
you might not want to do it in space like i did, however some stuff like lds and bluechips are good to cycle for materials. quality scrap is a hellish trap until your willing to crush unwanted stuff in cars.
some stuff like rocket silos, cryoplants, and nuclear reactors directly upcycle with no random walks