How to upcycle?

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coffee-factorio
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Re: How to upcycle?

Post by coffee-factorio »

h.q.droid wrote: Wed Jun 11, 2025 2:03 pm My 2 cents: legendary quality 2s are much cheaper and provide better values than less-than-legendary quality 3s. My path was to first roll asteroids with normal quality 2, then get a bunch of legendary quality 2s and roll asteroids with that. And only upcycle EM plants once I got enough legendary quality 2s to fill everything.
I'd be real careful about stopping at legendary quality 2. For getting the initial batch of modules I have no argument because there's a 60 second energy cost on a t3 module line which makes it non-trivial.

I have to have something better than a markov matrix to explain this because I don't know if people have that background universally and my bachelors degree never really addressed that well. I can use a recycler and the state transition from epic to legendary or uncommon to rare to show why lowering quality is dicey at the point of recycling.

When people are doing two distinct experiments, at some point they're asked to draw a tree of the outcomes and count them. You divide the number of events of interest by the number of outcomes to come to a probability between 0 and 1. And after doing that a few times you realize that if there's n and k possible outcomes for experiments 1 and 2, get n*k total outcomes. And if there's some number i of successes you have i/n*k. Some creativity is involved in finding i because I can play games like say "you succeed on a 2 and six when you see 3,4,5 on a two and 1,2 on a six".

If you're a junior in an engineering field, the above is because I have to keep it simple for myself and maybe other folks.
So the recycler part of the chain will say "1 in four come back". That's the first experiment and no amount of effort will change it. 4 t2's add up to 20%, a .2 or 1 in 5 chance of getting the next best item. In that case I can say 1 when I get one item from a recycler in four and then one in five from a module for 1 in 20 to upgrade on tier.

If I use t3's that's 24.6%, close to 25%. So 1 in four. If I where to compare those as a ratio, my chance of getting any upgrade is 4/5 by using t2's.

Say I get 16 items together. That's nearly a yellow belt. If I cut the belt with recycler, it's like I divide a square of trash four times and then keep a good section. Then repeat that and get another section, then I'm done. But each time I do that, I have the choice of rolling a d5 and a d4 and if I I'm rolling against a heap of items going 1 a second, so it suggests I'm not taking an 80% loss over time but something much worse. The only reason I'd suffer that is if I attack the problem with a lot of numbers, and asteroid mining effectively gives you that. I'll throw 200 em plants at a module and ship a unique part to avoid that loss being experienced by my factory, collectively.

I said 18% because if I have an unused foundry on a space platform those rocks are being thrown out anyways. And a 125% bonus on a quality drill is going to inflict a penalty but a mine which isn't being used is 0 productivity by definition. And when it counts it's going to be 1 in 16 for an upgrade cycle and I need to to that five times by recycling w/out productivity. I'll actually do stuff like throw empty beacon on a build to tune the rate of a speed 3 module down; because they have the best power to weight ratio. But just using speed 2's and speed 1's at legendary quality is another option if you want to try and fine tune for a rate with minimal modules without a regard for waste. Don't know how much it helps and you need to manually test each time; and probably in an environment where you can see an hour in a minute if you can't do great math.

One thing people might not have noticed: asteroid rerolling is 3 rolls as I read it, one for a 2/5, one for 1/5 and one for a 1/5. A reroller station only takes 2 modules, so that's 12.5% or so or 1/8 at best. So you have a 2 in 40, one in 40 and one in 40 chance being thrown collectively off one rock. And the cycle time is 2 seconds of energy. If the machines weren't memoryless I'd say that's a 1 in 10 chance. What it seems like is I'm getting 1 in 20 of a material I'm interested in, 1 in 20 of a material I'm interested in, then losing a 1 in 5 chance of calcite which is so valuable I may as well as keep it!

How long does it take a 1 in 16 recycler to recycle an asteroid?
mmmPI
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Re: How to upcycle?

Post by mmmPI »

coffee-factorio wrote: Wed Jun 11, 2025 5:00 pm
mmmPI wrote: Wed Jun 11, 2025 12:51 am Have you tried to mine quality scrap ?
It's not that I disagree with the sentiment that it's a step back.
I was asking to Tertius because i don't understand most of you what you say, it seem generated by robots to me. The part where i quoted you was because the only thing i thought i understood was what you said about mining bonus which i thought was wrong as if you need it on Vulcanus, to me you can very well rely on it on Fulgora or Nauvis or even Gleba that's a not a Vulcanus special.

Later the addition saying Fulgora is surface limited, i thought was also wrong, because it is no more than Vulcanus, in late game for megabase.

I believe at this point you're just adding more wrong things everytime without any regard for the previous part of the discussion.
coffee-factorio wrote: Wed Jun 11, 2025 5:00 pm I really don't like what that number 40 does to my conversations.
That's the difference with the duck !

( i can put up some random words together too, that has been done in the past by comedians )
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Re: How to upcycle?

Post by coffee-factorio »

mmmPI wrote: Wed Jun 11, 2025 7:57 pm
coffee-factorio wrote: Wed Jun 11, 2025 5:00 pm
mmmPI wrote: Wed Jun 11, 2025 12:51 am
I was asking to Tertius because i don't understand most of you what you say, it seem generated by robots to me.
I'm a terrible typist. :lol:

I go too fast a lot when I'm angry. The reason why I am angry is that I've played 750 hours on a save and I'm pretty sure you're baiting me to see how far I'll go at this point, 'cause I haven't needed foundation to set up 100 ips Vulcanic science on Vulc. 40 is the number of slots on a train. I'm figuring a processing station that can do 100 ips of scrap right? 50 scrap times 40 is 2000. And you can have situations where your choice ends up being to daisy chain a bunch of trains together, or just get a bigger train or use stacking (which is so effective it's ugly in comparison to a train of reasonable size). Because you can offload that train in 20 seconds.

If someone has done better than 100 ips science that's fine, but my bet is they can fairly say I'm being practical.

Vulcanus has it's issues. Am I missing something when I say those issues are 300K health on an enemy that defends, but doesn't attack, a lack of petrol products, and terrain with condensed, impassable rivers than can be maneuvered around with difficulty?

I've got a position. I'll defend that position. I respect you enough to say we aren't being fair if we're both angry. Look dude, if you need me to say you're right, you're right about Space Platforms.

Do you want textbooks to show where I'm getting my information from, regardless of my humanity? Or how poorly I type?
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Re: How to upcycle?

Post by mmmPI »

coffee-factorio wrote: Wed Jun 11, 2025 10:30 pm I go too fast a lot when I'm angry. The reason why I am angry is that I've played 750 hours on a save and I'm pretty sure you're baiting me to see how far I'll go at this point,
I suggest you slow down then. Your claims about your playtime doesn't change anything to me about how the mining bonus plays out in every planet, or how mass foundation and concrete allow you to plane Fulgora the same way you can plane Vulcanus when you are late game and willing to do mass legendaries.

There is no reason to be angry about anything there.

I think it goes beyond being bad typist, it also is that things were factually incorrect and you're adding layers of self contraditions to your posts, like you started claiming you had a rail gun, and now you claim Vulcanus has its issue under the form of worms, it's just one bit of non-sense that deter me from trying to engage more deeply.
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Re: How to upcycle?

Post by coffee-factorio »

mmmPI wrote: Wed Jun 11, 2025 10:48 pm
coffee-factorio wrote: Wed Jun 11, 2025 10:30 pm I go too fast a lot when I'm angry. The reason why I am angry is that I've played 750 hours on a save and I'm pretty sure you're baiting me to see how far I'll go at this point,
I suggest you slow down then. Your claims about your playtime doesn't change anything to me about how the mining bonus plays out in every planet, or how mass foundation and concrete allow you to plane Fulgora the same way you can plane Vulcanus when you are late game and willing to do mass legendaries.

There is no reason to be angry about anything there.

I think it goes beyond being bad typist, it also is that things were factually incorrect and you're adding layers of self contraditions to your posts, like you started claiming you had a rail gun, and now you claim Vulcanus has its issue under the form of worms, it's just one bit of non-sense that deter me from trying to engage more deeply.
That's fair, there's faster and there's slower and there's just plain better.

But. You have to understand. I need to get on a factual level right? If I say "Vulc has no problems" someone can stare down a worm and see that as false immediately. I said previously I solved that problem by getting a railgun. I said the problems at that location don't need a shipping line.

But if I didn't have a problem I wouldn't need a cannon.

There is a problem there that can be solved simply by getting a weapon there with ammunition that can be produced domestically. Gun turrets or a tank can engage a small worm. A medium worm will toast those half the time. You can cut a medium worm in half with a sustained artillery barrage. That might get you enough, but a big worm is going to laugh off all the above if don't have a railgun.

No one's trying to keep you from thinking about this okay?
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Re: How to upcycle?

Post by mmmPI »

coffee-factorio wrote: Wed Jun 11, 2025 11:39 pm No one's trying to keep you from thinking about this okay?
I believe it's a waste of time for me personnaly to try and interact with you, but i enjoyed sharing ideas with the others on upcycling.
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Re: How to upcycle?

Post by coffee-factorio »

That's fair.
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Re: How to upcycle?

Post by h.q.droid »

coffee-factorio wrote: Wed Jun 11, 2025 6:49 pm One thing people might not have noticed: asteroid rerolling is 3 rolls as I read it, one for a 2/5, one for 1/5 and one for a 1/5. A reroller station only takes 2 modules, so that's 12.5% or so or 1/8 at best. So you have a 2 in 40, one in 40 and one in 40 chance being thrown collectively off one rock. And the cycle time is 2 seconds of energy. If the machines weren't memoryless I'd say that's a 1 in 10 chance. What it seems like is I'm getting 1 in 20 of a material I'm interested in, 1 in 20 of a material I'm interested in, then losing a 1 in 5 chance of calcite which is so valuable I may as well as keep it!

How long does it take a 1 in 16 recycler to recycle an asteroid?
Your math is faulty. One thing I learned is when doing quality, it's very tricky to model the math humanly because:

- Humans tend to ignore the recursive 10% additional chance of gaining a "lucky level". This source can be much more significant than the "main" upcycling chain when bootstrapping with normal quality models.
- Asteroid rolling is a very long Markov chain because there's a whopping 70.08% chance needing a reroll even on legendary module 3s. This is also its biggest strength since while each roll has a very low chance to "succeed", on average you get 5 tries per asteroid.
- The asteroid changing identity doesn't matter before you can stop it at productivity 30, since you need so many rerolls that the final distribution at legendary flattens.
- It's very tempting to model legendary module 3 as 1/16 but it's in fact 6.2% due to the code using integer/1000 ratios. This difference accumulates over a long Markov chain.

It's much more reliable to simulate everything in code, or actually build it in edit mode. Well... after doing so, I found my own path needing improvement since bootstrapping with normal / chance-quality level 3 modules generates much better yield and EM plant upcycling has better yield than thought if you actually want the final product.

My code-simulated results are:
After roll from unwanted asteroid with 2.0% quality: 0.10% legend

After roll from wanted asteroid with 2.0% quality: 0.10% legend
After roll from wanted asteroid with 2.5% quality: 0.17% legend
After roll from wanted asteroid with 5.0% quality: 0.87% legend
After roll from wanted asteroid with 6.2% quality: 1.40% legend

After EM plant upcycling for final product with 2.0% quality: 0.16% legend
After EM plant upcycling for final product with 2.5% quality: 0.27% legend
After EM plant upcycling for final product with 5.0% quality: 1.36% legend
After EM plant upcycling for final product with 6.2% quality: 2.21% legend

After EM plant upcycling for materials with 2.0% quality: 0.10% legend
After EM plant upcycling for materials with 2.5% quality: 0.16% legend
After EM plant upcycling for materials with 5.0% quality: 0.80% legend
After EM plant upcycling for materials with 6.2% quality: 1.30% legend

After level-30 roll from wanted asteroid with 6.2% quality: 2.10% legend
After level-30 roll from unwanted asteroid with 6.2% quality: 1.99% legend


Basically:

- Yield-wise asteroid rolling is worse than upcycling quality modules in EM plants but better than upcycling EM plants in EM plants (which you have to recycle for legendary holmium plates and then make modules). But the difference is smaller than I thought.
- Asteroid rolling with normal quality 3 is ~70% better than normal quality 2, defeating my own human math. I thought it wasn't this sensitive due to the productivity.
- Switching to basic asteroid processing on wanted asteroids at productivity 30 gives a ~50% boost to quality asteroid rolling, if one could find space to yeet all the ore / carbon / ice produced from common input.
mmmPI wrote: Wed Jun 11, 2025 4:53 pm I tend to agree on this, it's necessary to use less-than-legendary quality 3s at some point, at least before you have them. legendary quality 2 are just fine to use in many cases, but for my particular case i'm more fond of epic quality 3 or "rare" quality 3, the blue ones. This is because every "legendary tier 2" is a potential intermediate product for my legendary tier 3 production chain from legendary material, whereas a "blue quality tier 3" is like a failed legendary from the "other" production chain, the one that tries to be lucky and recycle the "failed". Or in some case, i'm just using them, when i don't have enough legendary "yet". That may also have to do with the fact that i "prefer" going for "rare" quality everywhere, before going for "epic" or "legendary" anywhere.
mmmPI is right here: the fastest quality bootstrapping process is to use early lucky rolls of quality 3s. Once you get ~9 lucky modules, upcycling EM plants isn't that much worse than asteroid rolling and actually has a throughput advantage. The recycled legendary EM plants also provide some legendary blue chips which can be partly recycled again for red/green chips to make modules.
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Re: How to upcycle?

Post by coffee-factorio »

h.q.droid wrote: Thu Jun 12, 2025 12:47 am
coffee-factorio wrote: Wed Jun 11, 2025 6:49 pm One thing people might not have noticed: asteroid rerolling is 3 rolls as I read it, one for a 2/5, one for 1/5 and one for a 1/5. A reroller station only takes 2 modules, so that's 12.5% or so or 1/8 at best. So you have a 2 in 40, one in 40 and one in 40 chance being thrown collectively off one rock. And the cycle time is 2 seconds of energy. If the machines weren't memoryless I'd say that's a 1 in 10 chance. What it seems like is I'm getting 1 in 20 of a material I'm interested in, 1 in 20 of a material I'm interested in, then losing a 1 in 5 chance of calcite which is so valuable I may as well as keep it!

How long does it take a 1 in 16 recycler to recycle an asteroid?
Your math is faulty. One thing I learned is when doing quality, it's very tricky to model the math humanly because:

- Humans tend to ignore the recursive 10% additional chance of gaining a "lucky level". This source can be much more significant than the "main" upcycling chain when bootstrapping with normal quality models.
- Asteroid rolling is a very long Markov chain because there's a whopping 70.08% chance needing a reroll even on legendary module 3s. This is also its biggest strength since while each roll has a very low chance to "succeed", on average you get 5 tries per asteroid.
- The asteroid changing identity doesn't matter before you can stop it at productivity 30, since you need so many rerolls that the final distribution at legendary flattens.
- It's very tempting to model legendary module 3 as 1/16 but it's in fact 6.2% due to the code using integer/1000 ratios. This difference accumulates over a long Markov chain.

It's much more reliable to simulate everything in code, or actually build it in edit mode. Well... after doing so, I found my own path needing improvement since bootstrapping with normal / chance-quality level 3 modules generates much better yield and EM plant upcycling has better yield than thought if you actually want the final product.
You're right. I'm in a bad spot with it. Because I need something where I can intuitively sit down and look at a machine for three minutes while I'm playing and saying "We aren't doing X thing Coffee it'll drain you white." I prefer building in the map editor, because I have a copy of Art of Computer Programming v2. on my shelf and I noticed how hard it is to even explain how a RNG works.

I'm calling the map editor a "Monte Carlo simulation". https://en.wikipedia.org/wiki/Monte_Carlo_method. 'Cause giving a the map editor 10 minutes of time is pretty similar.

I'm using basic probability math from a course I half remember in junior year. Cause like, 8 years of temp work. When I'm saying it's geometric that's from reading a bit on bernoulli chains. The basis for that math is the sum of geometric series. And I convinced myself pretty quick that was a start but it's going to be a few months before I tech myself how a Markov Matrix works to do it right.

Plus I need to convince a 16 year old on a forum not to drown in the chocolate river. I need to convince someone with the right tools that 4/5 is the start even if the 0.87 legendaries to 1.40 legendaries is 62% and 61%...
...
...
?

I need a moment. You're right and you're doing the right thing.
coffee-factorio
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Re: How to upcycle?

Post by coffee-factorio »

Okay, so here's the thing. You know how I said a blue chip gets subdivided by four even if you factor in productivity?

Well, limits of my understanding I didn't get how bad it'd be for upcycling in general. Look at where your program is saying 2.21% v. 1.30%? I put together an expedient map editor sim doing 0.6 ips and it shows me that your program is correct at 2.21%, or near enough that I'll put it down to only throwing in 2160 inputs.

I can use that same sim to infer the other part your program is pointing out. EM plants make a super conductor. I can use that to check the materials upcycling loop because I've got the same setup a constant single output being passed through the plant.

I'm getting 7 i/hour super conductors out, and 45 i/hour out of the modules themselves. If I where to shred that all down I get about 11 i/hour, super conductors from that practice. And that's 18 items and hour/ 2160, or 0.0125. 1.25% to your predicted 1.30% and I'm doing floor rounding and know 2160 data points isn't enough. So I really like your program right now.

The relevant thing though is that if you multiply that by 1.5, you get 1.95 out%. That's from inherent productivity in a building. In terms of material loss though, that's a 12% loss of efficiency if one can apply productivity (which you get from an EM plant against a module) and a 40% loss of material if you don't.

So if you don't just go after the product, recycler keeps 3/5 of your possible output?
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Re: How to upcycle?

Post by NineNine »

coffee-factorio wrote: Wed Jun 11, 2025 11:39 pm
mmmPI wrote: Wed Jun 11, 2025 10:48 pm
coffee-factorio wrote: Wed Jun 11, 2025 10:30 pm I go too fast a lot when I'm angry. The reason why I am angry is that I've played 750 hours on a save and I'm pretty sure you're baiting me to see how far I'll go at this point,
I suggest you slow down then. Your claims about your playtime doesn't change anything to me about how the mining bonus plays out in every planet, or how mass foundation and concrete allow you to plane Fulgora the same way you can plane Vulcanus when you are late game and willing to do mass legendaries.

There is no reason to be angry about anything there.

I think it goes beyond being bad typist, it also is that things were factually incorrect and you're adding layers of self contraditions to your posts, like you started claiming you had a rail gun, and now you claim Vulcanus has its issue under the form of worms, it's just one bit of non-sense that deter me from trying to engage more deeply.
There is a problem there that can be solved simply by getting a weapon there with ammunition that can be produced domestically. Gun turrets or a tank can engage a small worm. A medium worm will toast those half the time. You can cut a medium worm in half with a sustained artillery barrage. That might get you enough, but a big worm is going to laugh off all the above if don't have a railgun.
You are killing the Vulcanus worms in the most difficult, inefficient way possible.
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Re: How to upcycle?

Post by h.q.droid »

coffee-factorio wrote: Thu Jun 12, 2025 5:01 am So if you don't just go after the product, recycler keeps 3/5 of your possible output?
Glad you confirmed my code-based simulation. I'm just doing the ratios, not a full-blown Monte Carlo since I'm ignoring the variance.

I'd say it's suboptimal to view the normal-to-legendary path as a bernoulli chain with 4 independent rank gain steps. If you want legendary final products, the epic -> legendary step is the big and only difference between keeping the final product and recycling them, since at the other rarities you recycle the product even if it's a module (except the first few dozens when bootstrapping). Say if you want legendary quality 3 modules but have limited throughput, you may actually want to upcycle EM plants to epic then acquire epic chips / quality 2s from asteroids / recycled EM plants / quality scrap recycling and only do the final upcycling step making modules. The 3/5 difference in yield only applies to that final step (plus lucky rolls from previous levels) so the final yield should be mostly the same.
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Re: How to upcycle?

Post by coffee-factorio »

Right, so rerolling and why I did this. Basically, I looked at the ratio of EM plants to asteroid rerolls and said "No way is that true." And em plant flips a coin and has five modules every roll. It'll roll over anything short of a chem plant in terms of efficiency.

I put in 1.125 ips asteroids, 1 operating legendary work station. That's 4050 an hour. I got out 50 i/hour. By happenstance the digits on that are 0.01234567. The last time I saw that a modder was yanking my leg so I gave it a third hour and got 49, after moving between 40 and 50. here are no unwanted asteroids to get that number. I'm rerolling those too to boost the output. It's still ballpark correct as far as I'm concerned.
Better than I expected...


I didn't see a number for just shredding asteroids in a recycler and decided to do this because. Well. I got time to be wrong but I don't have time to have a bad workstation. So. I got an arm moving at 1.5 ips. And I got 2 items an hour out, divided by 4800.
And that would generalize to single step recycling of products.

I'm just slapping myself because I have a sim with promethium that convinced me not to do science but I didn't apply it to iron asteroids.

Not going to tackle asteroid productivity but the material shower is easier to deal with than you think: if you put items into electric furnaces they auto select them just like a recycler will.
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Re: How to upcycle?

Post by mmmPI »

h.q.droid wrote: Thu Jun 12, 2025 12:47 am
mmmPI wrote: Wed Jun 11, 2025 4:53 pm I tend to agree on this, it's necessary to use less-than-legendary quality 3s at some point, at least before you have them. legendary quality 2 are just fine to use in many cases, but for my particular case i'm more fond of epic quality 3 or "rare" quality 3, the blue ones. This is because every "legendary tier 2" is a potential intermediate product for my legendary tier 3 production chain from legendary material, whereas a "blue quality tier 3" is like a failed legendary from the "other" production chain, the one that tries to be lucky and recycle the "failed". Or in some case, i'm just using them, when i don't have enough legendary "yet". That may also have to do with the fact that i "prefer" going for "rare" quality everywhere, before going for "epic" or "legendary" anywhere.
mmmPI is right here: the fastest quality bootstrapping process is to use early lucky rolls of quality 3s. Once you get ~9 lucky modules, upcycling EM plants isn't that much worse than asteroid rolling and actually has a throughput advantage. The recycled legendary EM plants also provide some legendary blue chips which can be partly recycled again for red/green chips to make modules.
It's pleasant to hear hahaha, but i have to add disclaimer ! I didn't say it was the fastest, that would imply i have compared it with "every other mehtods" to me , i'm just saying it's what i did personnaly in some games. This is because you can stockpile a lot of Q3T3 quality module before going to Gleba, and when you unlock epic, you have 0 Q4T3 module at first, so you may want to delay your "mass recycling" of stored Q3T3 until you have your first few epic module to use them for recycling part of the stock. In the meantime those Q3T3 can be put to use "somewhere" instead of being in chests.

In my games i often have situation where i don't care about the "theoric cost" of things, i only care about "how much time will it takes me in this particular game ?" , i'm using a lot the production tab to "estimate" my production, and take decisions "for the next 5-20-100hours". If something "cost more ressource" i may not know this and/or care, if i have some "iron from space" mid game, or some "scrap mining operation that has no logic for stopping", the "ressource cost" of those i discard entirely, i even sometimes feel like i "need" to stockpile things to make sure my platforms or trains are "running and providing something useful". If my "infinite iron" stops generating, i'm being innefficent, sort of feeling, i risk going off by my 20 hours estimate.

That kind of mentality/playstyle may explain why i have often time "too many" Q3T3 quality module, buffering somewhere, "because when i start recycling them it will be so great ...."
NineNine wrote: Thu Jun 12, 2025 6:15 am You are killing the Vulcanus worms in the most difficult, inefficient way possible.
True, but I also think the contradictions are deeper in that, not only because arguing that the worm are problem is not true end game and was highlighted by the person few post earlier boasting about their railgun, but it also because it is used as an argument to explain the choice of going to Vulcanus over Fulgora to upcycle things. That makes no sense to suddenly claim the opposite, that worms are indeed a big problem or even matter at all when considering upcycling. It's wrong AND it contradict the previous line of reasonning, it's completely inconsistent.
Check out my latest mod ! It's noisy !
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Re: How to upcycle?

Post by coffee-factorio »

h.q.droid wrote: Thu Jun 12, 2025 7:08 am
coffee-factorio wrote: Thu Jun 12, 2025 5:01 am So if you don't just go after the product, recycler keeps 3/5 of your possible output?
Glad you confirmed my code-based simulation. I'm just doing the ratios, not a full-blown Monte Carlo since I'm ignoring the variance.

I'd say it's suboptimal to view the normal-to-legendary path as a bernoulli chain with 4 independent rank gain steps. If you want legendary final products, the epic -> legendary step is the big and only difference between keeping the final product and recycling them, since at the other rarities you recycle the product even if it's a module (except the first few dozens when bootstrapping). Say if you want legendary quality 3 modules but have limited throughput, you may actually want to upcycle EM plants to epic then acquire epic chips / quality 2s from asteroids / recycled EM plants / quality scrap recycling and only do the final upcycling step making modules. The 3/5 difference in yield only applies to that final step (plus lucky rolls from previous levels) so the final yield should be mostly the same.
There's a lot of limits to the map editor/Monte Carlo approach. In my last post I said "10% and close enough" because when you factor in everything, running a computation is hard enough you might lose accuracy through any number of ways. Including that my computer processor is an old potato. After about five or six sims they start to blur together and I forgot what I already checked on recycling single components.

Plus the input speed is going to be 3600 samples per minute * machine output. When you have five parts going it's probably about as error prone as any computation. 1.125 ips asteroids is one work station that ends up needing 42 other machines to eat it's output. It is in no part "look at me I'm a technician" but just to point out that someone could miss a machine and arrive at a sub par number. Might explain why I'm 10% off your number too.

I think your kind of being kind in saying what I'm doing is sub-optimal in terms of intuitive models. It's ultimately cultivating a luck based approach and only justifiable because nothing is worse.

That final statement isn't what I was seeing in practice in my simulation; in a way that's really opaque. I had 7 super conductors and 45 modules. If I cut the modules by fourth I'm at your number. That's performing the "final step" on recycling. Over time I'd have (7+11+1/4)/2160.

Just to be clear this is purely a thought experiment. The specific method (Quality t3->superconductor) is impractical.

But I can say that if I have the parent part, the module. And that all gets shredded. You need to have that 1.5x productivity bonus to get to near 1:1 and enough to have a productivity influenced system where you'll see practical rates of waste edit: if your goal is one expensive object. You could attack 9/10-19/20 hard and maybe there's a playstyle benefit.

That's where I'm saying, "It's really opaque". If I commit to a position I feel like I'm making weighted or biased arguments. But I don't say "that's the rate I'm seeing at this step" I'm not trusting what machine output is showing me.

I can infer that if I got the same bonus on a material or near enough I'd be at the same place. If I go for metal boxes for iron plates... I'm better off than nothing but that number won't be 3/5. I've got "no productivity" recycle model sitting around and I need to recheck it with a view on total parts.
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Re: How to upcycle?

Post by mmmPI »

coffee-factorio wrote: Thu Jun 12, 2025 5:03 pm That's where I'm saying, "It's really opaque". If I commit to a position I feel like I'm making weighted or biased arguments. But I don't say "that's the rate I'm seeing at this step" I'm not trusting what machine output is showing me.
I agree that none of your arguments seem to make any sense, and that your text's meaning are so opaque that it look like they don't have any.
coffee-factorio wrote: Thu Jun 12, 2025 5:03 pm I think your kind of being kind in saying what I'm doing is sub-optimal in terms of intuitive models. It's ultimately cultivating a luck based approach and only justifiable because nothing is worse.
It appears to me that you have no idea what a monte carlo simulation is, you just use the name, and describe a process that is different, which is just looking at your game and claiming what you did is the best method until a few person explain to you why it's not the case, but then you add unrelated text.

It's difficult to provide any help in such context sorry.
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Re: How to upcycle?

Post by h.q.droid »

mmmPI wrote: Thu Jun 12, 2025 6:45 pm I agree that none of your arguments seem to make any sense, and that your text's meaning are so opaque that it look like they don't have any.
Well, not everyone had the privilege to pick up good English / critical writing skills. Very intelligent people can appear to contradict themselves or blabbering all the time when writing in an unfamiliar language. I've been in their position before and I still have to deal with similar people on a daily basis, so I'm usually more tolerant and willing to spend more time deciphering their text.
coffee-factorio wrote: Thu Jun 12, 2025 5:03 pm Plus the input speed is going to be 3600 samples per minute * machine output. When you have five parts going it's probably about as error prone as any computation. 1.125 ips asteroids is one work station that ends up needing 42 other machines to eat it's output. It is in no part "look at me I'm a technician" but just to point out that someone could miss a machine and arrive at a sub par number. Might explain why I'm 10% off your number too.

I can infer that if I got the same bonus on a material or near enough I'd be at the same place. If I go for metal boxes for iron plates... I'm better off than nothing but that number won't be 3/5. I've got "no productivity" recycle model sitting around and I need to recheck it with a view on total parts.
Looking back again, one work station needing 42 other machines doesn't sound quite right. Unless you use heavy circuiting and you're at multiply-of-10 asteroid productivity research, normal asteroid rolling requires a belt loop with a rerolling machines for each of the 3 asteroid chunks (it's chunk, not asteroid in the game language, I forgot it) at each of the 5 quality levels minus one for the legendary chunk you want, which is 14 "work stations". Also, on average each chunk has to be processed 5 times, so if you run an infinite chest with 1.125 ips input, the setup needs 5 copies of normal quality rollers, 2 copies of uncommon rollers, and one copy of everything above to avoid clogging. That's 5*3+2*3+1*3+1*3+1*2==29 "work stations". If you want legendary iron, you'll also need to loop back chunks produced from your ore-producing crusher and consume the yield of 1.125*1.40%*20/(1-20%*4)==6.3 iron ore per second at productivity 30.

I ran my code for assembler machines / pure recyclers and the numbers are like:

After assembler upcycling for final product with 6.2% quality: 0.65% legend
After assembler upcycling for materials with 6.2% quality: 0.32% legend
After recycler upcycling with 6.2% quality: 0.04% legend
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Re: How to upcycle?

Post by mmmPI »

h.q.droid wrote: Thu Jun 12, 2025 10:21 pm Well, not everyone had the privilege to pick up good English / critical writing skills. Very intelligent people can appear to contradict themselves or blabbering all the time when writing in an unfamiliar language. I've been in their position before and I still have to deal with similar people on a daily basis, so I'm usually more tolerant and willing to spend more time deciphering their text.
More tolerant than what ? I can't provide help to a person that keep contradicting themselves and saying non sense while quoting me. I can only state that none of the text seem to make any sense, that's the reason i can't provide help.

The part i have deciphered were wrong, it was admitted, i can try to continue highlight stuff that are wrong. Namely when you compare a monte carlo simulation to luck it means you didn't take enough sample for the simulation to be representative, thus it's not a simulation it's nothing just name put there because they make the discussion obscure.

I think it is detrimental to the discussion in general because other player could join in and think very complicated things are discussed here and feel it's not for them, but it's not the case, it's just an individual that state ridiculous thing in a complicated way imo on purpose.
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Re: How to upcycle?

Post by coffee-factorio »

h.q.droid wrote: Thu Jun 12, 2025 10:21 pm
mmmPI wrote: Thu Jun 12, 2025 6:45 pm I agree that none of your arguments seem to make any sense, and that your text's meaning are so opaque that it look like they don't have any.
Well, not everyone had the privilege to pick up good English / critical writing skills. Very intelligent people can appear to contradict themselves or blabbering all the time when writing in an unfamiliar language. I've been in their position before and I still have to deal with similar people on a daily basis, so I'm usually more tolerant and willing to spend more time deciphering their text.
coffee-factorio wrote: Thu Jun 12, 2025 5:03 pm Plus the input speed is going to be 3600 samples per minute * machine output. When you have five parts going it's probably about as error prone as any computation. 1.125 ips asteroids is one work station that ends up needing 42 other machines to eat it's output. It is in no part "look at me I'm a technician" but just to point out that someone could miss a machine and arrive at a sub par number. Might explain why I'm 10% off your number too.

I can infer that if I got the same bonus on a material or near enough I'd be at the same place. If I go for metal boxes for iron plates... I'm better off than nothing but that number won't be 3/5. I've got "no productivity" recycle model sitting around and I need to recheck it with a view on total parts.
Looking back again, one work station needing 42 other machines doesn't sound quite right. Unless you use heavy circuiting and you're at multiply-of-10 asteroid productivity research, normal asteroid rolling requires a belt loop with a rerolling machines for each of the 3 asteroid chunks (it's chunk, not asteroid in the game language, I forgot it) at each of the 5 quality levels minus one for the legendary chunk you want, which is 14 "work stations". Also, on average each chunk has to be processed 5 times, so if you run an infinite chest with 1.125 ips input, the setup needs 5 copies of normal quality rollers, 2 copies of uncommon rollers, and one copy of everything above to avoid clogging. That's 5*3+2*3+1*3+1*3+1*2==29 "work stations". If you want legendary iron, you'll also need to loop back chunks produced from your ore-producing crusher and consume the yield of 1.125*1.40%*20/(1-20%*4)==6.3 iron ore per second at productivity 30.

I ran my code for assembler machines / pure recyclers and the numbers are like:

After assembler upcycling for final product with 6.2% quality: 0.65% legend
After assembler upcycling for materials with 6.2% quality: 0.32% legend
After recycler upcycling with 6.2% quality: 0.04% legend
To be honest my brain just moves fast. Fast is not stupid but fast is not brilliant.

The buildings one is a rough one because it was non-determinant. So what that means is, I changed out arms for faster inserters and could practically use less buildings. But I'm still seeing a 10% skew positive and negative. That's after I started seeing evidence I was ballpark correct, tightened things up technically and tripled the buildings (running 3 in parallel is a way to add data after you sanity checked the idea). Since I wasn't working on a couple of builds and chewing on them, I figured the thing would converge in the middle and gave it 10 hours at 3 complete stations of data. Individual build ended up looking like this:



I put this stuff up because this is how I check. This is not production builds.

When it hit 10 hours I got 1,701/121,500.0 = 0.014 or 1.4%. That's where mmmPI is right. If you have a well tuned simulation in theory you can dump numbers on it and it gets more accurate. From a practical point of view it can be like EM Plants for super conductors though, you just kind of laugh at it and say "This is theoratically relevant but I in no way endorse it."

The nice thing about metal boxes is that it wants 40 ips so you're invited to just show up with a certain kind of force.
I was seeing 2,718/864,000 on a 240 ips line after an hour; ~0.31%. At 10 hours it's 27,774/8640000, ~0.32%, which is in line with what is predicted.



As for the recycling number of 0.04. Yes, that was the 2 in 4800 I saw, within 1 percent. That one I won't put a build up, it's basically a recycler looping back into a second one.
coffee-factorio wrote: Thu Jun 12, 2025 7:14 am
I didn't see a number for just shredding asteroids in a recycler and decided to do this because. Well. I got time to be wrong but I don't have time to have a bad workstation. So. I got an arm moving at 1.5 ips. And I got 2 items an hour out, divided by 4800.
And that would generalize to single step recycling of products.

I'm just slapping myself because I have a sim with promethium that convinced me not to do science but I didn't apply it to iron asteroids.
In terms of what you get from Monte Carlos and where luck is involved, I've gotten numbers from the smaller datasets that got me close. It wasn't being discussed at the time. It was discarding the idea of doing mathematical/intuitive approaches vs. using a markov chain or a brute force sim. Yeah, in a math class you're going to lose at least half your points from getting the wrong answer. But in practical application if you can see progress towards an answer you might be willing to take an idea forward and whatever else I can say about my knowledge of math or anyone else's.
mmmPI wrote: Thu Jun 12, 2025 10:45 pm
h.q.droid wrote: Thu Jun 12, 2025 10:21 pm Well, not everyone had the privilege to pick up good English / critical writing skills. Very intelligent people can appear to contradict themselves or blabbering all the time when writing in an unfamiliar language. I've been in their position before and I still have to deal with similar people on a daily basis, so I'm usually more tolerant and willing to spend more time deciphering their text.
The part i have deciphered were wrong, it was admitted, i can try to continue highlight stuff that are wrong. Namely when you compare a monte carlo simulation to luck it means you didn't take enough sample for the simulation to be representative, thus it's not a simulation it's nothing just name put there because they make the discussion obscure.

I think it is detrimental to the discussion in general because other player could join in and think very complicated things are discussed here and feel it's not for them, but it's not the case, it's just an individual that state ridiculous thing in a complicated way imo on purpose.
Alright, I'm not the one who threw the first punch here. And we are back in a place where: I'm not name checking Markov Matrix and neither is the dev team when they put it on the wiki. Should I stand by that when I've forgotten half of junior year because life is less consistent than I am? I can remember Monte Carlo and in terms of luck, 10% will bust you on an exam. But when you have to let a program run for 10 minutes to model two digits it justifies taking the extra creative step of verifying you can see +/-10% after 60 seconds.

A person doesn't have to learn programming because they're 40 and because computer science is a career. They can take the game they bought and see what their 16 year old will get from an engineering education. I say how I play in that context, I think someone in that position reading this will have an appreciation for the fact of how hard it is to stop for 2 hours of their free time to build up a repertoire of "possible plays".

And tolerance is saying: The numbers you see will hurt you emotionally when you try and be creative. Because you'll end up looking at 2:4800 numbers and hundreds of yumako trees that takes. The "this is best, this best," you're criticizing is me learning how to play this quality game. The alternative is that I have a machine I put two hours of building into and I don't know what it does by any metric. And I don't have a number at all when a sixteen year old can just say "well, my factory is K times better because I do {idea they aren't posting screenshots or blueprints for, because they want attention}".

But you need to be very careful criticizing me right now. We got off on a bad foot. I can be a stubborn donkey and I'm sorry. But you're human. You've said some inconsistent things too. I think that has more to do with the fact that the numbers involved make it hard to justify any choice, I mean the typical advertised number is what? 1 in 50 to 1 in 60? That's in the FFF's.

1 in 50 is 0.02%. I'm getting numbers in that range as I progress in my learning. h.q. droid is just plain hitting them. If there's a lack of clarity from the sims well, if I can type straight and drop the stubborn when someone I don't know tells me to my face I'm just wrong we can iron that out. That's what I'm getting. We aren't getting that just from throwing four modules into a machine and walking away. In terms of best answers, we can see there's religions like production and creativity and single item performance. I'm not selling any church by understanding the problem I've been handed.

Just be careful. You're making it clear that you can't help me. That's okay. You're acting like you're drawing conclusions because you're emotional. I get it. It's that much trees to make a plastic factory right? It isn't what asteroid recycling suggests, and it's hard. It's a sacrifice to get that much power and you had to pay for it. That's hard if you think people don't appreciate what you did. There's some criticism in what you're doing and I can take my lumps. There's also something else and you are okay. You're mad. I'm going to let you vent. I can't say how other people will take that. Just be careful, I've seen people vent and hurt themselves regardless of the justification right?
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Re: How to upcycle?

Post by mmmPI »

coffee-factorio wrote: Fri Jun 13, 2025 6:27 pm Alright, I'm not the one who threw the first punch here. And we are back in a place where: I'm not name checking Markov Matrix and neither is the dev team when they put it on the wiki.
Let's be clear, you did threw the first punches, you quoted me saying stuff that are obvisouly wrong and contradicting the quoted statement, and then called me angry for taking the time to provide again the correct information, which took a while for you to recognize even if it was very basic thing.

When i see you throw the name of complicated concepts that are unrelated, un-necessary, un-explained, and not used properly, i believe it's not helpful for anyone.

There's also no point for me to try and correct the random math from the internet from people who quote me and say their method is the best when it's only backed by wrong claim, showing the inconsistencies is enough. It's nothing personnal, it can help anyone not beeing fooled by complicated way of saying nothing valuable.

I don't know why you insist on making this an emotionnally driven drama. I have already advised you to slow down if that what makes you angry.

I believe i was in the right into calling the fact that you use the term Monte Carlo simulation abusively, and you seem to agree with this, i think it's a positive for clarification and maybe for you to improve your typist skill in the future :). I don't see any bad foot here from me, i try to correct what i understand being wrong in messages that i felt were adressed to me due to the quotation .... i may be wrong myself indeed, but it doesn't appear to have been the case, which is easier when you don't pretend something is "the best" but try to use your brain first to consider the different situation and that different tools are appropriate to serve different purpose making it a futile quest of seeking for "the best setup" since it depend on the situation and your objectives.

There are plenty of method to upcycle, and if you consider the question "how to upcycle ?" i think the useful answer is more like a list of those methods and their pros and cons, rather than someone claiming wrongfully their method is "the best" even though we don't know the best "at what" and other non-sense.

It also appears to me that providing a blueprint full of legendary material and tell players to "use this" is not necessarily a valuable answer because if a player struggle to upcycle their things, they won't be able to use the blueprint inthe first place. I think it's more useful to try and guide players in their reflexion on their objectives and they will find the method that suit it the best themselves for their game , at the moment where they have those reflexion on upcycling.
coffee-factorio wrote: Fri Jun 13, 2025 6:27 pm But you need to be very careful criticizing me right now. We got off on a bad foot. I can be a stubborn donkey and I'm sorry.
:lol:

As far as i understand that's not how it works, the rules applies the same to everyone and if you have a personnal sensibility, it's on you, you won't get special treatment, if you say things that are wrong while quoting me, you are either going to be ignored or contradicted, you can play the donkey, but the smarter thing is not start conflictual discussion if you don't want to contradiction. Nothing prevent you from asking question or recognizing your mistake in private if you think that's antagonistic to have a public discussion with disagreements. I don't feel sorry for answering someone who purposedly quoted me, contradicting me with non-sense, and acting all shocked when things gets clarified ... nothing personnal or emotionnal, it could be anyone with the same behavior :) (i'm not angry ! )
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