I choose to follow what I think the dev vision is for the game, its just the vibe I go for personally.
To that effect, I don't use design tricks like using permanently stationary wagons as big chests etc
I would love to get insight from a dev as to if the asteroid reprocessing quality tradeup was purposefully made so much easier than the alternatives, or if anyone has any links to comments made by the devs on this topic.
Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choice?
Re: Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choic
I can't recall any statement by the devs saying it is much easier than the alternatives possible methods, but i recall reading some about how some things available with "lots of research" or "significant investement" or "time into the game", were part of the game, "not problematic" due to the pre-requirements, and pointing towards mods for "more level of qualities" or more complex method for something that is already "optionnal" due to the potential complexity.
"k it's a cheese but you deserve it"
albeit not literally x)
"k it's a cheese but you deserve it"
albeit not literally x)
Re: Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choic
From the publicly-available information about the Space Age Playtesting phase, it seems like quite a few mechanics were implemented "as best as feasible" for the 2.0 Release or experienced quite a bit of Gameplay change right before release. Work through the 2.0.XX patch series has focussed on Bugs & Performance improvements. I am thankful that the "Recipes and Rules of the Game" have mostly been left alone thus far so we can enjoy Space Age as-is.
I am expecting to see Balance changes with the 2.1 Release - and would certainly welcome a "nerf" to Quality Chunk Reprocessing - but it may simply "not be broken" either. There is a certain feeling of relief at finally being able to produce Legendary materials without too much hassle... except for Holmium, I hate gambling for Holmium.
I am expecting to see Balance changes with the 2.1 Release - and would certainly welcome a "nerf" to Quality Chunk Reprocessing - but it may simply "not be broken" either. There is a certain feeling of relief at finally being able to produce Legendary materials without too much hassle... except for Holmium, I hate gambling for Holmium.

Re: Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choic
I vaguely remember they meant getting +300% productivity on blue chips, not asteroid reprocessing.mmmPI wrote: Fri Jun 13, 2025 3:00 pm I can't recall any statement by the devs saying it is much easier than the alternatives possible methods, but i recall reading some about how some things available with "lots of research" or "significant investement" or "time into the game", were part of the game, "not problematic" due to the pre-requirements, and pointing towards mods for "more level of qualities" or more complex method for something that is already "optionnal" due to the potential complexity.
"k it's a cheese but you deserve it"
albeit not literally x)
TBH I love cursed tricks like asteroid chunk processing, tank belts, and rocket silo as chest. Belt-and-inserter factories get boring quickly. I'm even planning on a large asteroid roller going to shattered planet for the density.
Re: Was the choice to make asteroid chunk reprocessing to get legendary items the easiest path a purposeful design choic
I may be wrong but i feel this a simple logical fallacy.h.q.droid wrote: Sun Jun 15, 2025 4:21 am I vaguely remember they meant getting +300% productivity on blue chips, not asteroid reprocessing.
The fact that you remember vaguely something being said about the blue chip productivity doesn't mean the dev didn't also implied in some way that asteroid reprocessing was part of the design choices.
You could have forgotten, or just missed it

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