Tertius wrote: Thu May 29, 2025 10:35 pm
mmmPI wrote: Thu May 29, 2025 8:03 pm
I'm a bit provocative maybe, but when i see "what is the better?" or "the most competitive" i'm still having the impression that i read ( both you and Tertius to a certain extend ) players talking about "the best potato" but you can have "the heaviest" , "the largest" , and "the tastiest", which are "more objective ways" of defining things ( one being a personnal preference). That's why i'm asking "what do you mean?" all the time ! or "lossy in what ? plants ?".
When you study software design or just good programming, you learn it's important to use the proper algorithms. If not, you're wasting resources.
[...]
This is what I'm trying to do: find a good, if possible the best, algorithm. I don't want to waste resources. I don't want to build a 1000 tile factory and see a 100 tile factory in the next screenshot with double the output. And since there are so many approaches with so many starting points, I want to profit from the experience of other people. I don't want to copy a blueprint, I want general information about the general approach.
I think i sort of understand what you mean, but feel like maybe i wasn't clear in my explanations :
You could be optimizing for the CPU speed, or you could be optimizing for the amount of memory the algo need to handle the task. And even in those, you can optimize the CPU speed to be the most stable over the course of the task ,or the least amount of time before completion, or you can try to find a version that is neither the "best" in CPU speed nor "the best" in memory cost, but is a trade off that is somewhat in the middle because you personnaly value speed vs memory a certain way, or you want constant production, or you want the quickest way "on average" or "no average".
That's the same for "quality" to me, if you search for "the best sorting algo" that's like "the best way to upcycle", it depends. When people say "this setup is the best or is better" , without precision it makes no sense to me, so i ask, and when i hear as answer "least amount of input ressource" and "least amount of machine" it's not making sense to me , because if you want to save on input ressources you use things like productivity modules, but that can have as a consequence to require "more machines".
It's pretty much always possible to find a situation where you have setup as follow :
Setup A takes 10 input for 100 output per second, cost 1000 to make, composed of 5 machines.
Setup B takes 20 input for 120 output per second, cost 1000 to make, composed of 5 machines.
Which one is the best ?
if you value the input ressources, one is almost twice as efficient. because you do 100 ouput/10 input vs 120/ 20.
If you don't, the other is roughly 20% better. because you do 100 output/5 machine or 120/5.
You can also vary the "cost to make" !
If you need legendary material to make your setup that produce legendary material, on paper it may be a very good setup, super efficient, super dense, as you described, as a "late game solution to mass production", but it can also maybe happen that you're left with great difficulty putting up enough legendary material together in the first place to build it. And if that leads to a situation where you spend 150 hours getting the setup running, and you let it run 50 hours and you have all the legendary stuff you ever need, maybe there's something to adress that isn't about "which setup is the best when late game is reached" ,but also "how do you plan to use the setup in a game ?" , "when ?" , "what are the tools available to you already ?" To reach a situation where you only need 50 hour to have a setup running, and you let it run 150 hours. Sounds like the setup is worse because it takes 3 times as much waiting for the legendary material, but really in a game sometimes you need the cheap one, so it runs while you build the rest of the factory instead of waiting forever to have the material to build "the final" blueprint.
Tertius wrote: Thu May 29, 2025 10:35 pm
You already sent me on a fool's errand by mentioning "use legendary bacteria". That's junk. I wasted an afternoon trying to work out how to do that
I'm really sorry you could have thought i meant it seriously as a "go for this 1rst degree", are you not a bee ? i had tried to explain that it was the best in the "fun department" and because it rhymes, which are both "not serious" things to consider ! It was my way to point out that you didn't explained what you defined as "best", so for me "best" is "the most fun" and i showed a setup that is "the best" !
If you look carefully at the picture you could see that most of the biochambers are not working with "legendary bacteria", they use all sorts of quality because the lower level are much more comon, it was quite the challenge to try and make the legendary spoilable, because you need to maintain constantly a level of quality bacteria, and if you stop for a moment, it takes a while to restart from with the low quality bacteria so overall they are working mostly with uncommon and rare
Tertius wrote: Thu May 29, 2025 10:35 pm
in the end it's dependent on legendary bioflux, which cannot be crafted efficiently. You don't need a huge factory for legendary bacteria, but you need the huge factory for legendary bioflux. Getting rid of all the unwanted non-legendary byproducts is the real challenge and the real waste.
I didn't try but simply washing lava-to-molten and molten-to-plate with 10 foundries will probably have the same yield of legendary plates. Or the other methods I mentioned and already built.
Alow me to share a few picture from my experience then :
Here is the part that makes bioflux from quality spoilable :

- bioflux2.png (912.23 KiB) Viewed 2031 times
Here is a wider view :

- bioflux 1.jpg (674.75 KiB) Viewed 2031 times
( Disclaimer : i have actually built the setup and thus have experienced first hand the things i'm talking about x) i can send blueprint or save game if needed to turn speculations into facts ^^ )
I'm not saying it's "the best setup" ( apart in the fun department ), but if you are going to say "another setup is better" i'd expect you explain to me why, and not just because you prefer it, and when explaining why, there must be something objective i suppose a certain metric that would be "cost of the setup/ production per minute" ? or "number of machines / output" ? or "amount of input consumed ?" x). Judging by the fact that you answer 10 foundries would have the same yield "maybe-to-be-verified". But if you ask for "the best setup" and i don't know in which category, i can't answer, that's why i try to have you explain what you mean by "the best "!
You said earlier :
Tertius wrote: Wed May 28, 2025 5:56 pm
Blue circuits are one of the crucial items. My approach is to do this on Vulcanus. Just uses calcite (mined) and normal plastic bars (from a coal liquefaction-based process, or
perhaps imported from Gleba). Create normal blue circuits with productivity bonus and speed beacons in electromagnetic plants.
Now if you mention "imported from Gleba" i believe it's because you want infinite ressources.
But using infinite ressources is going to require a larger setup with more machines, than just going for the easier setup that uses ressources that deplete. So which one is best ? how can we tell ? it's up to you to be more precise, the choice of the "proper" setup i believe will just feel like a consequence otherwise when it's possible to use or the other and it's personnal preference that matters, you can't really ask for advices on what is the "best", more "what are the things that exists" and their pros and cons, that's the situation that will turn one or the other into the most appropriate.
If you do the setup on Gleba like i've shown, it may means you have quality biochamber, and if you try on Vulcanus it may means you have quality foundries, so in both case it's probably as important if not more to have a way to have the quality foundry or biochamber ! Because depending on how much time you need to create 1 legendary foundry or biochamber or productivty module or quality module, or one platform to do asteroid mining, one or the other method can be magnitude of order "faster" to setup and rip the benefit of. To me that's the most important in some real game when "i'm going fast" but in others or later, why not change the design to have something more UPS efficient, even though that means adding some "depletable" ressources to the mix, because i know i have reached a point where it's not going to effectively be the case.
To take your example :
Tertius wrote: Thu May 29, 2025 10:35 pm
I don't want to build a 1000 tile factory and see a 100 tile factory in the next screenshot with double the output.
Then that's kind of an answer, because someone else may think :
But if you built your 1000 tile factory in 10 minutes after landing on Vulcanus and then you go on another planet while the other screenshot require 10 hours of waiting and upgrading with a trickle of material and produce nothing before it is finished ...