In the previous 2.1 post, I ran some tests regarding Space Casino alternatives, notably those specific to maintaining a space platform. The sum of it is that the removal of Quality Mods from crushers effectively made anything space related obsolete, with some caveats.
- The rate of asteroid collection cannot be improved in any meaningful sense. Once you are moving between planets, the rate at which you encounter asteroids is relatively fixed.
- The rate of crushers vs. recyclers is substantial. Crushers return 80% of the material, Recyclers only 25%. Seen another way, it takes 1250 items crushed to get 1000 out. It takes 4000 items to get 1000 recycled.
- It takes about 4 steps to go from normal to legendary, each one a gamble. To get 1 legendary asteroid, it takes about 30,000 from recycling.
- In pure math, it takes about 7x more material to get the same results, and you cannot practically increase the amount you put in the machine. Well you can, you just need to build multiple platforms.
Right, so you’re stuck with less elegant options. The good news is that you only need coal, iron, and calcite. The even better news is that you need very little calcite as it’s used for stone, which is in turn only used for buildings, not actual products.
One important bit of context in this post. It assumes that you are only using normal quality science products. If you want to do legendary science, odds are you’re well outside the intended audience here.
Raw Upcycling
This is the act of taking any material, applying quality to the first step, and where you don’t get legendary, you recycle it until you do. As pointed prior, this gets you on average 1 item per 30,000. It is stupidly inefficient, if only because the throughput is so high. On top of that, every time you process something in a production building, you increase the odds as you at least get 100% of the output back, and with productivity, potentially more.
For example, if you were to process something with a max 300% productivity boost, you would only need about 7,500 raw items to get 1 legendary. Research improvements are very helpful here. There’s different math when it comes to adding quality mods, and where.
Intermediate Upcycling
The idea here is pretty simple. You want an intermediate product that you plan to recycle in order to get legendary material. The practical application is quite hard, as you need a decent supply of those materials first, in order to make that product. The general idea is:
Input base products -> Create intermediary with quality mods -> recycle anything that isn’t legendary –> use recycled material to make more things.
The main issue here is that you will end up with items of varying quality throughout and need to make different quality products from them, with some interesting filtering on belts. It’s about 10 regular production stations to 2 uncommon, and 1 of each rare, epic and legendary. If you do it once, it’s pretty easy to understand the flow for any additional time. The more of that item you need, the more space you need to orchestrate it all.
Quality Mods
There are three paths, one of which doesn’t actually count.
- Path 1: Tier 3 normal quality. This takes Superconductor rods, and gives 2.5% bonus. Only make these to start Path 2.
- Path 2: Tier 2 legendary quality. This requires green, red, and blue circuits, an upcycle, and provides 5% bonus. Insert Tier 3 normal mods until you produce your first rare or better, then replace away.
- Path 3: Tier 3 legendary quality. This requires legendary Superconductors, which is it’s own thing, and gives a 6.2% bonus. They are a pain to make, and should only be used once you have fusion power everywhere.

Iron
Raw ore is not really an option as only Nauvis has any in decent quantities, and you’re likely using that for something else. Vulcanus can give you infinite iron plates relatively easily, for very little calcite cost. Foundries also have a native 50% productivity, with 4 mod slots, making it a small footprint to output a full belt of iron plates.
Recycling them is one option, but if you were to turn them into iron chests with a 4 mod slot assembler, you’d be even more efficient as those are super fast to create and give/take 8 iron plates.

Calcite
Right, this one is either super complicated or super easy. Calcite is used in only 3 things – fuel, artillery shells, or cliff explosives. Those last 2 have multiple sub-products and are difficult to produce at scale. In this case, it’s better to just do a raw upcycle as you have so much available on Vulcanus.
Now, since calcite is only used for stone, you’re likely better just making stone instead. This can actually be quite simple… copper foundry directly into a recycler. You’d need to get rid of the copper fluid mind you – which is achievable through an extremely simple decider configuration.
Coal
This one is a big ‘it depends’. Coal is primarily used in the construction of plastic, which can be a bottleneck as it’s used for a ton of things. Plastic Productivity helps a lot here, as Chemical Plants can only take 3 mods. You’re gonna need a lot of coal!
If you’re on Vulcanus, you’re likely sitting on Coal deposits that are in the millions. There are two options present – raw & grenades. Grenades will give a 20% boost and some iron plates as an output, but they take 8s to craft each using 10 coal. 10 coal can be recycled in less than 2 seconds. Given near infinite supply and throughput options, raw seems the best option.
Closing Thoughts
I think it rather obvious that getting legendary anything through infinite inputs is not hard. Space Casinos essentially put it out of mind and let you concentrate on the more complex builds, while giving new ideas to creating items in space. By making this be planet bound, it actually increases the scalability as it’s way easier to create a new production line there than build a new space platform.
My rough math says that for each Casino I had, I’ll need roughly four times the space to collect a similar amount through alternative means. The main issue is the sheer amount of Quality Modules needed to get this running well. Vulcanus can easily build an upcycler for Q2 modules at 5%. Legendary Q3 require fusion + trains + upcycling of capacitors on Fulgora… that’s a long term thing.
It also means that collecting materials from space to do anything non-space related (e.g. fuel or ammo) is pretty much gone. The domination of Vulcanus for nearly every late game production is even more cemented. The only hiccup I now see is that you’ll need multiple fusion power plants and a decent amount of foundations to expand sufficiently.




