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The setup and analysis of six builds using different mixes of modules. Module mixes are based off @Konages outstanding resources for quality. And the Factorio wiki. The video discusses the full details of the modules that I will test then analyze in a spread sheet, available on a Google drive through Kofi account. Tally of buildings: Assemblers 3 Legendary Getting an item per second of LDS: 6 buildings. You see less made with max rank productivity modules, but make more. Extra buildings: 5 if you use an extra rank of production. Enough to cover ~25% uncommons or extra productivity. Handling manufacturing: 6 to 12 for normal quality, 12-18 for uncommon plus: you make 4 LDS at a time then have to upgrade that. Recyclers: When I checked it was ~72. The logic given is 19 per rank, with 24-28 in the test build. This is to cover getting 4x from on tier of quality and 4x from another tier, as 4 parts will be recycled from normal (for example) while uncommon is remanufacturing 1 set of ingredients into 4 parts. This should be managed by using legendary quality recyclers because they operate at 2.5x rate, and the modules they contain are ultimately going to be more expensive than an individual unit. The effect of the random numbers is a result of this observation in mathematics. https://en.wikipedia.org/wiki/Central... Basically, imagine that ingrediends are bins that collect that distribution. They'll fill in a pattern like the error curve, but one bin will show the top of the distribution because all the bins are being emptied by the assembler at a regular rate. Analysis is found at the google drive indicated here: https://docs.google.com/spreadsheets/... A save game will be made available on the google drive with these builds, though they are hardly masterclasses in technique. https://ko-fi.com/post/LDS-Solid-map-...