So I had some ‘fun’ with excel this morning
Here’s a breakdown showing machining/reverting cycles for refined iron with the system returning 32 blocks for every batch of 36. This represents about an 11% material loss per cycle.
I started with 1080 refined blocks and ran it out until there’s not enough blocks left to recycle. Cubit calculation assumes full time on a teaching pie.
This is based on iron which gives 450xp per mass machine. I replaced that with 1500xp for decorative sapphire and got this:
So considering this is with more than 10% materials lost per cycle, it adds up pretty quick.
One way to negate this completely would be to create a new type of block for every material in every stage it could be reverted to. An equivalent of a ‘DUG_UP’ type that doesn’t provide any experience on further processing.
Another way would be to incur a huge spark cost for reverting your materials. I have no idea how much spark it would have to be for the devs to allow infinite reprocessing of the same materials. With no material loss and a spark cost this amounts to farming trunk/peat for unlimited gem processing experience.
If they were to give us this I would expect to see both high spark cost for reversion and steep material loss. It seems a lot more reasonable in terms of development costs than creating all of the new item types and the logic/rules for processing them.