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I think you are overthinking some gamedev jokes included in the game :P
No offense! ;)
Could be - I actually was wondering if some change was perhaps not reflected in patch notes.
As for - "not too trigger happy with the recycler charge" - well, I don't know how much difficulty setting affects this, but on "hard" the synthetic yields are absolutely insultingly low and running around the station scavenging objects is a must at some point.
I somehow doubt most people would bother to get too deep into recycling environment objects hah!
2nd, even if an recycled object is stationary (u carry & break to 0 then release & make sure it doesn't move) the resulting materials shoot in various directions - & they fly away FAST - not only it's super easy to loose em with sheer chance (u chase 1 & you can perhaps not find the other), the lighting mechanic in space, the shadows, reflections, etc, make it so that if u are not looking directly at it, & you fly away a bit, u may perhaps never find them again.
And I haven't tested it but there probably is the possibility of em flying away "into the danger zone" (cue loosing em permanently).
It almost seems like the only real choice (for any positive ratio of yield per charge) would b to recycle few floating operators. Generally, recycling in space seems to be a real pain in the a**.
And, PERHAPS some of the objects had recycle variable disabled in shipping builds of this game.
And IMO the recycling yield is really unbalanced in this game.
I tested "the space stuff" a bit.
Take all these results with a grain of salt, perhaps I was doing something the wrong way.
First off, the copper-golden solar rings - they don't seem to give ANY materials, they don't even dissappear.
You cannot recycle derelict shuttle (itself).
You cannot stick charge to escape pod.
Iirc you cannot stick it to billboard but it doesn't give any materials anyway.
You cannot stick charge to "the satellite" (I haven't tried throwing it at it tho).
For blue panels fixed in place the charge seems to do literal nothing.
For the broken ones - it does seem to work (it's tricky tho) - there is just an inherent problem, well few of them.
First, due to the way cary mechanic is implemented in this game, combined with the color of the panels and color of the background in space (or like, you know, BLACK NOTHINGNESS) it is EXCEPTIONALLY easy to loose track of space if you want to try to cary and group few panels together.