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To me logistics storage shows 10k iron plates, 10k blue circuits, 10k ice, etc...
Oh, you'll also need a throttle on the scrap recycling. You need to track the rarest resource maybe, like perhaps the holmium ore. If you have 10k of that then stop recycling scrap. Also use foundry to melt it to plates to gain more out of it.
But with a "recycle everything more than N" you can still optimize by adding supplemental production to cover shortcomings. Knowing how the numbers fall out can help know what to supplement and to avoid doing something counterproductive.
And, of course, when you're just starting out, it helps to know which resources are generous and which are sparse. E.g. so you know to recycle your LDS when you need copper plates because the copper wires are more precious.
Yes, you can bruteforce your way through and only export science and double recycle the rest. But as you are heavily restricted by holmium(even with prod modules which are a must) you would end up throwing away all the other stuff.
My current approach is to export only science and blue circuits. All other resources get turned into blue circuits if possible.
Other things to consider is producing lots of accumulator, quality accumulators and quality quality modules^^.
However, then you might ending up with too less water/plastic so you have to import these things again.
Also what you want is to send efficient rockets by maximazing ressource density. Sending 400 steel is much less efficient than sending 300 blue circuits.
The key thing about upcycling loops is that quality modules give you a percent chance to upgrade to the next level. It's tiered, so with normal quality 3 modules from common scrap you get 10% uncommon 1% rare 0.1% epic and 0.01% legendary. If you process uncommon scrap that gives you 10% rare, rare gives you 10% epic, epic gives you 10% legendary.
Basically once you're processing the sheer volume to upcycle all your common, legendary is a lot closer than it first appeared.