#Quality
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legendary
This is a high-quality thread
putting quality modules in your intermediate production is for big stinky dumb doo doo heads
4K Quality
what were the odds that you made this quality thread?
.025%
need to know for science :3
50/50, it either happened or it didn't
I'll move my question to here.. I understand quality modules make things better, but if I put quality 2 into things then does my chance of getting quality 2 go up?
xD
looking forward to daily arguments taking place here
hey, we call those discussions here
relative to eachother, quality chances always stay the same. quality modules affect the yes upgrade or no upgrade chance

It's in the FFF
Yeah but the FFF is so far away
probably should have the quality FFF pinned
eg if all your ingredients are common, the proportion of uncommon, rare, epic, and legendary will be the same regardless of what quality modules are used. however, you'll get far more common outputs with lower quality modules
What if this was the real April Fools prank all along
the easy way to think about it is that the thing rolls for upgrade based on the quality modules in the machine. if the upgrade succeeds, it rolls again, but with a strict 10% chance this time. keeps going with 10% chances until it doesn't get an upgrade or hits max quality
I wish

Isnt quality optional tho?
yes
it's not required
from what we know SA will be very hard without it though
but that's like saying fast inserters are not required
Yeh just something for us min maxxers ๐
and beacons and modules are not required
iirc it was JG himself who said that one platform with all
is worth 100 platforms with all 
Probably will be fine - just like you can easily beat 1.1 without ever using any beacons
yeah I dont even start beacons until I am doing mega base stuff
I'm not sure why people think beacons are required. Is it not easier and more power efficient to build more machines?
people don't think beacons are required
it's just generally the most efficient
not using them gets unwieldy due to the space it takes up
it's definitely simpler to just build more machines. you have to either plan ahead or rebuild your manufacturing to incorporate beacons
in terms of cheaper, though, that's not really the case
With high tier prod modules - it's surprisingly much better to use beacons to get return of investments asap
assuming you want
in your machines, beacons drastically reduce the number of modules you have to make
here's an example, with an 8 beacon setup, you need like 13 furnaces to fill a blue belt
without modules, you need 72
6 times as much
(furnaces are the last thing that should get beaconed though)
(also the last thing that should get prod)
imagine the setups required to fully saturate stacked belts now ๐
dear god
384 furnaces to fill a stacked tier 4 belt
and you'd have to do some kajiggery with the stack inserters to actually do it
at that point, just use the effin beacons/modules lol
iirc fully beaconed
em plants can saturate a
(stacked) with only 2-3 machines making 
the endgame builds are going to be absolute insanity
you won't necessarily be aiming for this, but some parts of production can/will shrink dramatically in size
maybe this is the true endgame of SA... as you approach singularity, production skyrockets as the footprint collapses into itself
even without quality footprints of everything shrink quite a bit
em plant's crafting speed is 2, for example. much fewer machines required to get the same output
finally, we will be able to count how many quality posts we get per day
(except we cant, discord doesnt let you search through a thread)
I am excited for quality overall. Ik the randomness bothers people, but I think most will like it once they get their hands on it. It's good that if you have all the components at rare, you can guarantee craft a rare item. You'll just have to wait for all your intermediates to get qualitied up
I think its one of the deepest mechanics we've seen so far
its very veritcal
(you really don't want to quality intermediates)
agree and disagree
Quality intermediates are quite the challenge and probably not worth it until your scale warrants it.
Personally I don't see the benefits outweighing the drawbacks until then, but we'll see when the expansion drops.
Agreed... Quality at the end of the line only until you can have dedicated production and handling of quality from step 1 (quality in miners and every step of the chain after too).
at least thats how I currently plan to handle it but there is still a lot of unknowns that could change that mindset
end product quality is only going to net you uncommons and the occassional rare
if you want to guarantee a rare early, you're going to need to use internediates
unless by end product you mean using qualiy in only the end product machines, then throwing them back into recyclers until you up-scale
ihaven't run the maths, but i don't think quality for intermediates is that bad
Three main arguments against quality intermediates:
- Logistical complexity: 5x as many different recipes, and each item needs to go to 5x as many places. Each point in the factory connects to 25x as many points as it does without quality. It's going to be extremely complicated to set up and will consume a massive amount of the most important resource in the game: the player's time and attention.
- Scale: You can't use speed modules or beacons, you aren't getting any productivity boosts, and the quality modules are slowing down all of your machines. Doing quality intermediates at any sort of scale requires massively more machines to be running at the same time. We're talking orders of magnitude here.
- The ratio problem: each ingredient takes a different number of steps. With each step, the ratio of high quality to low will change. Any individual step in the process can only utilize the ratio of its constituent ingredient with the shortest chain. Much of the rolling for quality will end up getting wasted because almost all recipes are bottlenecked by something with a short chain (eg steel).
It'll be easier to farm
/
in SA with the insane productivity increases available.
Less so with 2.0 + Quality, but you still get prod research to smooth things out.
logistical: my quality area is quarantined to its own area. it will not be in the whole factory. i have no idea why people seem to think this would happen to anyone. no one would would have random quality stuff all over their factory.
scale: don't care, we have space. this is factorio, after all.
ratios: just wait....
you aren't getting any productivity boosts
lmao did you really just say that
even if it's just for a simple mall, it's still 25x as many connections from each point to each other
what are you talking about
you roll to get what level you want, then you input it its next corresponding machine
i really don't think it's that complicamted 
i don't think your'e going to care about all 4 quality levels, i'll put it that way
if yo uwant, you can just think about it as rare & legendary
yes, if you cared about all 5 levels of quality, it would get real complicated, but i don't think most people will play that way. i certainly won't
if you're planning to recycle loop then prod in intermediates is better
i imagine most peopel will get to rare, leave nauvis, then either go into epic or legendary and start going megabasing, if they even get that far
i haven't run the maths on this. i'l ltake your word for it, but how are you planning to get a legendary radar exactly?
prod in all intermediates, recycle loop radars
i'm like 95% confident that rolling intermediates into legendary would be better, that is jus tmy intuition
i guess it behoove me to actually do the maths
it's the ratio problem
the math is really mindbending and complicated fair warning
but I've mathcrafted out some specific scenarios
even if it is ultimately more efficient, i still appreciate we can guarantee a quality level if we have the components at that level
plus quality being the flashy new thing a lot of people seem to be forgetting that prod is really, really strong and there's a huge opportunity cost to not using it
the only thing prod does is extend resources. if your resources are near infinite, i'm pretty sure you'd rather just use quality
in everything
nope, see point 2
scale doesn't matter
with prod and speed beacons you can get the same output from like five em plants as 80 with quality modules
ah, i msitook your point
doing quality intermediates is going to take a ton of extra work for little to no benefit
vs recycle loops being fairly easy and quick to set up
the hardest part is getting the legendary quality modules
duh
yeah it was 11x or something like that now to reach legendary
i guess rocket silo is most expensive single item, but who counts that 
i guess one point to intermediate qualities is, if yo udon't know what yo uwant to use them for, or have a later use for them
it's not just the prod on modules either, it's also that you're getting that same prod on green chips then red chips then blue chips
you can preemtively set it up to get what you want later, rather then waiting to unlock a tech and then setup a recycler loop for it
esp very expensive items might take a while to stockpile resources for
rather then setting up: quality radar recycler loop, miner loop, interseter loop, pole loop, etc. etc
it's gonna take way more factory to get the same amount of research doing it like that
i'm talking time, not resources
also, i don't think so. if we had 100 items we wanted to build, what is more space effiicient: a few intermediates builds, or 100 item recycler loops?
my bets on the intermediates
yes, you then have to hookup a few assemblers to actually make the end item, but you had to do that anyway
well the thing is even if you do quality intermediates you'll need the recycle loops anyway
right, but like 10 loops instead of a 100
well generally I'm operating on the assumption that only caring about legendary and considering everything else to not exist is something that's only gonna be a good strategy for ultramegagigabases
generally I imagine the best approach strategically is to make smart decisions about each quality tier as you get them
and recycle looping purely for legendary is only something that's worth it in the super late game
i think this is a mindset the deeply enfranchized have. its like peopel who say that everyone only cares aabout t3 modules. and they are wrong
i think t1 & t2 modules are very undeerrated. they are obv weaker, duh, but the paypack period for an iron gear assembler that is fully decked with t3 modules is rediculous
like as an easy example: I'm gonna get quality mods in my solar panel assembler ASAP and try to place down as many common ones on Nauvis as possible so that I have a stash of uncommon/rare for space platforms
it will ofc eventually pay tiself back (even over the opportunity cost of the boost of the lower module), but it's not as needed as people seem to think it is
i think rares & epics will have their place. ofc legendary will alway be the best, and the megabasers will likely rush it regardless
and if I did quality intermediates to try to minmax how many rares I get, that would mean I'm getting far, far fewer commons to have on Nauvis and uncommons to use on less-imporant platforms or Vulcanus or something
true. everyone will play different, quality is no exception. this is one of the beauties of factorio as a game. for me, i will likely scale all my stuff to a quality level once i get it, although how that'll play in practice we'll only find out while actually playing it
but I definitely agree w/ what you're saying. it's a pretty common gamer brain thing. there are two kinds of thing: the best thing that stands high above all the rest, and useless garbage
zero in between
hah, yeah. i play a lot of competative games, i know the feeling quite well 
i don't use t2 modules like at all. very rarely. but i will use t1 a lot. should never not use t3 for rockets, labs, probably yellow & purple science tho
3 tiers of module vs. 5 tiers of quality will feel different. that's a lot more varience. (well, really 4 additional quality levels). not to mention there are now 15 module levels now, effectively
and i can understand people not wanting to bother trying to quantify which one of those 15 prodmod levels is the good one, and instead just make the best one they can
certainly most people will deck their equipment & spidertrons out as much as they can. you could have like 8 legendary exoskeletons and be absolutely zoomin' around
The only clear 'best strategy' for quality is to use recycle loops on items you can get the highest productivity bonus on.
As soon as you can reach 300% prod (not as hard as you would think with prod research and EM plant). Recycle loops no longer void product.
i was thinking about this. if you can actually get a machine to 300% productivty while still saving at least one module slot, you can use those extra slots for quality modules. so while you cannot make additional resources, you should (?) be able to infinitely scale those resources up in quality
You can put quality modules in recyclers, so you don't even need to extra slot in the machine
ah, right
If you have legendary modules, you'd only need to get to
Productivity level 13 to reach 300% prod in the EM plant, which is around ~530k science iirc
It's been noted by the devs that going straight for
and ignoring intermediary levels is a trap.
do we know the equation for inf research scaling?
right now it's a simple 2,500 * 2^x, i believe....
don't quote me on that
i think they meant early game
or at least for the majority of players, who aren't trying to megabase. it's a huge resource sink before all your lategame is setup with your nice producitivty bonuses
@north yew also i think i see what you mean about just using prodmod for intermediates if you're doing loops. just effectively get more chances to reroll
My interpretation is that trying to build a base using only legendary quality items is a massive waste of time, as you could be using resources to scale using lower quality or normal quality items instead of flushing them down the drain in a legendary recycle loop.
Which I would have to agree with
for players who are only interested in legendary, they'll need to prepare for it
it's akin to saying you should make t1 modules to help you make t3 modules
Its similar to the beacon trap currently, you don't need to spam beacons as soon as you get access to them, you'll just cause yourself more issues than it fixes.
beacons are power-hungry lil' bastards
Indeed! It rubs off on the machines around them too
Your 120MW base just turned into a 900MW base without really changing production numbers much
on a related note, Nilaus echoed a thought of mine that efficiency modules might actually be almost-maybe viable on Fulgora, at least before you can landfill over the oil-sands
it'll really depend on how good the power generation of lightning bolts actually is, and i'm sure that's on the top of the devs minds when it comes to Fulgora
it is fitting that quality is....focalized on Fulgora, given that your island space is a little limited. higher quality machiens means you need less space for same output.
I had a similar discussion as well.
Are way better in combination with other modules because the benefits scales but the negatives don't
So they become relatively more effective at their job when made a higher quality
ngl, they could also just buff efficiency module t2 & t3. t3 gives....-50%. that is like nothing when using other modules
Efficiency modules are also bad because they have a huge opportunity cost for very little benefit, they have almost no impact a buildings power consumption when combined with other modules/beacons.
Because quality only increases the benefits, it increases the relative benefit that efficiency modules have when combined with other modules. You can have a![]()
and
![]()
in a beacon and have a machine consume less power while being faster
From an earlier discussion I had
they did have a lot of use in Mike Hendi's videos
but that's cause he had a mountain of biters to contend with, and the reduction of pollution actually helped keep his base intact. most players obv wo'nt have such a big issue
If I remember my calcs correctly a
would give machines around it 62.5% speed and -22.5% energy consumption
I'm late to (re)join the conversation... but I can't wait for there to be situations where you do need lower tiers of quality
10% productivity on a t3 prodmod...25% on legendary, right? that's insane value
and the
would also consume relatively little power
Like where the ratios are cleaner if you use the
instead of
items or something
the devs might also consider making their new bulidings incredibly power hungry, which efficiency modules could help alleviate, at least in the midgame
true, true
I expect there to be more cases where you just have a bunch of lower quality stuff to use, so you use it instead of the valuable
items
ik people meme on
power poles, but there might be uses for the extended range in tight builds.
The did mention the foundry is very power hungry, so I'm expecting the 0.8-2MW range for that.
I could also see solar/accumulator ratios being super refined now
A
reaching the other side of an assembler will be 'legendary'
i'd sure bloody hope that their em plant (EP?) is also powerhungry. it's a freaking energy conduit 
I'm gonna stick to calling it the EM plant or the EMP.
emp is decent
Context should help to not confuse it with electromagnetic pulse
also harkens to actual EMPs, which also have to do with electricity
"Foundry" was such a short, fitting name
electromagnetic plant is just a big mouthful
Similar to why most people call the blue chips and not processing units
yee
I'm interested to see what the ratios for other planets will be
Vulcanus has a 90 second day/night cycle and 400% solar production
that whole thing makes me a little tilted at qualities naming conventions. i thought the devs already decided to give their entities more "serious" names, and let the community give colloquial names
the RPG names just sound too....video gamey. too muh like a mobile game
you can always just call it Q1-5
Count me in 'who else'
me like quality ๐
"legendary spidertrons" does sound like a hollywood movie plot
....i'd watch it, can't lie
the actual, practical argument for keeping the names as they are is that there's zero cognitive overhead to keeping track of the sequence
98% of people who play Factorio already have that exact sequence of names and colors memorized
yeah. like 99% recognizable
yup
I can get behind that... especially if the quality 0 (quality 1? Whatever the lowest tier is) was actually worse than normal
Every time I or someone else tries to come up with alternative names it still creates silly names for some items. Keeping them to 'normal' item rarity naming makes it simple for people who already play video games.
and tbh I like that it's a little bit silly there's room for fun in video games
there will surely be mods that change it if it bothers you that much anyway
'Cause you could have it be like rudimentary, poor, average, great, and perfect
You just can't have 5 adjectives make sense for power armour, elevated rail support, and used uranium fuel cells at the same time
i wouldn't say i hate silly...although i don't play factorio for goofiness. i got other game sfor that. it just felt like it was being conflated with other, very unrelated games
looty-shooty games are more then welcome to use the RPG naming. it's very fitted
Also I really really hope someone makes a mod that causes structures with quality to have that quality degrade over time
That would be a script heavy mod
no
i've heard so many people say this i'm sure it'll be a day 1 mod, if not day 0
But so cool
this. it's gonna be a bit silly no matter how you slice the cake, may as well embrace it
double qualifiers are always a headache
the names kinda annoyed me at first too in all honesty, but after enough convo here and on the forums, I don't care anymore lol
Idk if it would simplify it at all, but maybe just a hidden health bar and a spot of poison or something?
i think there's a concern of UPS after a while
could potentialy be a ton of stats the game has to contantly track at all times
When the hidden bar hits zero, downgrade one tier
Could also make it where the higher tiers last longer, highest tier is immune or something
Too many spare entities. It would effectively double the size of everythinf
Both of you have good points. Just spitballin'
Double walls, double inserters, etc
Could be better to have it be based on machine cycles?
after 100k products finished, downgrade a tier?
wouldn't apply to a lot of things though
No good way to track products finished
The game already does though?
Not accessible to mods iirc
ya, no shade. just thinking aloud. i cannot stand degredation mechanics, but more power to you 
if all entities have a unique ID, you could have a relatively simple data structure to manage a list of items as well as the game tick they were placed. using that, you could have stuff incrementally degrade over time. I know nothing about lua, but surely that wouldn't be hard to implement that.
They can be fun but they are a pain to make and slow to run
each entity has a unit number actually, you just cant actually get them by unit number. its a personal gripe with the api for me
That's not too huge of a hurdle - Wube's made changes to give access to modders before. Afaik it's usually just "give us a valid reason and we can have the conversation to see if it's possible"
Too many entities. It would balloon super fast especially if you iterate over them quickly
Not that it's a guarantee, by any means, but it's not an impossible situation which is nice
why do you want your buildings to downgrade in quality that sounds miserable
on the topic of mods, it is good that Wube revealed Quality mechanic very early. gave modders much time to think about how quality will integrate with their designs, esp the overhaul mods like Krastorio. alhotuhg idk how playable Krastorio or Space Ex will be with 2.0....i imagine they'll update it
I would expect not having a big list of all entities to be a precaution to bad mods
The main problem with any degredation is ballooning script runtime
for something like this, no way you'd have to calculate it every tick. every 15-60 sec could work, if not more
Because I'm a glutton for punishment
mmm, tasty masochism
ping me once 2.0 comes out and ill make you that mod. its not hard, the problematic part is remembering doing it
I love really difficult games too but there's a difference between fun difficulty and miserable difficulty and degrading buildings sounds like the latter to me
I find turning up pollution numbers on startup to be an effective way to have your factory degrade over time
If I remember, sure lmao
Still too many
personally I'd enjoy negative productivity if machines had a power deficit
Wouldn't help without a release date lmao
Also brings the problem of how you combat the degredation. No point in having it if there is no solution
for instance, 90% power needs met = 9/10 items actually get crafted. you could see it as higher defect rate
It will release in 739 days... I think.
remind me on trigger defined by server would worok
I was about to say, I don't think that's real... but I see it's a joke command
in other survival games, degredation is no problem,but that's cause your degrading entity count is like the double digits....maybe tripple. we play factorio for taht juicy scalability, and could easily get 4 digits numbers of entities, 5, 6....
all good, I am not a fan of the idea anyway lol. just brainstorming
I'd find it fun ๐คทโโ๏ธ
So would i
suffering is part of my preferred gameplay
Just dont see a good way to do it
that's a true gamer right there ๐
One of my biggest problems with the game is that once it's done, it's done, so there's never any reason to revisit what you've done
But you dont wanna rebuild your factory every time
in like 30 or 40 years eventually you'll run out of ore and need to connect new patches
It's part of why I build huge bases - anything to extend the time I can invest in doing something new rather than just building new mines and waiting for them to deplete
(can't wait for big mining drills, although again i hope they make a more ...interesting name)
(Then again I just launched a run with 1000x research cost & expensive recipes... I'm only 16 hours away from having splitters!)
idk my preferred way to get more out of Factorio is to play through to rocket launch again but on harder settings this time
with or without 
i'm a habitual restarter
expensive recipes makes the game so much harder than it seems at first
isnt it like 3 recipes total
you have more patience than me lol. I felt like I was losing my mind on a 20x game
which are p important, turns out
Max frequency & max size, but evolution is almost fully disabled, polution is turned off, starting size maxed and peaceful mode on.
So basically when I'm ready to deal with them they'll be a real pain, but I don't have to put up with it while I'm dealing with the massive costs of starting
You would hate my 73x pY run
whats that number wtf
GF gave me a num between 20 and 100
Wait wait we're offtopic!
What's important is that each of us plays in a way that improves the quality of our own experiences
i mean thats not that unusual
Bam. Saved it.
i'm so proud of this. puns make everything better...EVERYTHING
You might even say they improve the quality!
Is it repetitive yet?
you're just upcycling it, all good
yeah each time you use it is another roll for legendary
i can't roll with normal jokes. my puns are just too epic ๐
Oh I so wish someone who had the access could make a bot that just randomly assigns a reaction of the quality emoji anytime someone uses the word "quality" now
Weighted like the game and everything
What's everyone's plan before getting the recycler? I think putting Q1 modules in intermediates could be good and diverting the higher quality to a mall for space platform parts. Use the standard quality majority for regular science
another easy one is putting them to ammo production, even within
production, so you can siphon off the better ammo for expansion/killing nearby nests
i think early you just want in end products...but not sure about. i guess if you make normal quality intermediates, you can just chuck them backwherever you want them
certainly should consider making rare t2 prod mods for your labs and rocket silo
not having a recycler puts a damper on early quality, perhaps intentionally so. gotta wait till Fulgora to make the most of it
My current plan is to stick a couple of low tier quality modules into regular production for things like circuits and plates, then siphon the quality ones off for personal equipment, space platform items and

Well I'm not using prods that early on anyway, might as well use quality and get a small boost to personal equipment 
Definitely not using them for intermediaries later though, prod is just too good
Yeah I think there will be a definite shift before/after getting the recycler
Except it isn't because it decreases the speed of the machines and increases the power consumption
Once your past 'early on' then yeah modules become viable
You don't need a lot of quality items, you just need enough for some power armour and equipment
early on establishing new ore outposts is costly both in time and resources, so stretching them further by getting
in all possible slots ASAP is very worth imho
And an 8x8 armour grid is actually 14% more space than 7x7. I'm assuming MK2 won't be unlocked until later
I don't really consider setting up multiple outposts 'early on' but that might just be me
I guess we'll want a few more outposts earlier in SA though as we'll be away from the planet for a period of time setting up bases on new planets
Managing outposts will be much easier with the new QoL tools including improved remote view
I can definitely see myself overengineering my Nauvis base to function for a very long time without me b/c I'm scared to leave it
100%. Good thing it'll be easier to do so
Logistics groups actually making resupply trains nice to use
I'm starting to suspect a roboport wagon as a final way to really juice remote view
Nah, that's what spidertrons are for
Not really? I suspect we get them on one of the middle planets, my bets on Bacchus
You can use logistics groups to more easily set up adjustable resupply train stops
putting quality modules in my mall and using filter inserters to split the output into different chests by quality. I'll limit each chest to 1 stack and I'll get 1 or 2 uncommon items if I'm lucky
But we cant set up the train stops themselves remotely unless we have robotport coverage. We cant get roboport coverage on Ful
well, no, but I never said you could.
It's not really that much of an issue, that applies to all outposts, it's what spidertrons there to do
On other planets you can chain robotports together to get construction coverage. My hope is we will get logistic bot train cars though
Or maybe it's a deliberate limitation of fulgora that would be aleviated by another tool you get on, say, Bacchus
I'm not so sure this will be that much of an issue given you will be there to set up the planet's base initially, you won't need to set up outposts remotely
How long handcrafting res sci for automation took?
oh. that's slightly less of a torture

Like Sticks said, automation is always 10 packs... that 16 hours is with 5 or 6 labs placed (I can't remember if I did the last one yet) and reds automated
yeah, that's just crazy)
That's what I do ๐
what was the order of stuff? like automation -> small automatic red -> splitters -> proper automation?
Basically, yeah. Ultimately it's probably gonna be designing a compact build that takes raw ore and makes 100spm, and then just stamp it down everywhere
But I've got hundreds of hours before that's a thing
What are you playing? Pyanodon?
x1000 science
so you gotta handcraft 10000 to get automation? that's rough
dang good lol, that'd be 14 hours almost

I still maintain that it'd feel a lot more satisfying if
gave a nice round +100% boost instead of +90%.
Nah, I maintain that having each level giving the same multiple is more satisfying
I mean, I can appreciate that too, but that's not how they've stated it's going to work.
Legendary is a +60% jump compared to +30% for the others.
woah, secret quality thread
So the same 30% multiple.
+0 +1 +2 +3 +5 for each quality level times the boosted effect
when has factorio ever gave you that kind of satisfaction?
pretty sure the dev team actively avoids nice round numbers
if you don't use prod most of the crafting recipes have fairly clean ratios
but yeah prod throws that out the window and I think that's part of the tradeoff
None of the assemblers crafting at speed 1 was always odd to me
gives you a clean round number
150 = 5 * 30 btw
That paired with the +60% jump means players will feel forced to go towards legendary when they wouldn't really have fun playing that way
Then don't play that way
(idk from what we know you don't even get legendary items until quite late in the game so you probably can't be 'forced' at all tbh)
That would be an easier pill to swallow if
gave +100%, because the round number would make it a satisfying stopping point
A single
is still several
in cost.
Going +30, +60, +100, +150 is nonsensical though and doesn't work at all with the +1, +2, +3, +5 for power pole ranges
Nor does it work for the +10% items like robots, should
get +33.3% battery?
get +33.3% range? cause currently it's +10, +20, +30, +50
[Citation Needed]
Wrong citation
I got robot battery and turret range mixed up
The point was that not every bonus is +30% per level
and the levels currently go 0, 1, 2, 3, 5
For a good summary: https://wiki.factorio.com/Quality
kwalitee
That optimal section seems arbitrary. Anyone care to explain?
smh my head that optimal section advises very suboptimal strategies
this optimal quality stuff goes over my head
im gonna ignore it all until FSA comes out, then ill take a look when the boffins do numbers with the actual game
well the nice thing is that Wube are good at game design and you don't have to have a math PhD to do the best thing: recycle loop at the end
its weirdly not the best always, though, is it?
isnt that the point of that spreadsheet?
though its definitely easier to just do the loop at the end
the tl;dr is that introducing quality modules in your intermediates makes it orders of magnitude more complicated to set up, more costly, and nets you little to no benefit
I should note though that I don't hate the idea of putting quality modules in drills then sending normal ore to science production and quality ore to a special quality section
but then you just use your best prod modules on all the intermediates in the quality section
i think it could work with bots, as there is essnetially zero added complexity besides pasting down another 4 sets of machiens
sure, but that's a fairly expensive way to solve one out of the three major problems
bots? expensive?
yeah, it'll take thousands of them constantly active
though, yeah, theres nothing to be done about plastic and steel being plastic and steel
thats not very expensive...
it's a lot more expensive than belts or trains
whats the cost metric here? ups?
electricity








nuclear is not lategame
neither is solar
having holes in your solar array is kinda ugly, but what can you do without cliff explossives or lavafill
fulgora doesnt really have that though
and its the planet of quality...
and even if you assume the cost of thousands of constantly operating bots is negligible, it's still one out of three major problems solved
Putting prod into everything drastically scales your spm and scaling potential, putting quality into every drastically scales logistical complexity 
I don't really disagree with putting quality into miners. Get quality ores and put them into a small quality factory.
Probably wouldn't do it on nauvis. Fulgora seems like a decent option, directly getting
from
scrap seems pretty good
fulgora is already the land of priority splitters
adding more cra pto the outputs of drills wont hurt anyone
yeah quality miners are fine, since the proportion of not-normal quality stuff will always be the same relative to eachother the ratio problem doesn't exist if you only do quality in miners and final products
still probably not something you do in the early-midgame b/c that's a lot of extra pollution compared to 
also having it so that you use your best prod modules in your quality section and roll quality on stuff that's already uncommon or better is a pretty big benefit
Miners already get prod bonus from research, so there isn't as much opportunity cost for not using
in them as opposed to assemblers.
Skimming some
ores off the top means you need ~10% (depends on quality modules) of the quality loops for the same quality output, you're starting at
at least
kwiletay
Would probably make the most sense to funnel the raw
resources into a modular smart bot mall
mid game quality strat probably
Or even a beltless cargo wagon auto-switching mall
So, will repost it there. For anyone who interested how quality looping is solved (using matrices). Watch on pc, or it won't format properly.
First, matrixes themself and their labels:
[1000000, 0, 0, 0, 0] <-> V0 - input vector. Each cell represent quality, as u can see we start with 1000000 common batches on ingredients. 1 batch is what is needed to make 1 output thingy (not including prod bonuses)
[1.5, 0, 0, 0, 0]
[0, 1.5, 0, 0, 0]
[0, 0, 1.5, 0, 0] <-> P - prod bonuses from assemblers, which have 2 prod T3Q5 modules
[0, 0, 0, 1.5, 0] (prod, that's why "P")
[0, 0, 0, 0, 2] (last one is x2 cause it uses all legendary ingridients, so no need to try to up quality)
[0.876, 0.1116, 0.01116, 0.001116, 0.000124]
[0, 0.876, 0.1116, 0.01116, 0.00124 ]
[0, 0, 0.876, 0.1116, 0.0124 ] <-> A - quality matrix if u use 2 quality T3Q5 modules
[0, 0, 0, 0.876, 0.124 ] (we use it in assemblers, that's why "A")
[0, 0, 0, 0, 1 ] (if we used 4 quality modules it would be equal to R matrix)
[0.25, 0, 0, 0, 0 ]
[0, 0.25, 0, 0, 0 ]
[0, 0, 0.25, 0, 0 ] <-> S - recycler eats 3/4 resourses so we left with only 1/4 of them
[0, 0, 0, 0.25, 0 ] ("S" cause "Scam")
[0, 0, 0, 0, 0.25]
[0.752, 0.2232, 0.02232, 0.002232, 0.000248]
[0, 0.752, 0.2232, 0.02232, 0.00248 ]
[0, 0, 0.752, 0.2232, 0.0248 ] <-> R - quality matrix if u use 4 quality T3Q5 modules
[0, 0, 0, 0.752, 0.248 ] (we do it in recycler, that's why "R")
[0, 0, 0, 0, 1 ]
Now what we do with all the staff. We basically cycle it until there is nothing left beside legendary stuff. Steps:
- We produce stuff from those butches of materials, getting products. We calculate V0 * (P * A) = V0p ("p" - processed). Result with given example values:
V0p = [1314000, 167400, 16740, 1674, 186]
- We take our legendary stuff out of that process and put it in some chest, cause we don't want it to get recycled: c = 186, so our vector is:
V0c = [1314000, 167400, 16740, 1674, 0] and c = 186
- Now we put all there is into recycle getting out batches of ingredients (losing 75% in the process obviously). We calculate V0c * (S * R) = V1. Result with given example values:
V1 = [247032, 104792.4, 19820.16, 2916.108, 392.832] and c = 186
- Now we completed the full circle. We don't take legendary ingredients out (even tho we technically can) cause what we going after is legendary products. Now we repeat steps 1-3, but using V1 instead of V0 until we V2 and new increased "c". And then repeat again and again.
- We repeat that cycle until sum of V becomes barely noticeable, practically zero (i used 0.5 in my program, but i also start with 1 trillion batches). At that point we stop calculation and look at what "c" we get. Ratio of 1000000/c should be just shy of 80 in that particular example.
Conclusion: good luck turning that thing into a program and playing around with it. Or smt.
Anyway. That's all I've got for today... go away now
can we have quality splitters
Yes. But they only have more health
alternatively, if you meant filters for specific qualities and combinations of qualities, the answer is yes
And relation conditions (<, >, <=, >=, !=) for specific qualities or specific items
although sometime I wonder if since there's only five options anyway if it would be easier to just do five checkboxes instead of relational ones like that
There can be 254 qualities
why 254 instead of 255 or 256
secret final quality
0 is reserved pretty sure. So it leaves 255 i think?
a, right, i found why 254
but on the serious note, this:
maybe in the future the migration will be removed, and we will get 255 levels
perfectly uint8 max, as all things sohuld be
I've got a vision of having several parallel factories for differing quality levels
Whenever a resource of any kind wins the diceroll for increased quality, it gets passed to the next factory over
thats the way! build it and quality shall be yours
The problem is that it almost never worth it to insert quality modules over prod, cause of how much u lose. Even if thing doesn't accept prod modules, it rarely worth it, cause down the production chain some components where the ones that accepted prod, so it breaks quality. There are only 2 exceptions from that:
- Perfect looping (aka 13 lvl of prod research in new building with
). In that case u can for free raise the quality and use full prod bonus anyway. - Mining. Cause of mining prod research u get diminishing returns from putting prod there, so u more incentivised to put quality modules there. And then do whatever with them. But u won't get that much quality ores until super lategame that it won't be worth it to send it anywhere other then mall
is the
planet. 4 modules in big miners, 4 modules in recycler. Even with lower tier modules, you can get a nice spread of qualities from that
And it most certainly helps that the quality is on ready-made intermediates, even really high-tier ones sometimes
Kinda... longer chains allow for higher qualities
Well, now you can get quality without the long chain
Just dig it up out of the ground
Ah, wait "higher" as in higher compared to this method, I see it now
With the standard production chain, you have issues making quality
because you have a lot of quality
but not enough quality
etc
In
it flips the chain, allowing for more high quality lower level items, and less high quality high level items.
maybe lategame I'll think about it but the supply chain on
is already so complex without quality. gonna be a real challenge to throw quality in the mix.
notable, though, is that since all scrap is "smelted" in the recycler, you can avoid the ratio problem w/ quality modules in drills and recyclers
the first stage of recyclers, at least
if you throw quality modules in to any further stages then you're gonna throw off your ratios
It's not optimal, no. But it sounds like a fun build.
You get quality "for free" on the recyclers, because they can't accept prod, and are super fast already
We don't know their power usage, btw
So then, do you recycle the quality items down to plates or not?
We'll have to see the various recipes
Belts will be made from gears and recycled gears
Inserters will require recycling
and/or 
power cost and module construction cost would be the two prohibitive factors when you're first getting set up
actually I think the ratio problem might be worse on
even if you try to standardize quality exposure
I'll have to ponder it a bit
you can use some surprisingly simple algebra to solve for what that balance point will be. that way you can just use that number in the input vector and calculate the final answer in one iteration, (and zero out slash ignore the common output from the R matrix).
in english, the formula reads "the total input equals the new input plus the leftovers from the previous cycle" and in the balanced case the leftovers will also be related to "total input". anyways, the algebra is just solving for x in x = 1 + kx where k is expected percentage of inputs leftover from the previous step, interestingly, it'd be the product of the first elements of all your matrices k = 1.5 * 0.876 * 0.25 * 0.752. x = 1 + 0.247x -> x(1-0.247) = 1 -> x = 1.328 which in english means "one item of input in a system where output is fed back into the input is worth 1.328 items in an equivalent system without that feedback"
had a conversation yesterday that made me want to do the math, so I did. here's an idea of how quality intermediates would massively expand the scale of the factory. let's first imagine a simple mid-lategame setup:
- four em plants making

- 5x
and two

- all normal quality
this would put out about 3.3
per second. to make an equivalent number of
using em plants with quality modules instead, you would need nine of them.
consumption would be 33% higher, so you'd need to be building more machines for those outputs too.
over double the number of machines needed as well as higher resource demands along every single step of the chain will balloon the scale of a factory very fast
that effect only becomes more pronounced when you start to factor in higher quality modules and em plants, since higher quality prod/speed modules will increase output while higher quality quality modules will not
Quality?
is quality ... terrible?
what is... Quality?
How quality... is?
why is quality?
But most importantly:
When is quality?
It will release in 839 days... I think.
It will release in 554 days... I think.
I'm not following that one. Higher tier quality modules will for the same input improve the average quality of the output.
It's also slightly apples vs oranges because
and
are not the same.
That aside, I think quality will matter most on the space platforms and malls.
They're limited by their weight to thrust ratio. Higher quality is the only way to improve that categorically.
Also in personal stuff
Personal and space are the big ones. Also quality in the quality module makers ๐
The other interesting thing about Fulgora is that it brings a new design constraint.
Normally in Factorio, the easiest design are either output or throughput constraint. So you let your belts back up.
With the recycler loop, it looks like they must be input constrained. Otherwise the factory can jam.
And I guess quality will have the same constraint. If recyclers are used.
There's some logic for when to double recycle things that we worked out in the main SA channel, unrelated to quality
whats the gist?
In vanilla, cracking is easy and can be done with e.g. "
> 20000", considering
is used more than everything.
Here we don't know if there are chains like this which are obvious, so instead we would go more like "
>
+ some_bias", but instead it would be e.g. "
>
+
+ some_bias"
So it will kinda balance everything
Ah. Just recycle any overflow down to the most basic ingredients? And consume ingredients produced by recyclers first?
Guess that explains the train priory system.
Not just recycle. Only recycle if the output is low, because otherwise it's more likely to stuck or get wasted
That's not quite like oil though. With oil you can always crack down any overflow. Unless I misunderstood something.
Ah. I guess the problem is that we can also produce the thing we just recycled.
It'll be an interesting challenge
So for a given inventory T, we have a L and U bound. If below the L bound we produce and above the U bound we recycle.
Then if we have 5 assemblers for T, one for each quality level. Each takes the minimum level ingredients for its quality target.
Repeat for every item in the production chain and that should be a minimal waste production line.
That works for a mall anyway.
Yeah. And being input constraint will help.
In fact, being input constraint is the only resource efficient way. Everything else will have a recycler-assembler loop somewhere or deadlock eventually.
Somewhere yes, but eventually if everything is stuck on one thing, we will quality loop it. Of course, only if it's stuck while science is running.
worst case you can just recycle the lowest tier ingredients to 75% delete them
In general, we'll have to see the reasonable setup to get sciences (+ rocket launches), and then see which items are in excess
We'll then have to find a useful way to use them, or just quality loop
(assuming items of quality are always needed somewhere, and are relatively low throughput)
I'm a bit confused. Why would we be recycling
in the first place in this scenario?
It was just an example... It's more like
or whatever
If your
is full, and you're low on
and
, then recycling it makes sense
concrete might be a good example to focus on?
CONCRETE THE PLANET
(assuming that we don't end up exporting that to vulcanus)
I don't see why we would need to export it to a planet that has foundries ๐
Reminder that foundries make concrete with +50% prod, but we don't know the exact recipe
true but if its used in this it might be worth it
ok sorry way off on a tangent but.... my theory is that that is what you get when you cook tungsten in a regular furnace. then probably you cook it again in a foundry to make the plates
I guess I dont fully get it. Why not have the
recycling condition be
> 10000?
you would def do that too, but you'd also want to pull from chips if either iron or coils get low
Because that will burn
when we don't need the outputs
It will get stuck recycling the excess regardless if the factory is working or not
It's like turning
to 
ok but serious question: what are we doing with all the batteries?
I mean, the point of recycling
is to get rid of them, right?
Accumulators...
Only get rid of them when you need to
Also, recycle batteries to better accumulators.
Is this in the context of 
Yes
Okay. So in this case, you are recycling
because you want the wires and plates. Not to get rid of 
Yes
true!
But there are other ways to get those, only recycle if they are low and you have a lot to recycle + bias for priorities
needs a lot of accumulators
So for example, if you were low on
, you could get it from
or
and you should decide which is better to recycle
have we talked about how they confirmed the exact speed drop from quality modules here?
5% per module
so its the same level 1-3?
seems like it
It's just x^2 vs x^3. For prod and speed beacons, it's machine base speed * speed bonus * prod bonus, all three of which go up as quality increases. (Also notable, fewer machines and modules required so it's drastically cheaper to upgrade quality.) For machines with quality modules in them, increasing the quality of the machine itself increases the base speed, yes, but it also means the bite that quality modules take out of it is that much larger.
oh no, you're making a pretty good case for experimenting with a speed beacon on 5 quality EMPs
we did the math at one point on how many
comes out of a fully juiced em plant
iirc it was like 120-140/s
so much horsepower out of such a small footprint
is there space to fit 16 beacons around it? my visualization is struggling rn
Also it's dubious how relevant how much upgrading the quality modules would really help. Hard to say it's even accurate to describe as x^2 with the ratio problem and all that
cuz 4x4
nah 12 is the limit for 4x4
:/ shucks
what's the math on the "8 beacon" setup with foundries direct inserting coils into emps :P
we can't know until we get the recipes
built-in prod and quality on modules makes any dreams of clean direct insert ratios fly out the window, though
we did the math on the crafting times a while back. based on rough estimates the foundry has a crafting speed of 8 and the coil recipe has a crafting time of ~4 (I theorize 3.7)
based on the animation
But what are you comparing?
Suppose we are starting from ores and oil and the production target is
. Then there must be quality modules involved at some point.
So to maximize the output for a certain input, would it be better to start quality early in the chain or late?
For example if we start quality early and we have legendary inputs then the output will be legendary and can be prod modded.
Or we can try using basic inputs that were produced with compounding compounding productivity. And recycle the final product that doesn't meet the quality standard.
the original example was a specific case to demonstrate point two in this #1215078107334057984 message
the core of the argument is that rolling for quality on intermediates is a huge noob trap and is generally not worth it
if you only want best-possible-quality outputs, the benefit of rolling for quality in the intermediate chain is slim to none (mostly because of the massive opportunity cost of not using prod and the ratio problem making most of the quality rolling worthless). if you are willing to use a mix of qualities based on where it's needed, prod in the intermediate chain is massively better.\
maybe this is what the prod researches are meant to solve. they are the incentive to roll for quality at those items because otherwise there'd be no reason not to just roll the final item
(also if there's a significant enough time gap between getting modules and getting beacons I'm still going to quality module everything :P )
I imagine quality modules won't be useable in beacons anyway.
correct. but speed modules don't play nice with quality
They don't?
yep, speed modules have a built-in quality penalty
Oh. Ouch.
although it's hard capped at +0% so you don't have to worry about negative quality
do we know the number?
it's not directly confirmed but +0% is the default with no modules and it would be wild for them to let it go below zero imho
oh yeah for sure but do we know the speed module's reduction number?
oh, that hasn't been directly stated
kk
but even if it's small it still makes mixing speed and quality a very bad idea
Eh. We'll see. Seems like it should be balanced in a way that allows it to work fine. I imagine it's something like 1/5 of a quality module's bonus, which would be pretty easy to offset.
you're directly offsetting the bonus of one module by another module. it's using more module to get less module bonus
Until you have a lot of beacons for everything, anyway. With a 12-beacon setup (or maybe even 8-beacon setups) you'd be losing a lot more.
even if its just 1% you'd only make that tradeoff if space is constrained
or power ๐คท
or if you don't care at all about wasting inputs
That may make it more of a matter of preference for you if there's no value that would prevent you from avoiding quality+speed together. If someone wants high quality stuff and they want it fast, I imagine both quality and speed modules would be part of their design.
well this goes back to the argument of why speed modules on their own are a waste: you can just build two assemblers
I see the similarities
I'm sure there's a niche scenario I'm not considering but I really can't see a reason
if you're far enough into the game to have beacons there's not much that'd force you to make the tradeoff
Why do we use blue belts then?
Might as well have two red belts and it would be better
Okay, that's the point I'm not following because once you hit legendary, you can have a production chain that uses productivity modules again.
If you recycle at the end you are recycling very expensive components.
Argument 2 and 3 isnt very convincing to me. I dont think people will be doing beaconed builds until mega endgame. And the ratio problem is just a minor issue imo. But argument 1 is the sticking point.
ratio problem is the big one
defeats the purpose if most of your rolling for quality is wasted
b/c sometimes space is constrained enough to ask for it. there's a limit to how many belts/inserters can fit near a machine
there isn't really a limit on how many machines you can build, at least not one that justifies the additional cost of speed modules (by themselves)
if you're gonna recycle loop, it doesn't matter where in the chain you do it. the cost increase of the whole chain will multiply the same amount
ratio problem is solvable by correclty splitting between producitivity and quality modules
I have low beacon builds before endgame occasionally.
For example this gc build
are you sure? I don't think that's true
thats's cool, I like it
it is kind of true, but solving it that way is very complicated and amplifies points 1 and 2 by 100 fold
I hope beacons are still available starting on Nauvis. They're such an impactful part of how anything can be produced that it'd suck to unlock them only later on another planet.
It must be, because one valid solution to the ratio problem is 100% prod
Why swap from stone to steel furnace?
Why t2/t3 assemblers
stone furnaces pollute less and consume less coal, t2/t3 assemblers have more module slots
wait they don't pollute less
they do consume 1/2 the coal though and that's relevant earlygame
Because t3 assemblers have both more modules slots and a higher base speed to better utilise those module slots
also t2 and t3 assemblers each represent a massive decrease in pollution per item produced b/c pollution goes down while speed goes up
I would argue that most t2/t3 assemblers never have their module slots filled before rocket is launched...
the way you're proposing by carefully coordinating quality and prod modules does work, but it's a very marginal benefit for a massive increase in complexity and difficulty of setting up, and on top of that it's gonna be full prod in most machines anyway
I mean exactly. Its the complexity that's convincing
There is one big loop at the end if you do quality there. But if you start early, that loop will be much smaller.
And depending on recipes and chain length the two might be competitive.
Also it's a method of scaling up vs out, why wouldn't you take +66% production by just upgrading the assemblers from t2 to t3
the solution to the module problem is going to be different for each target item and involves forgoing quality in the majority of machines
for example: with T3 modules, there's no point in rolling quality on any step inbetween
and T3 modules because
are a component of T3 modules
Can you loop ore?
yes but its obviously very inefficient
the loop at the end will waste less but the early loops will waste more
It will always be more efficient to loop something you craft, as you get two rolls per 3/4 loss instead of one
because you dont have enough inputs
@ember kernel keep in mind that there's effective loss in product at every single step that has a module slot that isn't being filled by prod
I thought the train system and parametrized blue prints solved that complexity. Throw in a few city blocks for each quality tier and it's done.
why would you upgrade them if you were starved of inputs, you would upgrade the input production first?
to be clear recycling ore just destroys 75% of the ore and gives you ore back. same with plates
yes, thats my point
mmm but mathematically you can count a higher quality item as multiple lower quality items compressed together
"Just" have a block for each quality, maybe late game I guess?
The loss from the recycler also compounds.
Okay? So build another outpost so you aren't starved then upgrade the assemblers?
chained prod is just a much steeper exponential curve
from what perspective?
going by 1.1 example, it's 1.4^n, where n is the number of assemblers in the chain. that's real steep. with quality, it's much more complicated to derive a formula, but it's certainly not as steep as 1.4^n
if you only care about best-possible-quality, you're going to need to recycle loop heavily even in the case where
is in every single module slot in the chain
it's easy to assume that quality modules on intermediates is worthwhile if you only look at a single step. when you consider how it flows along a supply line, it becomes obvious it's a bad idea
I think we agree?, so lets drop it here
another easy example: roboframes take steel, regular engines take steel. they're both gonna be bottlenecked by the steel quality ratio. any quality rolling on regular engines and electric engines is wasted
this part I'm 100% on board with. steel here is causing the worst possible case of the ratio problem
the thing is this happens for every single recipe we know of basically
I've genuinely searched for a recipe that isn't bottlenecked by a short chain
there are few if any
exactly
almost all recipes in 1.1 have some combination of advanced stuff with long chains and simple stuff with short chains
So it is the recipe chain that matters. That's a much clearer argument.
ok I think you've convinced me so far. what if we consider pairs of recipes that share the long chains and have different short chains
yeah maybe I need to write up a post that more clearly explains the ratio problem
b/c in all cases when people disagree with me about it it's because they're not understanding it, not that I'm wrong about it
it genuinely is the big thing that undermines all theories about quality intermediates
mathematically, yes. but doesn't the stage of the game have a huge effect on it?
well the only theoretical workaround for the ratio problem involves building at a scale and complexity that would only be accessible lategame
like, the "wasted" items can be used for handcrafting or whatever
Nah. You were making me the wrong argument. The compounding prod isn't convincing because the recycler losses also compound.
It's the bottleneck on short chained simple ingredients that always push the compounding effects of the recycler to the end.
the message you replied to that started this current discussion literally used the ratio problem as its core reasoning
and then my next reply mentioned that the ratio problem is the thing that undermines the attempt for quality intermediates
The ratio problem sounds like something else.
The real strat is to use recycling loops on whatever recipe you can get closest to 300% productivity bonus
Oh and then sticks throws more fire on the fuel. ๐คฏ
that's another strategy that is really only accessible in the very lategame
Perhaps, but with the EMP it's more achievable, you get 5 module slots, 50% free prod and processing units research
if you're using
(still late game yes) in the EMP you only need 13 levels (~500k science packs) of prod research to reach 300%
ah just get many copies of one of the most expensive items in the game and 500k science packs ez
Plus it's something you can set up mid-game, and have it progressively get better over time
Nauvis will have lots of time to chug away at the research, and you don't need 300% for it to be optimal, getting to ~250% is way easier and gets your recycle loss ratio down to 1/8th per loop
The main benefit is that while expensive, it is the optimal late game strategy, but it is also something you can set up earlier and improve gradually
it only really helps with things that are downstream of recipes with infinite researches anyway though
and even then all of the ingredients that don't have infinite researches are just as expensive
No, because you can recycle backwards to keep the quality and get lower level ingredients. Using processing units as an example it means your
is 16x as expensive and not ~80x as expensive
Assuming we do end up getting
prod research that gets you
for 4x the cost
yeah, that's fair
at the very least, blue chips and steel are both "confirmed" so the same ingredients are covered
LDS was listed in
's post too
afaik steel isn't a candidate for this strategy because you can't 'uncraft' it
So
is the biggest sticking point, maybe we get
prod?
Is prod research still a thing, I thought it went out of the window with RCUs and the foundry.
it's still only gonna be accessible in the lategame. deriving all of your production from recycled
is gonna require an insane number of machines running and therefore an insane number of

but would recycling into steel get the prod bonus??
and I'm pretty sure that the ratio tanks heavily as you move away from the +300% prod
like very heavily
If your goal is to get
everything then yes, but it it's to get some
ingredients for equipment and modules, it's more doable
It does, yes. let me see if I can find the graph
it's still a thing, we saw a screenshot of
prod after RCU was obliterated
Ah cool!
notable, though: the screenshot looks like a very lategame base and it's still only on level 7 of the research
Thanks for the talk guys. It's 3am, I either bust out the spread sheets or I got sleep. And I really can't afford not to sleep. ๐
listen there is infinite capacity for quality to keep you up at night you have to give up eventually
trust me
yeah that's very steep. even just 300 -> 250 is a huge jump
what are the units on the vertical axis?
the number of loops you get for your resources on average
so as you get close to 400% it approaches infinity
so going by this, even a legendary em plant with legendary prod modules is still only at +245%
235* b/c they haven't completed level 7
but like you only need to hit 16 to get the majority of items to legendary, right
so for that base deriving stuff from looped blue chips is still very expensive
not quite sure what you mean by this
at 25% upgrade chance and 4 tiers of quality to upgrade thru, you'd expect an average of 16 loops to get each item to legendary
roughly
โ๏ธ ๐ค um actually it would be 24.8% chance
never gets old :P
I don't think that's quite right
b/c only 1/4 of the output is coming out of the recylers, and then only 1/4th of those outputs are getting upgraded
so you "miss" 75% of the time in the assemblers then you "miss" 93.75% of the time in the recyclers
but you have to account for this being at very high prod
The prod would have to be insane to offset -75% productivity per loop
you have a point tho, the falloff gets double counted in a way that really holds it back
In the background all module bonuses are integer values.
yeah like you absolutely need to hit +300% prod for it to not be lossy
and I'm pretty sure even jumping down to +290% starts to represent a substantial loss
4x output -> 1/4 recycler = 1
yeah it would
Technically they are because you can research beyond level 30
iirc there was discussion with the red names about that when this was revealed and it's basically not feasible to ever hit level 30 on any of the researches
Will it do anything? no. But you can do it
I think the numbers were that it would take a 1k spm base decades to get there. might be misremembering
Definitely misremembering
it was years or decades, either way an impractically long time
I'm still on team 375% will cut it. plus you'll have an extra 100% to workwith from modules and buildings, so you only need the research bonus to get to about 275 
The most powerful force in the Universe is compound interest.
a smart man once said that
that man's name? Albert Einstein
with infinite science you're doing battle with the most powerful force in the universe
You'd never need to get to level 30 anyway, but it would be a fun challenge I think
You'd need to do ~575 million science of research
I love yall but I think I might be too irritable rn to get any deeper into the weeds. your math is very clever and i look forward to being utterly wrong :P
Which would take about 40 days of continuous 10k spm research
Given that the prod researches won't need every science pack and the crazy bonuses we get from quality and potential research productivity research I'm 100% convinced it could be done in under 2 weeks
Bet. give me +50% in labs just with
that cuts it down to 20k spm production
Using the scaling from EMP, Foundries, not needing to make all of the sciences and quality broadly? 100% doable.
Just one example. #friday-facts message
Base speed for
EMP is 2 * 2.5 = 5
Each beacon gives 2 * 0.5 * 125% speed, each module in machine gives 125%
Total speed bonus for EMP is 1.25 * (12 beacon + 5 module) = 21.25 or 2125%
Total speed is (5 base + 5 * 21.25) = 111.25
Crafting time foris 10 seconds, with 111.25 speed 1 machine will complete 11.125 crafts /s, consuming 222.5
22.25
and 55.625
/s.
The total output will depend on your level ofProductivity, but at base it will output 16.6875
/s and at most 44.5
/sec
The primary concern on how quickly you can do research is UPS, and Quality blows it out of the water compared to 1.1
a thought I just had: you'd be sacrificing two beacon slots, but you could still 10-beacon an em plant with direct to train
surely belt stacks are massive ups savings per item
A little under 4x savings I would assume? given not all of them would always be stacked 4x
if you're only using stack inserters they'd always stay full
em plant being 4x4 actually is perfect for direct to and from trains
True, and stack inserters have a small UPS bonus themselves in that they only move when full
load one train with the right ratio of green and red chips, load the other train with blue chips
have them both switch out at the same time
could still sneak 10 beacons in there I think
hmmm, I'm not so sure you could fit more than 2 beacons
- the inserter
But you could probably get it to work well if you did filtered slots with both ingredients and products on the same train
Take the ingredients off the train then load the product directly back on
could still get 7(?) beacons
but then again you could just do that with normal assemblers
it could still be four beaconed right
the train tracks would be six tiles apart
and 4x
is still +500%
Yeah 4 beacons true
With prod research you could get away with speed mods in the machines as well 
hows this lol
I like it
prob not enough speed with just 2 inserters but y'know it just might work
is pretty gosh darn fast
I've never needed to optimize around UPS before but generally direct to/from trains is very efficient right?
that's the theory
I've also never done it but I've enjoyed reading everone else's reports
Would it be ~122.375 i/s fast?
(22.25+222.5)/2
also bonus points for symmetry btw
thank you
I try
You might need logic to make sure that you don't clog your chest with only one type of circuit
maybe you could avoid that by mixing together the filtered slots on the wagons
steel chest holds more than cargo wagon so if the input train is balanced and waits to be emptied it's fine
although there are potential throughput issues there that you might want logic for anyway
I would expect so, but I couldn't be too sure
lol. the system is fragile? that's upstream's problem
as a programmer I shudder to endorse this but it does technically solve the problem
perhaps it just makes more sense for the train to be output and belt(s) to be input
how much prod are we talking
if the number of inserters becomes a bottleneck then it matter which way round
but yeah lets not worry about that
^ this much
This is pushing the limits using only speed modules. A more reasonable setup would be much less and use prod modules.
But hey, when you can get to 300% without needing to use the modules, you run the calcs for it
you could even theoretically have 3 belts of input for very fast machines if we flipped it so it's outputting to train
very fast recipes, I mean
after a certain amount of speed isn't it higher items/second to use prod anyway?
The idea is you're using the processing units prod research to hit the prod cap anyway
Theoretically you can make 44.5
/s using a single max
EM plant with 5x

with +300% prod from research
well, 250% from research and 50% from the machine
outside the beacon setup
yeah the stop would be outside but there's gonna be like a two tile gap between trains
potentially even THREE tiles
Two wagons go there, the loco and stop go further over
oh yeah that's much smarter than using a single wagon
Not sure how many times you could repeat it before the setups don't line up with the wagons
or if you could put loco's in the middle of the train to get fit more
not many
4 wagons isn't bad, you could stick another loco afterwards and repeat. (1-4-1-4... etc)
or just seperate the beacon setups a little every two
that would be more reasonable
the big bottleneck there is getting the old trains out to get a new one in
ramps do a pretty good job at that don't they
I think the bottleneck there is definitely the inserters ๐คฃ
Does an inserter reach the back of the wagon if you put them in the other corners?
never tried it
pretty fast. 16 items per swing, presumably 5-6 swings per second(?)
they don't. its the worst possible length 
I refer back to ~245 i/s for processing units (on the the most overkill setup)
what happened to the loco
1-1-1 train but with a loco in the middle so it can pull in all sneaky like
Sneakybeaky
you meant the bounding box didn't you. I was trying to put in some curves to see how quick the reload could be
seems alright
oh my
that's mildly cursed
also TIL you can have a non-loco be the wagon that stops at a train stop
glad I could TIL you 
you lose acceleration doing it this way. something about aerodynamics blah blah blah, but its pretty cool
slightly improved
what if all three
Oh my ๐ณ
I wonder if there's some prod/quality/speed beacon mix that would minimize the amount of high quality prod/quality modules needed for given throughput
Sure more raw resources would be needed.
The best combination of quality modules and speed beacons is to not use speed beacons
Do we know the penalty amount?
Also I'm not talking about resource cost of making high quality item.
I'm talking about maximizing output, for a given quality/prod module count. Input be damned
Nah, it's illegal to use speed modules alongside quality modules. The biters will arrest you.
We don't know the penalty amount as far as I know.
There will probably be a number of speed modules you could use that would increase overal quality item production, but in practice I can hardly see it being worth it overall
they might just make speed modules -9999% quality (down to 0%)
+125% quality.
50% prod.
70% speed.
Add a beacon with speed modules in it and the cycle rate of that assembler triples
Say those two speed modules give a total penalty of 25% to quality.
That would mean around 2.5 more higher quality items out from the assembler per minute
Where are you getting +125% quality from? The best we can get is 5x
= 31% in the EMP
From the fff.
Chance to get higher tier stuff would be 12,5%
The modules themselves so far seem to say they add +25% quality. But that is not the chance for them to add quality, but rather their quality strength.
The emp would read as 310% quality or so
I imagine it won't be like that on release.
I do hope the speed caused penalty is low enough to give consideration.
That combination (speed+quality modules) is the only one where it would have any effect so they can balance it without affecting anything else.
And it would only really affect the q1-q2 cycle since that's where nearly all of the throughput is needed
Shotgun that with speed, then do proper high quality setups for getting q3 and better
The idea might have merit? But I don't personally see it being worth rolling more resources to get quality quicker when you could use a more efficient setup and use those extra resources to build out your factory
Unless the quality penalty on speed mods is very very low, which imo would be antithetical to the statements they made in the quality fff
It all gets very complicated when you want to get to the specific numbers on various different quality levels of different tiers of modules as well...
I'm wondering if they might introduce some other kind of module. Or even just module effects so that mods can add others that aren't just slightly adjusted rehashes of the current modules.
What other effect would you suggest?
Maybe a "quality effectiveness" module that increases the quality bonus an entity has 
Get even longer range power poles
None of my ideas seem like they'd fit. Just hoping for more options. I'm wondering if we interact with enemies on other planets the same way we do on nauvis - via pollution. If not, perhaps whatever new mechanics are used there could contribute to a new module.
Or there could be modules which add other things which are less related to the machine's effects. Like... a module which adds a "power pole" electric field to the machine.
A module that boosts the effectiveness of other modules would be nutty
scrap module: each craft has a chance to produce scrap of one (or more) of its ingredients. the scrap can be reprocessed in a recycler
Heh, that sounds kinda fun. A different style of productivity module
Productivity with more steps
idk there just isn't a whole lot of design space for modules outside of very wacky ideas
quality being one of those very wacky ideas
with prod, eff, and speed modules you have all of the bases covered in terms of numbers on the machine you can directly modify, so you're only left with modifying the output somehow
There are a couple of things you could do that would just be productivity but different
Like adding a chance not to consume resources
Same way they've added a chance not to consume an ore patch
True. And that's a multiplicative effect
It's going to be pretty wild just how much we'll be able to stretch ore patches when the
big miners only consume ore 17% of the time
You can counteract the speed penalty of q modules without nerfing them, by using a quality machine
Four Q3 modules will give a 20% penalty, so even a
machine would be enough to completely negate it
But then again even
can't match the speed of 8 beacons, even beacons with only 

So I guess it's more of an opportunity cost thing
Also, we don't know the amount of qual reduction from speed. If it's a minor reduction, putting a single speed beacon can be still useful
Right, that is important
And we don't know how it scales either
Is it a reduction based on the applied speed, or does every tier of speed module have a set quality reduction stat? And in the case of the latter, does quality increase the speed but not the debuff?
Like how a single speed beacon makes a 4 prod machine 2.25x faster
It's simply a -qual parameter like -speed on prod
Then it doesn't sound unfeasible to eventually reach a point where the larger number of rolls outweighs the reduced chances of each roll
With 
beacon setups or something
With the emp, we get -25% speed. A single speed beacon will negate that. Depends also if the qual reduction from is different between speed tiers
I would assume it is, continuing your prod comparison
It might be better to have a high quality
rather than
etc
This isn't so much about the speed penalty of the modules, but about losing the speed increase of beacons
So you would have a machine running at 1.05x speed instead of 5x or 7x speed
Yes, we will surely not have rows of beacons
But negating the speed reduction is very useful still
Well I already said this
Not exactly
Even better than a single beacon because there is 0 quality reduction
Machine speed is multiplicative with speed effects
I was just about to type that out
So negating it with a beacon is worth a lot
Faster machines = less expensive modules.
Very important before endgame
Speed vs prod mod are always going to depend on what you want. Speed saves space, and prod extends your resources. Obv, most players will end up mixing the two when they have the infrastructure ready. However, prod modules don't get less productive when used with speed modules, whereas quality does. You'll have to run simulations, but I'm dubious you'd want to mix speed & quality
but, then again, if you have massive piles of resources, and could not be bothered extending them, then maybe the space savings of speed will be worth it.
Obv before any real mathematical analysis, we're gonna need the raw numbers ๐
Prod also increases speed of outputs
yes
Speed also saves on machines/expensive modules
that it does. it does save you soem on the fixed cost of infrasturcture
and while EMPs are pog, those Q5T3 modules will never not be spendy
I'm not sure why we're so hellbent on 1% savings on ore.
A single mining prod level fixes that.
The maps are practically infinite with ore.
And then there's the buy in cost to the setup. Sure I might be getting less Quality stuff per cycle, but do I really care about that if the setup cost my third in resources? Especially when the high quality modules are stupid expensive already
Finally UPS reductions are worth considerations as well when scale gets large enough
Speed directly negates quality, it is not like prod & speed
It is also notable that we created a quality penalty on speed modules, because haste makes waste, and we wanted to reduce the number of places where beacons full of speed modules is the best way to go.
it's a question of how much quality power you're losing
phrasing suggests that speed + quality is simply not intended to me
Productivity directly negates speed
yes, but productibity is the thing most people actually care about
it's the coveted asset
it's a question of your goals
beacons full of speed modules is the best way to go
This seems like a low beacon setup with highi quality speed modules is still viable
productivity stacks multiplicatively with speed, it just comes with a speed penalty. counteracting that penalty with speed modules increases the amount you get from the prod bonus.
quality + speed is the opposite. the more speed modules, the less you're getting out of the quality modules.
Maybe the DSP mentality of minimizing machine count has infected me from the max prod mentality factorio seems to have
in one case you have two different effects that boost eachother, in the other case you have two different effects that directly counteract eachother
look, i don't think i've ever put a t3pm in a gear assembler. i believe its overrated
i'm more aruging what is efficient
man, if Kovarex is right that there's more mechanics that are just as controversial, i'm freaking hyped :^)
https://cdn.discordapp.com/attachments/1215078107334057984/1216918592227119175/image0.png?ex=660222c1&is=65efadc1&hm=a50b585bbdf2cbd8c7b7ed8b7ab39da4e47248e43bb301c2cf3ca9bd152ceb5e&
This setup for mid game green chips is a good example, I think. Mixed speed/prod in GC assemblers is viable for me since it reduces the amount of them I need
yeah people are definitely too all or nothing w/ speed beacons + prod
is very good, limited beacon setups are very good
i really ought to run the maths at some point. the payback period of a gear assembler that is fully decked is like..forever
you're getting 40% more (or 24% if we're counting in opportunity costs) off like 10 iron/s
jsut cause it makes so fast?
yeah payoff time has more to do with how many resources are flowing through the machine per second and less to do with the cost of the recipe
That said, T3 modules are cheaper in SA because of EMP
that's why green chips are one of the best early targets
https://anntauri.shinyapps.io/Factorio/I prefer this one
you right, i make simple falacy
the resource per craft will always be better off, ofc, but its the flowrate we're generally concerned with
so for example,
is actually a pretty long payoff time b/c while each individual one is expensive, the crafting time is long so the flow through the machine is in the middle of the pack
1h 5m 38s assuming 8 beacon layout, infinite length columns and infinite amount of columns(average 8 machines affected by each beacon)
this feels very counterintuitive, but you're right, lol
i play this game so long and yet still things to learn 
17 minutes 40s if you only count iron
One thing that's not too expensive, but likes productivity because resources flow through it rapidly, is sulfuric acid.
e (just joining)
you found the secret chat!
chat
Kwalutee
higher quality mods probably will mean you can get more items/s out of a machine with prod+speed than speed alone
cause of the multiplication
but yeah, prod being on the end of the chain is often just a quick heuristic for where it's best to put them
the exact solution is the machines that use the largest # of raw resources/s
that happens in vanilla too. at +550% speed the i/s increase of either module3 is the same. With 12 beacons its actually optimal i/s to have two prod mods and two speeds in the machine.
with legendary modules 4 prods is optimal i/s even with as few as 8 beacons
in an EMP with 12 beacons, 5 prods is optimal, with 8 beacons only 3 prods
in a foundry with 16 beacons obviously 4 prods is the play, same at 12 beacons, and again 3 prods at 8 beacons
(oh and foundries with 10 beacons is 4 prods)
are we talking purely in terms of items per second here?
Yeah
I've rolled some crude numbers. Suppose you have unlocked
and
but not
. Then I think you only need to burn about 607 sets of
ingredients on average in order to bootstrap your first 9
modules (5 for an EMP, 4 for a recycler).
This is a conservative upper-bound: to keep the state space small I've assumed we only get one quality bump at a time. In practice there will be skips, which will bring the number down even further.
The strategy is just going up through the tiers one at a time, repeatedly swapping in your higher-tier
modules into the EMP first, then the recycler.
Once you have bootstrapped, producing a legendary in the EMP takes a mere 25.7 normal inputs.
Remember that while working on
for the quality loop, any mid level modules are still used, so it's not a waste
Sure - though to be clear, by 'burn' I mean lose most in a recycling loop.
The takeaway for me is that producing max-available-quality-tier kit with an EMP looks pretty doable, even pre-endgame.
(the one issue with that is that you don't unlock
until endgame)
another potential factor: while the emp makes modules cheaper, they also have an additional ingredient now and we don't know how expensive superconductors are
We kinda do know from the
clip
fair point
superconductors seem to be
,
, and holmium plate
light oil's pricey b/c it cuts in to your precious ice supply, copper plate is pricey b/c it means recycling
or a whole bunch of 
potentially
too, it's hard to say since none of the inserters actually swing on the superconductor plant
the more I think about it the more I start to wonder if maybe
's tech tree was designed around superconductor and supercapacitor manufacturing 
On a planet focused on electromagnetics? No way
The pack most definitely will need supercaps, and possibly 
also electrolyte takes
so wowee ice is a precious resource
As precious as other resources
I chose
and lack of
to make things hard and show the worst case - so everything before that (mid-game) is even cheaper and more accessible by definition
not if shipping from space is free, yeah?
you'd still have to get it from the drop platform to your cracking in sufficient quantities
doable but not trivial
I'm moving from "we don't know for certain that EMP takes prod modules" to "I suspect EMP may not take prod modules". I know I'm on my own here and could well be completely wrong. Here is my reasoning:
- A prod-themed machine (Foundry) fits with the character of Vulcanus, and a quality-themed machine (EMP) fits with the character of Fulgora.
- I don't think it's correct to say the EMP will become obsolete in the late game if it doesn't take prod modules, for two reasons: i) like the Foundry it has unique recipes (and I guess the intersection of the EMP/Foundry's recipes is almost empty), ii) even without prod modules, the EMP is almost as good at producing legendaries as the Foundry due to the extra module slot (compare red line to the green/cyan lines).
- Suppose you don't care about quality but you do care about productivity bonuses. If the EMP supports prod modules then once you have an EMP there's no reason to use an assembler3 for producing say green circuits. Whereas if the EMP doesn't support prod modules then the assembler3 still has a role, which feels like good design to me.
- In JG's deleted video depicting an EMP spewing copper wire, the EMP had speed modules. However prod modules would have resulted in even more output/s. (ok this point is weak and circumstantial, but the video does show that EMP can hold its own in the endgame without prod modules)
- If the EMP takes prod modules then the optimal strat for legendaries would be only one quality module, which means that even on Fulgora, quality modules won't get much of an outing in the endgame. Whereas if the EMP doesn't take prod modules then the optimal (and only) strat would be filling it with your best five quality modules - meaning they'd get some proper airtime.
- If the EMP does support prod modules then it would make the number of inputs required for a legendary extremely small in the late game (see the first point of the blue line), so producing legendary modules may become a formality earlier than it should.
Here's a picture of how infinite productivity research affects the number of inputs required per legendary.
The leftmost yellow point is the 79.9 we know and love. The line "EMP without prod modules + asm3" refers to the fact that if the EMP doesn't support prod modules but a recipe does (e.g. copper wire) then for legendary inputs, you're slightly better off using an assembler3+ filled with prod3s than an EMP with no modules.
On 3. Why would I use electric furnace when I have the foundry on the recipes it supports?
Well there's no real overlap of recipes right? https://cdn.factorio.com/assets/blog-sync/fff-397-foundry.png though in any case I'm not saying that you should, I'm saying it's satisfying that 'older' buildings still have a role late game
I think 2) and 6) are the factual points not widely known; the rest is me saying "one way feels like better game design than the other", which is a lot more subjective
- it's blue so if anything it's
themed - there's still a huge range of recipes that don't fit the foundry, em plant, or speculated use of the
building, leaving space for the assembler - that was clearly just a quick and sloppy demo to show it going fast
2 + 5 + 6. you don't want to put quality modules in intermediate production trust me
we know a lot more about the foundry and its recipes, and it's similarly powerful. it's a huge force multiplier for your ore
Could you put some argument behind 'trust me'? Just because you don't want to keep 5 stacks of plates spinning it doesn't mean others don't fancy the challenge
it's a dead horse I've thoroughly beaten tl;dr it's just not gonna work out as well as you want it to for a lot of reasons
I don't think it's dead - I think it's one of those places where perfect is the enemy of good. I wrote this down when first thinking about this:
Thought experiment: Suppose there is 1000-step process that produces "polished steel" from "steel", "polished polished steel" from "polished steel", ..., "polished^{1000} steel from polished^{999} steel", everything with ratio 1:1. At some point in the line your ingredients will probably get bumped to legendary and then stay there for the rest of the process. So you should have to do essentially no recycling in order to obtain 100% legendary polished^{1000} steel.
point being that to any extent you can get quality intermediates to work, it is useful
Legendaries becoming less prohibitively expensive in the post-endgame isn't unreasonable.
Making it not accept prod would put the Electromagnetic Plant in a weird position where it's temporarily better than
for circuit manufacture, so you remodel half of your factory to incorporate it -
And then later you remodel the same part of your factory to use AM3 again.
If it's balanced so that one way is the best way, it probably isn't balanced as well as it could be. So regardless of how it is now, I would expect either option to be viable upon release.
Maybe I'm masochistic but I like the choice in this - do you choose the 'better for now but will have to tear up later' solution or the 'better for later' solution?
It wouldn't take that long to make AM3 better, 4 x 
is enough.
the problem is that Factorio isn't a game where it's just item 1 -> item 2 -> item 3 and so on and so forth. easy example:
- presumably,
and
are coming out of the furnace at the same quality ratio (ie the same proportion of common to uncommon to rare etc) - we roll quality again while turning
in to 
now has a different proportion of quality to 
- when making
, its constituent ingredients have different quality ratios - we can only use the worst ratio of its constituents, so the roll for quality on
was completely wasted
this is one specific example, but understand that this problem repeats itself over and over and over across the whole supply chain
if you throw a bunch of quality modules in your intermediate chain, a good 80-90% of that quality rolling goes completely wasted
if the immediate thought for a solution to this is "ah, well I'll just avoid putting quality modules in specific places where it gets wasted like that" then what you're going to end up doing is just putting no quality modules in the intermediate chain
/s.