#Quality

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plain wind
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required message to start thread

whole jungle
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56

bright topaz
sacred totem
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legendary

final nimbus
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This is a high-quality thread

north yew
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putting quality modules in your intermediate production is for big stinky dumb doo doo heads

kindred crater
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4K Quality

fast gull
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what were the odds that you made this quality thread?

sacred totem
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.025%

fast gull
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need to know for science :3

plain wind
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50/50, it either happened or it didn't

wary seal
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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?

fast gull
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xD

kindred crater
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looking forward to daily arguments taking place here

plain wind
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hey, we call those discussions here

north yew
wary seal
final nimbus
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It's in the FFF

wary seal
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Yeah but the FFF is so far away

plain wind
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probably should have the quality FFF pinned

north yew
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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

whole jungle
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What if this was the real April Fools prank all along

north yew
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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

uncut helm
fast gull
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Isnt quality optional tho?

north yew
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yes

plain wind
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it's not required

north yew
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from what we know SA will be very hard without it though

plain wind
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but that's like saying fast inserters are not required

fast gull
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Yeh just something for us min maxxers ๐Ÿ˜›

plain wind
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and beacons and modules are not required

north yew
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iirc it was JG himself who said that one platform with all quality_rare is worth 100 platforms with all quality_normal

opal haven
fast gull
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yeah I dont even start beacons until I am doing mega base stuff

whole jungle
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I'm not sure why people think beacons are required. Is it not easier and more power efficient to build more machines?

plain wind
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people don't think beacons are required

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it's just generally the most efficient

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not using them gets unwieldy due to the space it takes up

north yew
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it's definitely simpler to just build more machines. you have to either plan ahead or rebuild your manufacturing to incorporate beacons

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in terms of cheaper, though, that's not really the case

opal haven
north yew
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assuming you want productivity_module_3 in your machines, beacons drastically reduce the number of modules you have to make

plain wind
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here's an example, with an 8 beacon setup, you need like 13 furnaces to fill a blue belt
without modules, you need 72

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6 times as much

north yew
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(furnaces are the last thing that should get beaconed though)

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(also the last thing that should get prod)

plain wind
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yes, but for example's sake

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simple math

kindred crater
plain wind
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dear god

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384 furnaces to fill a stacked tier 4 belt

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and you'd have to do some kajiggery with the stack inserters to actually do it

kindred crater
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at that point, just use the effin beacons/modules lol

north yew
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iirc fully beaconed quality_legendary em plants can saturate a redacted_transport_belt (stacked) with only 2-3 machines making electronic_circuit

kindred crater
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the endgame builds are going to be absolute insanity

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you won't necessarily be aiming for this, but some parts of production can/will shrink dramatically in size

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maybe this is the true endgame of SA... as you approach singularity, production skyrockets as the footprint collapses into itself

north yew
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even without quality footprints of everything shrink quite a bit

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em plant's crafting speed is 2, for example. much fewer machines required to get the same output

tall sandal
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finally, we will be able to count how many quality posts we get per day

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(except we cant, discord doesnt let you search through a thread)

sick dock
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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

tall sandal
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I think its one of the deepest mechanics we've seen so far

patent cradle
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its very veritcal

north yew
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(you really don't want to quality intermediates)

patent cradle
jaunty citrus
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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.

patent cradle
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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).

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at least thats how I currently plan to handle it but there is still a lot of unknowns that could change that mindset

sick dock
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end product quality is only going to net you uncommons and the occassional rare

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if you want to guarantee a rare early, you're going to need to use internediates

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unless by end product you mean using qualiy in only the end product machines, then throwing them back into recyclers until you up-scale

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ihaven't run the maths, but i don't think quality for intermediates is that bad

north yew
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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).
final nimbus
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It'll be easier to farm quality_epic/quality_legendary in SA with the insane productivity increases available.
Less so with 2.0 + Quality, but you still get prod research to smooth things out.

sick dock
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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....

final nimbus
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you aren't getting any productivity boosts
lmao did you really just say that

north yew
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even if it's just for a simple mall, it's still 25x as many connections from each point to each other

sick dock
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what are you talking about

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you roll to get what level you want, then you input it its next corresponding machine

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i really don't think it's that complicamted rdropXD

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i don't think your'e going to care about all 4 quality levels, i'll put it that way

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if yo uwant, you can just think about it as rare & legendary

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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

north yew
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if you're planning to recycle loop then prod in intermediates is better

sick dock
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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

sick dock
north yew
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prod in all intermediates, recycle loop radars

sick dock
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i'm like 95% confident that rolling intermediates into legendary would be better, that is jus tmy intuition

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i guess it behoove me to actually do the maths

north yew
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it's the ratio problem

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the math is really mindbending and complicated fair warning

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but I've mathcrafted out some specific scenarios

sick dock
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even if it is ultimately more efficient, i still appreciate we can guarantee a quality level if we have the components at that level

north yew
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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

sick dock
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the only thing prod does is extend resources. if your resources are near infinite, i'm pretty sure you'd rather just use quality

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in everything

north yew
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nope, see point 2

sick dock
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scale doesn't matter

north yew
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with prod and speed beacons you can get the same output from like five em plants as 80 with quality modules

sick dock
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ah, i msitook your point

north yew
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doing quality intermediates is going to take a ton of extra work for little to no benefit

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vs recycle loops being fairly easy and quick to set up

kindred crater
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the hardest part is getting the legendary quality modules

sick dock
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duh

north yew
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em plant made that a lot more feasible though

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like holy cow prod bonus on modules

sick dock
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right?

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most expensive item just got a hell of a sale

kindred crater
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yeah it was 11x or something like that now to reach legendary

sick dock
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i guess rocket silo is most expensive single item, but who counts that rdropXD

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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

north yew
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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

sick dock
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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

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esp very expensive items might take a while to stockpile resources for

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rather then setting up: quality radar recycler loop, miner loop, interseter loop, pole loop, etc. etc

north yew
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it's gonna take way more factory to get the same amount of research doing it like that

sick dock
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i'm talking time, not resources

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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?

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my bets on the intermediates

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yes, you then have to hookup a few assemblers to actually make the end item, but you had to do that anyway

north yew
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well the thing is even if you do quality intermediates you'll need the recycle loops anyway

sick dock
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right, but like 10 loops instead of a 100

north yew
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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

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generally I imagine the best approach strategically is to make smart decisions about each quality tier as you get them

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and recycle looping purely for legendary is only something that's worth it in the super late game

sick dock
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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

north yew
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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

sick dock
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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

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i think rares & epics will have their place. ofc legendary will alway be the best, and the megabasers will likely rush it regardless

north yew
sick dock
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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

north yew
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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

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zero in between

sick dock
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hah, yeah. i play a lot of competative games, i know the feeling quite well rdropXD

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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

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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

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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

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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

jaunty citrus
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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.

sick dock
jaunty citrus
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You can put quality modules in recyclers, so you don't even need to extra slot in the machine

sick dock
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ah, right

jaunty citrus
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If you have legendary modules, you'd only need to get to processing_unit Productivity level 13 to reach 300% prod in the EM plant, which is around ~530k science iirc

final nimbus
sick dock
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right now it's a simple 2,500 * 2^x, i believe....

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don't quote me on that

jaunty citrus
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1000 * 1.5^k (iirc)

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for prod research

sick dock
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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

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@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

jaunty citrus
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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.

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Which I would have to agree with

sick dock
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for players who are only interested in legendary, they'll need to prepare for it

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it's akin to saying you should make t1 modules to help you make t3 modules

jaunty citrus
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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.

sick dock
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beacons are power-hungry lil' bastards

jaunty citrus
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Indeed! It rubs off on the machines around them too

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Your 120MW base just turned into a 900MW base without really changing production numbers much

sick dock
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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

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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

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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.

jaunty citrus
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I had a similar discussion as well. quality_any efficiency_module_3 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

sick dock
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ngl, they could also just buff efficiency module t2 & t3. t3 gives....-50%. that is like nothing when using other modules

jaunty citrus
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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 quality_legendary speed_module_3 and quality_legendary efficiency_module_3 in a beacon and have a machine consume less power while being faster
From an earlier discussion I had

sick dock
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they did have a lot of use in Mike Hendi's videos rdropXD 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

jaunty citrus
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If I remember my calcs correctly a quality_legendary speed_module_3 efficiency_module_3 beacon would give machines around it 62.5% speed and -22.5% energy consumption

wary seal
sick dock
jaunty citrus
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and the quality_legendary beacon would also consume relatively little power

wary seal
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Like where the ratios are cleaner if you use the quality_uncommon instead of quality_legendary items or something

sick dock
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the devs might also consider making their new bulidings incredibly power hungry, which efficiency modules could help alleviate, at least in the midgame

jaunty citrus
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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 quality_legendary items

sick dock
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ik people meme on quality_any power poles, but there might be uses for the extended range in tight builds.

jaunty citrus
wary seal
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I could also see solar/accumulator ratios being super refined now

jaunty citrus
sick dock
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i'd sure bloody hope that their em plant (EP?) is also powerhungry. it's a freaking energy conduit rdropXD

jaunty citrus
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I'm gonna stick to calling it the EM plant or the EMP.

jaunty citrus
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Context should help to not confuse it with electromagnetic pulse

sick dock
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also harkens to actual EMPs, which also have to do with electricity

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"Foundry" was such a short, fitting name

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electromagnetic plant is just a big mouthful

jaunty citrus
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Similar to why most people call the blue chips and not processing units

sick dock
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yee

jaunty citrus
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Vulcanus has a 90 second day/night cycle and 400% solar production

sick dock
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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

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the RPG names just sound too....video gamey. too muh like a mobile game

kindred crater
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you can always just call it Q1-5

jaunty citrus
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Count me in 'who else'

sick dock
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me like quality ๐Ÿ™‚

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"legendary spidertrons" does sound like a hollywood movie plot rdropXD ....i'd watch it, can't lie

north yew
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the actual, practical argument for keeping the names as they are is that there's zero cognitive overhead to keeping track of the sequence

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98% of people who play Factorio already have that exact sequence of names and colors memorized

sick dock
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yup

wary seal
jaunty citrus
north yew
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and tbh I like that it's a little bit silly there's room for fun in video games

kindred crater
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there will surely be mods that change it if it bothers you that much anyway

wary seal
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'Cause you could have it be like rudimentary, poor, average, great, and perfect

jaunty citrus
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You just can't have 5 adjectives make sense for power armour, elevated rail support, and used uranium fuel cells at the same time

sick dock
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looty-shooty games are more then welcome to use the RPG naming. it's very fitted

wary seal
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Also I really really hope someone makes a mod that causes structures with quality to have that quality degrade over time

median verge
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That would be a script heavy mod

jaunty citrus
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no

sick dock
median verge
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But so cool

north yew
sick dock
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double qualifiers are always a headache

kindred crater
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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

wary seal
sick dock
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could potentialy be a ton of stats the game has to contantly track at all times

wary seal
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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

median verge
wary seal
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Both of you have good points. Just spitballin'

median verge
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Double walls, double inserters, etc

jaunty citrus
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Could be better to have it be based on machine cycles?

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after 100k products finished, downgrade a tier?

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wouldn't apply to a lot of things though

median verge
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No good way to track products finished

jaunty citrus
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The game already does though?

median verge
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Not accessible to mods iirc

sick dock
kindred crater
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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.

median verge
mortal junco
wary seal
# median verge Not accessible to mods iirc

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"

median verge
wary seal
north yew
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why do you want your buildings to downgrade in quality that sounds miserable

sick dock
jaunty citrus
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I would expect not having a big list of all entities to be a precaution to bad mods

median verge
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The main problem with any degredation is ballooning script runtime

kindred crater
wary seal
sick dock
mortal junco
north yew
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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

jaunty citrus
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I find turning up pollution numbers on startup to be an effective way to have your factory degrade over time

mortal junco
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same problem for you i take it trianglepupper

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there aint a remind me command in here either lol

kindred crater
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personally I'd enjoy negative productivity if machines had a power deficit

wary seal
median verge
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Also brings the problem of how you combat the degredation. No point in having it if there is no solution

kindred crater
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for instance, 90% power needs met = 9/10 items actually get crafted. you could see it as higher defect rate

burnt mistBOT
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It will release in 739 days... I think.

mortal junco
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remind me on trigger defined by server would worok

wary seal
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I was about to say, I don't think that's real... but I see it's a joke command

sick dock
# median verge Still too many

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....

kindred crater
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I'd find it fun ๐Ÿคทโ€โ™‚๏ธ

median verge
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So would i

kindred crater
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suffering is part of my preferred gameplay

median verge
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Just dont see a good way to do it

sick dock
wary seal
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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

median verge
north yew
wary seal
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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

sick dock
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(can't wait for big mining drills, although again i hope they make a more ...interesting name)

wary seal
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(Then again I just launched a run with 1000x research cost & expensive recipes... I'm only 16 hours away from having splitters!)

north yew
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idk my preferred way to get more out of Factorio is to play through to rocket launch again but on harder settings this time

mortal junco
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with or without small_biter

north yew
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expensive recipes makes the game so much harder than it seems at first

mortal junco
north yew
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it's like eight

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but it's green chips and gears and steel

kindred crater
sick dock
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which are p important, turns out

wary seal
# mortal junco with or without <:small_biter:633814039230939136>

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

mortal junco
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whats that number wtf

median verge
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GF gave me a num between 20 and 100

wary seal
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Wait wait we're offtopic!

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What's important is that each of us plays in a way that improves the quality of our own experiences

mortal junco
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i mean thats not that unusual

wary seal
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Bam. Saved it.

north yew
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not all who wander are lost

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this applies to conversation too

sick dock
wary seal
sick dock
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never

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we will make the same dumb puns until my friends want ot punch me

kindred crater
north yew
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yeah each time you use it is another roll for legendary

sick dock
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i can't roll with normal jokes. my puns are just too epic ๐Ÿ˜Ž

wary seal
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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

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Weighted like the game and everything

median verge
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That would be amazinf

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You have implicit quality bonus based on what tags you have

quasi cedar
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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

kindred crater
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another easy one is putting them to ammo production, even within military_science production, so you can siphon off the better ammo for expansion/killing nearby nests

sick dock
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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

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certainly should consider making rare t2 prod mods for your labs and rocket silo

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not having a recycler puts a damper on early quality, perhaps intentionally so. gotta wait till Fulgora to make the most of it

jaunty citrus
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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 quality_any quality_module

jaunty citrus
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Well I'm not using prods that early on anyway, might as well use quality and get a small boost to personal equipment shrug

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Definitely not using them for intermediaries later though, prod is just too good

quasi cedar
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Yeah I think there will be a definite shift before/after getting the recycler

jaunty citrus
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Except it isn't because it decreases the speed of the machines and increases the power consumption

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Once your past 'early on' then yeah modules become viable

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You don't need a lot of quality items, you just need enough for some power armour and equipment

north yew
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early on establishing new ore outposts is costly both in time and resources, so stretching them further by getting productivity_module in all possible slots ASAP is very worth imho

quasi cedar
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And an 8x8 armour grid is actually 14% more space than 7x7. I'm assuming MK2 won't be unlocked until later

jaunty citrus
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I don't really consider setting up multiple outposts 'early on' but that might just be me

quasi cedar
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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

jaunty citrus
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Managing outposts will be much easier with the new QoL tools including improved remote view

north yew
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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

jaunty citrus
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100%. Good thing it'll be easier to do so

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Logistics groups actually making resupply trains nice to use

north yew
#

I'm starting to suspect a roboport wagon as a final way to really juice remote view

jaunty citrus
#

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

tall sandal
tall sandal
jaunty citrus
#

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

tall sandal
#

On other planets you can chain robotports together to get construction coverage. My hope is we will get logistic bot train cars though

jaunty citrus
#

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

opal haven
jaunty citrus
#

Automation is always 10 science packs iirc

#

it's not changed by the multiplier

opal haven
#

oh. that's slightly less of a torture

daring siren
wary seal
opal haven
#

yeah, that's just crazy)

wary seal
#

That's what I do ๐Ÿ™‚

opal haven
#

what was the order of stuff? like automation -> small automatic red -> splitters -> proper automation?

wary seal
#

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

old lake
#

What are you playing? Pyanodon?

north yew
#

x1000 science

fallow flint
#

so you gotta handcraft 10000 to get automation? that's rough

#

dang good lol, that'd be 14 hours almost

daring siren
neat shard
#

I still maintain that it'd feel a lot more satisfying if quality_epic gave a nice round +100% boost instead of +90%.

jaunty citrus
#

Nah, I maintain that having each level giving the same multiple is more satisfying

neat shard
#

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.

limpid gorge
#

woah, secret quality thread

jaunty citrus
sacred totem
#

pretty sure the dev team actively avoids nice round numbers

north yew
#

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

final nimbus
#

None of the assemblers crafting at speed 1 was always odd to me

neat shard
sacred totem
#

150 = 5 * 30 btw

neat shard
#

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

jaunty citrus
#

Then don't play that way shrug (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)

neat shard
#

That would be an easier pill to swallow if quality_epic gave +100%, because the round number would make it a satisfying stopping point

final nimbus
#

A single quality_legendary is still several quality_epic in cost.

jaunty citrus
#

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 quality_epic construction_robot get +33.3% battery? quality_epic gun_turret get +33.3% range? cause currently it's +10, +20, +30, +50

final nimbus
#

Wrong citation

jaunty citrus
#

The point was that not every bonus is +30% per level

#

and the levels currently go 0, 1, 2, 3, 5

jaunty citrus
sacred totem
#

kwalitee

median verge
#

That optimal section seems arbitrary. Anyone care to explain?

sacred totem
#

basically some people ran the numbers and those were the results

north yew
#

smh my head that optimal section advises very suboptimal strategies

sacred totem
#

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

north yew
#

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

sacred totem
#

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

north yew
#

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

sacred totem
#

i think it could work with bots, as there is essnetially zero added complexity besides pasting down another 4 sets of machiens

north yew
#

sure, but that's a fairly expensive way to solve one out of the three major problems

sacred totem
#

bots? expensive?

north yew
#

yeah, it'll take thousands of them constantly active

sacred totem
#

though, yeah, theres nothing to be done about plastic and steel being plastic and steel

sacred totem
north yew
#

it's a lot more expensive than belts or trains

sacred totem
#

whats the cost metric here? ups?

north yew
#

electricity

sacred totem
north yew
#

power is cheap on Nauvis

#

when you have lategame tech

sacred totem
#

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...

north yew
#

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

jaunty citrus
#

Putting prod into everything drastically scales your spm and scaling potential, putting quality into every drastically scales logistical complexity engithink

#

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 quality_uncommon quality_rare processing_unit from quality_uncommon quality_rare scrap seems pretty good

sacred totem
#

fulgora is already the land of priority splitters

#

adding more cra pto the outputs of drills wont hurt anyone

north yew
#

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 efficiency_module

#

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

jaunty citrus
#

Miners already get prod bonus from research, so there isn't as much opportunity cost for not using productivity_module_3 in them as opposed to assemblers.
Skimming some quality_any 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 quality_uncommon at least

sacred totem
#

kwiletay

jaunty citrus
#

Would probably make the most sense to funnel the raw quality_any resources into a modular smart bot mall

#

mid game quality strat probably

daring siren
#

Or even a beltless cargo wagon auto-switching mall

terse lagoon
#

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:

  1. 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]
  1. 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
  1. 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
  1. 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.
  2. 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
pure spire
#

can we have quality splitters

daring siren
#

Yes. But they only have more health

north yew
#

alternatively, if you meant filters for specific qualities and combinations of qualities, the answer is yes

daring siren
#

And relation conditions (<, >, <=, >=, !=) for specific qualities or specific items

north yew
#

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

daring siren
#

There can be 254 qualities

north yew
#

why 254 instead of 255 or 256

tall sandal
#

secret final quality

terse lagoon
#

0 is reserved pretty sure. So it leaves 255 i think?

#

a, right, i found why 254

#

but on the serious note, this:

sacred totem
#

maybe in the future the migration will be removed, and we will get 255 levels

#

perfectly uint8 max, as all things sohuld be

neat shard
#

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

tall sandal
terse lagoon
# neat shard Whenever a resource of any kind wins the diceroll for increased quality, it gets...

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 quality_legendary productivity_module_3 ). 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
daring siren
#

fulgora is the quality_module_3 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

little orchid
#

And it most certainly helps that the quality is on ready-made intermediates, even really high-tier ones sometimes

daring siren
#

Kinda... longer chains allow for higher qualities

little orchid
#

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

daring siren
#

With the standard production chain, you have issues making quality processing_unit because you have a lot of quality advanced_circuit but not enough quality electronic_circuit etc

#

In fulgora it flips the chain, allowing for more high quality lower level items, and less high quality high level items.

north yew
#

maybe lategame I'll think about it but the supply chain on fulgora 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

neat shard
daring siren
#

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 processing_unit and/or advanced_circuit

north yew
#

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 fulgora even if you try to standardize quality exposure

#

I'll have to ponder it a bit

rare thistle
# terse lagoon Now what we do with all the staff. We basically cycle it until there is nothing ...

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"

fast gull
#

Slap a priority splitter on that 33% and you have yourself a nice assembly line :3

north yew
#

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 advanced_circuit
  • 5x productivity_module_3 and two speed_module_3 beacon
  • all normal quality
    this would put out about 3.3 advanced_circuit per second. to make an equivalent number of advanced_circuit using em plants with quality modules instead, you would need nine of them. plastic_bar copper_cable electronic_circuit 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

daring siren
#

Quality?

tall sandal
#

is quality ... terrible?

jaunty citrus
#

what is... Quality?

daring siren
#

How quality... is?

sage vapor
#

why is quality?

heavy ember
#

But most importantly:

When is quality?

burnt mistBOT
#

It will release in 839 days... I think.

burnt mistBOT
#

It will release in 554 days... I think.

ember kernel
#

It's also slightly apples vs oranges because quality_legendary advanced_circuit and quality_normal advanced_circuit 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.

daring siren
#

Also in personal stuff

#

Personal and space are the big ones. Also quality in the quality module makers ๐Ÿ˜›

ember kernel
#

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.

daring siren
#

There's some logic for when to double recycle things that we worked out in the main SA channel, unrelated to quality

tall sandal
#

whats the gist?

daring siren
#

In vanilla, cracking is easy and can be done with e.g. "heavy_oil > 20000", considering petroleum_gas 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 "heavy_oil > light_oil + some_bias", but instead it would be e.g. "electronic_circuit > iron_plate + copper_cable + some_bias"

#

So it will kinda balance everything

ember kernel
#

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.

daring siren
#

Not just recycle. Only recycle if the output is low, because otherwise it's more likely to stuck or get wasted

ember kernel
#

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.

daring siren
#

It'll be an interesting challenge

ember kernel
#

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.

daring siren
#

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.

rare thistle
#

worst case you can just recycle the lowest tier ingredients to 75% delete them

daring siren
#

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)

tall sandal
daring siren
#

It was just an example... It's more like iron_gear_wheel or whatever

#

If your electronic_circuit is full, and you're low on copper_cable and iron_plate, then recycling it makes sense

rare thistle
#

concrete might be a good example to focus on?

daring siren
#

CONCRETE THE PLANET

rare thistle
#

(assuming that we don't end up exporting that to vulcanus)

daring siren
#

I don't see why we would need to export it to a planet that has foundries ๐Ÿ˜›

#

Reminder that foundries make concrete with +50% prod, but we don't know the exact recipe

rare thistle
#

true but if its used in this it might be worth it

daring siren
#

Unlikely. That's just a placeholder image.

#

It's tungsten + coal or whatever

rare thistle
#

I agree

#

but you never know

rare thistle
tall sandal
rare thistle
#

you would def do that too, but you'd also want to pull from chips if either iron or coils get low

daring siren
#

Because that will burn electronic_circuit 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 petroleum_gas to solid_fuel

rare thistle
#

ok but serious question: what are we doing with all the batteries?

tall sandal
#

I mean, the point of recycling electronic_circuit is to get rid of them, right?

daring siren
#

Accumulators...

#

Only get rid of them when you need to

#

Also, recycle batteries to better accumulators.

tall sandal
#

Is this in the context of fulgora

daring siren
#

Yes

tall sandal
#

Okay. So in this case, you are recycling electronic_circuit because you want the wires and plates. Not to get rid of electronic_circuit

daring siren
#

Yes

rare thistle
daring siren
#

But there are other ways to get those, only recycle if they are low and you have a lot to recycle + bias for priorities

#

fulgora needs a lot of accumulators

tall sandal
#

So for example, if you were low on copper_cable , you could get it from electronic_circuit or advanced_circuit and you should decide which is better to recycle

daring siren
#

Yes.

#

It also comes from scrap directly

rare thistle
#

have we talked about how they confirmed the exact speed drop from quality modules here?

#

5% per module

kindred crater
#

so its the same level 1-3?

rare thistle
#

seems like it

north yew
# ember kernel I'm not following that one. Higher tier quality modules will for the same input ...

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.

rare thistle
#

oh no, you're making a pretty good case for experimenting with a speed beacon on 5 quality EMPs

north yew
#

we did the math at one point on how many electronic_circuit comes out of a fully juiced em plant

#

iirc it was like 120-140/s

kindred crater
#

so much horsepower out of such a small footprint

rare thistle
#

is there space to fit 16 beacons around it? my visualization is struggling rn

north yew
rare thistle
#

cuz 4x4

north yew
#

nah 12 is the limit for 4x4

rare thistle
#

:/ shucks

#

what's the math on the "8 beacon" setup with foundries direct inserting coils into emps :P

north yew
#

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

rare thistle
#

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

ember kernel
# north yew Also it's dubious how relevant how much upgrading the quality modules would real...

But what are you comparing?

Suppose we are starting from ores and oil and the production target is quality_legendary advanced_circuit. 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.

north yew
#

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.\

rare thistle
#

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 )

charred gyro
#

I imagine quality modules won't be useable in beacons anyway.

rare thistle
#

correct. but speed modules don't play nice with quality

charred gyro
#

They don't?

north yew
#

yep, speed modules have a built-in quality penalty

charred gyro
#

Oh. Ouch.

north yew
#

although it's hard capped at +0% so you don't have to worry about negative quality

rare thistle
#

do we know the number?

north yew
#

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

rare thistle
#

oh yeah for sure but do we know the speed module's reduction number?

north yew
#

oh, that hasn't been directly stated

rare thistle
#

kk

north yew
#

but even if it's small it still makes mixing speed and quality a very bad idea

charred gyro
#

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.

north yew
#

you're directly offsetting the bonus of one module by another module. it's using more module to get less module bonus

charred gyro
#

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.

rare thistle
#

even if its just 1% you'd only make that tradeoff if space is constrained

#

or power ๐Ÿคท

#

or if you don't care at all about wasting inputs

charred gyro
#

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.

north yew
#

well this goes back to the argument of why speed modules on their own are a waste: you can just build two assemblers

charred gyro
#

I see the similarities

rare thistle
#

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

heavy ember
ember kernel
tall sandal
north yew
#

ratio problem is the big one

#

defeats the purpose if most of your rolling for quality is wasted

north yew
#

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)

north yew
tall sandal
heavy ember
rare thistle
north yew
#

it is kind of true, but solving it that way is very complicated and amplifies points 1 and 2 by 100 fold

charred gyro
#

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.

tall sandal
heavy ember
north yew
#

wait they don't pollute less

#

they do consume 1/2 the coal though and that's relevant earlygame

jaunty citrus
#

Because t3 assemblers have both more modules slots and a higher base speed to better utilise those module slots

north yew
#

also t2 and t3 assemblers each represent a massive decrease in pollution per item produced b/c pollution goes down while speed goes up

heavy ember
#

I would argue that most t2/t3 assemblers never have their module slots filled before rocket is launched...

north yew
tall sandal
#

I mean exactly. Its the complexity that's convincing

ember kernel
jaunty citrus
#

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

rare thistle
#

the solution to the module problem is going to be different for each target item and involves forgoing quality in the majority of machines

north yew
#

for example: with T3 modules, there's no point in rolling quality on any step inbetween advanced_circuit and T3 modules because advanced_circuit are a component of T3 modules

heavy ember
#

Can you loop ore?

rare thistle
north yew
jaunty citrus
#

It will always be more efficient to loop something you craft, as you get two rolls per 3/4 loss instead of one

tall sandal
north yew
#

@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

ember kernel
jaunty citrus
tall sandal
rare thistle
jaunty citrus
#

"Just" have a block for each quality, maybe late game I guess?

ember kernel
jaunty citrus
north yew
rare thistle
#

from what perspective?

north yew
#

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

north yew
#

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

tall sandal
north yew
rare thistle
north yew
#

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

ember kernel
#

So it is the recipe chain that matters. That's a much clearer argument.

rare thistle
#

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

north yew
#

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

rare thistle
#

mathematically, yes. but doesn't the stage of the game have a huge effect on it?

north yew
#

well the only theoretical workaround for the ratio problem involves building at a scale and complexity that would only be accessible lategame

rare thistle
#

like, the "wasted" items can be used for handcrafting or whatever

ember kernel
north yew
#

and then my next reply mentioned that the ratio problem is the thing that undermines the attempt for quality intermediates

ember kernel
#

The ratio problem sounds like something else.

jaunty citrus
#

The real strat is to use recycling loops on whatever recipe you can get closest to 300% productivity bonus

ember kernel
#

Oh and then sticks throws more fire on the fuel. ๐Ÿคฏ

north yew
#

that's another strategy that is really only accessible in the very lategame

jaunty citrus
#

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 quality_legendary productivity_module_3 (still late game yes) in the EMP you only need 13 levels (~500k science packs) of prod research to reach 300%

north yew
#

ah just get many copies of one of the most expensive items in the game and 500k science packs ez

jaunty citrus
#

Plus it's something you can set up mid-game, and have it progressively get better over time

jaunty citrus
#

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

north yew
#

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

jaunty citrus
#

No, because you can recycle backwards to keep the quality and get lower level ingredients. Using processing units as an example it means your quality_legendary iron_plate is 16x as expensive and not ~80x as expensive

#

Assuming we do end up getting low_density_structure prod research that gets you quality_legendary steelplate copper_plate plastic_bar for 4x the cost

north yew
#

yeah, that's fair

rare thistle
#

at the very least, blue chips and steel are both "confirmed" so the same ingredients are covered

north yew
#

LDS was listed in kovarex_enrichment_process 's post too

jaunty citrus
#

afaik steel isn't a candidate for this strategy because you can't 'uncraft' it

#

So iron_plate is the biggest sticking point, maybe we get iron_gear_wheel prod?

ember kernel
#

Is prod research still a thing, I thought it went out of the window with RCUs and the foundry.

north yew
#

it's still only gonna be accessible in the lategame. deriving all of your production from recycled processing_unit is gonna require an insane number of machines running and therefore an insane number of quality_legendary productivity_module_3

rare thistle
#

but would recycling into steel get the prod bonus??

north yew
#

and I'm pretty sure that the ratio tanks heavily as you move away from the +300% prod

#

like very heavily

jaunty citrus
jaunty citrus
north yew
ember kernel
#

Ah cool!

north yew
#

notable, though: the screenshot looks like a very lategame base and it's still only on level 7 of the research

ember kernel
#

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. ๐Ÿ˜„

north yew
#

listen there is infinite capacity for quality to keep you up at night you have to give up eventually

#

trust me

north yew
rare thistle
#

what are the units on the vertical axis?

jaunty citrus
#

the number of loops you get for your resources on average

rare thistle
#

lol

#

aight

jaunty citrus
#

so as you get close to 400% it approaches infinity

north yew
#

235* b/c they haven't completed level 7

rare thistle
#

but like you only need to hit 16 to get the majority of items to legendary, right

north yew
#

so for that base deriving stuff from looped blue chips is still very expensive

north yew
rare thistle
#

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

north yew
#

โ˜๏ธ ๐Ÿค“ um actually it would be 24.8% chance

rare thistle
#

never gets old :P

north yew
#

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

rare thistle
#

but you have to account for this being at very high prod

charred gyro
#

The prod would have to be insane to offset -75% productivity per loop

rare thistle
#

you have a point tho, the falloff gets double counted in a way that really holds it back

jaunty citrus
#

In the background all module bonuses are integer values.

north yew
#

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

jaunty citrus
#

Technically they are because you can research beyond level 30

north yew
#

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

jaunty citrus
#

Will it do anything? no. But you can do it

north yew
#

I think the numbers were that it would take a 1k spm base decades to get there. might be misremembering

jaunty citrus
#

Definitely misremembering

north yew
#

it was years or decades, either way an impractically long time

rare thistle
north yew
#

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

jaunty citrus
#

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

rare thistle
#

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

jaunty citrus
#

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

north yew
#

that's like ~29k spm

#

even with crazy Space Age tech that's a lot

jaunty citrus
#

Bet. give me +50% in labs just with quality_legendary productivity_module_3 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.

jaunty citrus
# north yew even with crazy Space Age tech that's a **lot**

Just one example. #friday-facts message

Base speed for quality_legendary 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 for processing_unit is 10 seconds, with 111.25 speed 1 machine will complete 11.125 crafts /s, consuming 222.5 electronic_circuit 22.25 advanced_circuit and 55.625 sulfuric_acid /s.
The total output will depend on your level of processing_unit Productivity, but at base it will output 16.6875 processing_unit /s and at most 44.5 processing_unit /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

north yew
#

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

rare thistle
#

surely belt stacks are massive ups savings per item

jaunty citrus
#

A little under 4x savings I would assume? given not all of them would always be stacked 4x

rare thistle
#

if you're only using stack inserters they'd always stay full

north yew
#

em plant being 4x4 actually is perfect for direct to and from trains

jaunty citrus
#

True, and stack inserters have a small UPS bonus themselves in that they only move when full

north yew
#

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

jaunty citrus
#

hmmm, I'm not so sure you could fit more than 2 beacons

north yew
#

train track is two tiles is it not

#

so you can beacon the other side of the track

jaunty citrus
#
  • the inserter
north yew
#

damn I thought I was on to something

jaunty citrus
#

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

north yew
#

it could still be four beaconed right

#

the train tracks would be six tiles apart

#

and 4x quality_legendary speed_module_3 beacon is still +500%

jaunty citrus
#

Yeah 4 beacons true

#

With prod research you could get away with speed mods in the machines as well ChibiSmug

rare thistle
#

hows this lol

north yew
#

not a bad suggestion tbh

#

in fact kinda brilliant

jaunty citrus
#

I like it

rare thistle
#

prob not enough speed with just 2 inserters but y'know it just might work

north yew
#

quality_legendary stack_inserter is pretty gosh darn fast

#

I've never needed to optimize around UPS before but generally direct to/from trains is very efficient right?

rare thistle
#

that's the theory

#

I've also never done it but I've enjoyed reading everone else's reports

jaunty citrus
#

Would it be ~122.375 i/s fast?
(22.25+222.5)/2

north yew
rare thistle
#

thank you heartTrans I try

jaunty citrus
#

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

north yew
#

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

jaunty citrus
#

I would expect so, but I couldn't be too sure

rare thistle
#

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

north yew
#

perhaps it just makes more sense for the train to be output and belt(s) to be input

rare thistle
#

how much prod are we talking

north yew
#

all of it

#

each, any

rare thistle
#

if the number of inserters becomes a bottleneck then it matter which way round

#

but yeah lets not worry about that

rare thistle
#

oh ok no big deal then

#

for an item as slow to craft as blue chips ๐Ÿ‘Œ

jaunty citrus
#

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

north yew
#

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

rare thistle
#

after a certain amount of speed isn't it higher items/second to use prod anyway?

jaunty citrus
#

The idea is you're using the processing units prod research to hit the prod cap anyway

#

Theoretically you can make 44.5 processing_unit /s using a single max quality_legendary speed_module_3 beacon EM plant with 5x quality_legendary speed_module_3

#

with +300% prod from research

#

well, 250% from research and 50% from the machine

north yew
#

oh wait I've spotted a very small issue

#

where does the train stop and rail signal go

jaunty citrus
#

outside the beacon setup

north yew
#

yeah the stop would be outside but there's gonna be like a two tile gap between trains

#

potentially even THREE tiles

jaunty citrus
#

Two wagons go there, the loco and stop go further over

north yew
#

oh yeah that's much smarter than using a single wagon

jaunty citrus
#

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

rare thistle
#

not many

jaunty citrus
#

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

rare thistle
#

ok new terrible idea

#

doesn't tile BUT very direct to train

north yew
#

the big bottleneck there is getting the old trains out to get a new one in

rare thistle
#

ramps do a pretty good job at that don't they

jaunty citrus
#

I think the bottleneck there is definitely the inserters ๐Ÿคฃ

#

Does an inserter reach the back of the wagon if you put them in the other corners?

#

never tried it

north yew
#

quality_legendary stack_inserter pretty fast. 16 items per swing, presumably 5-6 swings per second(?)

rare thistle
#

they don't. its the worst possible length lmaofacepalmcry

jaunty citrus
#

I refer back to ~245 i/s for processing units (on the the most overkill setup)

rare thistle
#

I cry every time

north yew
#

what happened to the loco

rare thistle
#

1-1-1 train but with a loco in the middle so it can pull in all sneaky like

jaunty citrus
#

Sneakybeaky

rare thistle
#

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

north yew
#

oh my

#

that's mildly cursed

#

also TIL you can have a non-loco be the wagon that stops at a train stop

rare thistle
#

glad I could TIL you tiphat

#

you lose acceleration doing it this way. something about aerodynamics blah blah blah, but its pretty cool

#

slightly improved

north yew
#

what if all three

rare thistle
#

I have created a monster

jaunty citrus
#

Oh my ๐Ÿ˜ณ

heavy ember
#

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.

jaunty citrus
#

The best combination of quality modules and speed beacons is to not use speed beacons

heavy ember
#

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

charred gyro
#

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.

jaunty citrus
#

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

kindred crater
#

they might just make speed modules -9999% quality (down to 0%)

heavy ember
#

+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

jaunty citrus
#

Where are you getting +125% quality from? The best we can get is 5x quality_legendary quality_module_3 = 31% in the EMP

heavy ember
charred gyro
#

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.

heavy ember
#

The emp would read as 310% quality or so

jaunty citrus
#

Right, ngl that's pretty strange

charred gyro
#

I imagine it won't be like that on release.

heavy ember
#

I do hope the speed caused penalty is low enough to give consideration.

charred gyro
#

That combination (speed+quality modules) is the only one where it would have any effect so they can balance it without affecting anything else.

heavy ember
#

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

jaunty citrus
#

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...

charred gyro
#

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.

jaunty citrus
#

What other effect would you suggest?

#

Maybe a "quality effectiveness" module that increases the quality bonus an entity has trianglepupper

#

Get even longer range power poles

charred gyro
#

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.

jaunty citrus
#

A module that boosts the effectiveness of other modules would be nutty

north yew
#

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

charred gyro
#

Heh, that sounds kinda fun. A different style of productivity module

daring siren
#

Productivity with more steps

north yew
#

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

jaunty citrus
#

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

daring siren
#

True. And that's a multiplicative effect

jaunty citrus
#

It's going to be pretty wild just how much we'll be able to stretch ore patches when the quality_legendary big miners only consume ore 17% of the time

little orchid
#

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 quality_uncommon machine would be enough to completely negate it

#

But then again even quality_legendary can't match the speed of 8 beacons, even beacons with only quality_normalspeed_module_3

#

So I guess it's more of an opportunity cost thing

daring siren
#

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

little orchid
#

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?

daring siren
#

Like how a single speed beacon makes a 4 prod machine 2.25x faster

#

It's simply a -qual parameter like -speed on prod

little orchid
#

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 quality_legendaryspeed_module_3 beacon setups or something

daring siren
#

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

little orchid
#

I would assume it is, continuing your prod comparison

daring siren
#

It might be better to have a high quality speed_module rather than speed_module_3 etc

little orchid
#

So you would have a machine running at 1.05x speed instead of 5x or 7x speed

daring siren
#

Yes, we will surely not have rows of beacons

#

But negating the speed reduction is very useful still

daring siren
#

Not exactly

little orchid
#

Even better than a single beacon because there is 0 quality reduction

daring siren
#

Machine speed is multiplicative with speed effects

little orchid
#

I was just about to type that out

daring siren
#

So negating it with a beacon is worth a lot

#

Faster machines = less expensive modules.
Very important before endgame

sick dock
#

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 ๐Ÿ˜›

daring siren
#

Prod also increases speed of outputs

sick dock
#

yes

daring siren
#

Speed also saves on machines/expensive modules

sick dock
#

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

heavy ember
# sick dock Speed vs prod mod are always going to depend on what you want. Speed saves space...

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

sick dock
#

Speed directly negates quality, it is not like prod & speed

north yew
#

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.

sick dock
#

it's a question of how much quality power you're losing

north yew
#

phrasing suggests that speed + quality is simply not intended to me

heavy ember
sick dock
#

yes, but productibity is the thing most people actually care about

#

it's the coveted asset

#

it's a question of your goals

heavy ember
#

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

north yew
#

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.

heavy ember
#

Maybe the DSP mentality of minimizing machine count has infected me from the max prod mentality factorio seems to have

north yew
#

in one case you have two different effects that boost eachother, in the other case you have two different effects that directly counteract eachother

sick dock
#

look, i don't think i've ever put a t3pm in a gear assembler. i believe its overrated rdropXD 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 :^)

heavy ember
north yew
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yeah people are definitely too all or nothing w/ speed beacons + prod

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productivity_module_3 productivity_module_3 productivity_module_3 speed_module_3 is very good, limited beacon setups are very good

sick dock
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i really ought to run the maths at some point. the payback period of a gear assembler that is fully decked is like..forever

north yew
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it's one of the faster prod module payoffs

sick dock
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you're getting 40% more (or 24% if we're counting in opportunity costs) off like 10 iron/s

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jsut cause it makes so fast?

north yew
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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

daring siren
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That said, T3 modules are cheaper in SA because of EMP

north yew
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that's why green chips are one of the best early targets

sick dock
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the resource per craft will always be better off, ofc, but its the flowrate we're generally concerned with

north yew
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so for example, low_density_structure 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

heavy ember
sick dock
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i play this game so long and yet still things to learn rdropXD

heavy ember
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17 minutes 40s if you only count iron

neat shard
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One thing that's not too expensive, but likes productivity because resources flow through it rapidly, is sulfuric acid.

cerulean harbor
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e (just joining)

rare thistle
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you found the secret chat!

tall sandal
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quality_legendary chat

sacred totem
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Kwalutee

iron root
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higher quality mods probably will mean you can get more items/s out of a machine with prod+speed than speed alone

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cause of the multiplication

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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

rare thistle
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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.

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with legendary modules 4 prods is optimal i/s even with as few as 8 beacons

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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

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(oh and foundries with 10 beacons is 4 prods)

north yew
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are we talking purely in terms of items per second here?

unborn flax
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I've rolled some crude numbers. Suppose you have unlocked quality_legendary and quality_module_3 but not productivity_module_3 . Then I think you only need to burn about 607 sets of quality_module_3 ingredients on average in order to bootstrap your first 9 quality_legendary quality_module_3 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 quality_module_3 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.

daring siren
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Remember that while working on quality_any for the quality loop, any mid level modules are still used, so it's not a waste

unborn flax
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Sure - though to be clear, by 'burn' I mean lose most in a recycling loop.

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The takeaway for me is that producing max-available-quality-tier kit with an EMP looks pretty doable, even pre-endgame.

north yew
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(the one issue with that is that you don't unlock quality_legendary until endgame)

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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

daring siren
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We kinda do know from the fulgora clip

north yew
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fair point

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superconductors seem to be copper_plate, light_oil, and holmium plate

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light oil's pricey b/c it cuts in to your precious ice supply, copper plate is pricey b/c it means recycling low_density_structure or a whole bunch of copper_cable

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potentially plastic_bar too, it's hard to say since none of the inserters actually swing on the superconductor plant

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the more I think about it the more I start to wonder if maybe fulgora 's tech tree was designed around superconductor and supercapacitor manufacturing engithink

daring siren
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On a planet focused on electromagnetics? No way

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The pack most definitely will need supercaps, and possibly quality_module

north yew
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also electrolyte takes petroleum_gas so wowee ice is a precious resource

daring siren
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As precious as other resources

unborn flax
sacred totem
north yew
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you'd still have to get it from the drop platform to your cracking in sufficient quantities

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doable but not trivial

unborn flax
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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:

  1. A prod-themed machine (Foundry) fits with the character of Vulcanus, and a quality-themed machine (EMP) fits with the character of Fulgora.
  2. 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).
  3. 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.
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  1. 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)
  2. 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.
  3. 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.
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Here's a picture of how infinite productivity research affects the number of inputs required per legendary.

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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.

heavy ember
unborn flax
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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

north yew
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  1. it's blue so if anything it's speed_module_3 themed
  2. there's still a huge range of recipes that don't fit the foundry, em plant, or speculated use of the Bwuhuo building, leaving space for the assembler
  3. 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
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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

unborn flax
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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

north yew
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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

unborn flax
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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.

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point being that to any extent you can get quality intermediates to work, it is useful

final nimbus
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Legendaries becoming less prohibitively expensive in the post-endgame isn't unreasonable.

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Making it not accept prod would put the Electromagnetic Plant in a weird position where it's temporarily better than assembling_machine_3 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.

charred gyro
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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.

unborn flax
final nimbus
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It wouldn't take that long to make AM3 better, 4 x quality_uncommonproductivity_module_3 is enough.

north yew
# unborn flax I don't think it's dead - I think it's one of those places where perfect is the ...

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, iron_plate and copper_plate 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 copper_plate in to copper_cable
  • copper_cable now has a different proportion of quality to iron_plate
  • when making electronic_circuit , its constituent ingredients have different quality ratios
  • we can only use the worst ratio of its constituents, so the roll for quality on copper_cable was completely wasted
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this is one specific example, but understand that this problem repeats itself over and over and over across the whole supply chain

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if you throw a bunch of quality modules in your intermediate chain, a good 80-90% of that quality rolling goes completely wasted

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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