#Quality
1 messages · Page 3 of 1
you kinda breezed past the logistical complexity and scale problems, but I think you should take some more time to think about them
you already need a pretty bananas number of assemblers for
, for example
now you can't use prod or speed beacons in them by the time your base gets running
Things I never use, so that's not a limitation.
so you're looking at
assembler counts in the triple digits
why don't you use prod or speed beacons
the good news is the high quality blocks can be a lot smaller
I dislike beacon mechanics for being magic radio broadcasts, and I just never use productivity.
like, you'll likely only need 1 or 2 assemblers for legendary advanced circuits
oh my
okay now I get why you're hard to convince
you haven't seen the light of productivity
prod modules are very, very strong
and if you are going hard on quality, you'll also have fast assemblers just because
Also very messy.
yes that's the tradeoff, but there's a reason they have such a large penalty and are still the most used modules in the game
also quality will be 1000x more messy
you can even sushi your qualities, so your normal though legendary assemblers can be contained in one production block
fun fact: 


in the
pay for themselves before you even launch a single rocket
Not massively so. It's just five copies of a block and splitters for the inputs and outputs.
so just five times more messy :)
it's increasing the number of connections by 25x
5x as many sections for each product, 5x as many possible destinations for those products
It's only one destination for each quality, not five. The input for that quality in the next block.
there's five different places that a common item can go after being crafted b/c it can be turned in to five different qualities potentially
Only one. The common input line.
Any higher quality outputs would end up on the higher quality output belts.
Twenty five outputs is also wrong even if you count the possible qualities from each copy as going to different outputs. At most it's fifteen.
another fun fact: for a crafting recipe that's five steps away from furnaces, if you assume all of those steps have 4x
, then that means you only need about ~19% of the drills/furnaces running as it would take for that same recipe without any prod
Q5 inputs can only produce Q5 outputs, Q4 Q4 and Q5, and so on.
fair point. it's only a 15x increase in the number of connections. very doable.
And even that is an overstatement, since I'd be filtering it down to five outputs.
And doing that wouldn't require any more than four splitters.
and 5x as many belts and all the belt spaghetti that would take
main bus with six lanes dedicated purely to different qualities of 
For that I'd just use trains to connect the blocks.
you can sushi your qualities
Can, but never would.
y not
It would require delving into circuitry that I don't want to deal with.
sushi only works if it loops back around. you'd have to draw a big loop around all of the things that take that product
otherwise you'll eventually hit a jam
i believe you that it would jam but im noy visualizing in my head why it would
inserter at end of belt needs [specific thing], but the only [specific thing] is behind other products on the belt
eventually happens to all of the inserters over time
sushi needs to constantly flow in order to make sure that every inserter gets access to every thing even in cases where bad luck throws the ratio off
I mean your bus would have all qualities on it in 1 belt. when you pulled from the bus you'd priority split just that quality off
if that belt is backed up and the only items in the splitter are of that quality, the whole belt stops
if there's a scenario where the only way to make the item causing the backup get consumed is for that belt to flow to another product, it's a deadlock
but you could loop that belt back to the bus if you wanted
same thing happens it just takes a little longer
the reason you learn as a newbie to generally keep belts (or at least specific belt lanes) as their own product is because it causes backups any time it hits a case where consumption doesn't perfectly match the belt. eventually something gets starved even though it has products in front of it.
sushi manages to subvert the typical logic of one item per belt/lane because it doesn't have an end. it never stops. if an inserter can't grab the items in front of it, that doesn't matter because more items will just keep shuffling through until the inserter finds the one it wants.
if a belt does eventually end, then the only way that new products can move on to the belt is if the ones already there get consumed.
The 5 phases of
ideas
- Wake up with a new idea
- Figuring how you'd use it
- Recognizing the flaws
- Realize you're getting more complicated than it needs to be
- Realize that
is the way and go to sleep
yeah it do be like that
Today's idea that I'm workshopping is instead of sending all overflow quality items to work as lower quality ingredients replacements, go with the original idea and recycle any overflow and allow it to build upwards. However we can use any eventual buildup of legendary items as overflow for previous steps to pair up in epic lines (obviously the machine would go with lower quality ingredients), then rare etc. This way you can go for quality upgrades as you start accumulating ingredients and you have a release valve at the legendary level.
If you have too many legendaries, you're doing good
I mean I think the way to look at it is that prod is the shoe-in candidate for intermediates and quality is the shoe-in candidate for buildings and other final products
and that this is 100% okay
excess of high quality items means unnecessary quality rolls happened
True enough, but considering that I'm always sending my products to either deliver or recycle, I should always be crafting, making a resource hungry base and as long as it's hungry I would have little reason to recycle. This concept is to automatically solve the almost certain imbalances until I can get around to building a new block to balance it again
I'm going for a large input buffer before the station is satisfied, so my recycler would be idle most of the time until imbalance starts to show
I'm fine with chaos as long as I have safeguards that will handle overflow. My oil design reflects this. If I start accumulating too much petroleum clogging the outputs, I cant get any more light or heavy oil, so I set a release valve of petroleum to solid fuel that feeds to my rocket fuel. This clears the outputs long enough for light and heavy oil to come again
I can deal with imbalance if I have a release valve
(Also with researchable prod bonus for intermediates, chaos will become the norm)
Its very exciting that the optimal solution is very complex and dynamic.
I think that people wont be able to play quality optimally -- its too hard. So I think there will be a lot of rule of thumb solutions. I wonder what they will be.
My rule of thumb I want is "If drop off station is destination full and time elapsed is 10 sec, go to recycle drop off station" and "if legendary drop off is destination full and 10 sec elapsed, go to epic overflow, then rare overflow, and in those overflow situations it'll mix the legendary with lower quality ingredients which will functionally treat it as a lower quality.
That way things always migrate toward legendary and legendary has a means of "recycling" if it overflows
and that in itself is another point of discussion- what is optimum:
- material efficiency?
- getting the desired item(s) fastest?
- minimal time setting it up?
ease of playthough
unless you're working with refined/proven BPs, it seems like you can only pick 2 of those 3
What about "fun"
and that too lol
depends what you define as 'material efficiency'
Then it's no quality modules, except in either final items (+recycle) or miners (and store).
my reading on that is just maxing out the use of
. If you can beacon spaghetti you can get a bit of all 3 pretty well
for quality material efficiency... yeah the 2/3 makes more sense
Basically, the % on prod is higher than on quals
a lot of simple 'no waste' setups (quality at ores and not much else) will be pretty slow burning
Enough until we get to
I guess
probably minimal recycling, since you're losing 75% of material
yeah.
Also wondering if 'time setting up' can be changed to something better, because setup time isnt that relevant once you have a blueprint
so likely design time? Which can get pretty nutty
A neat way to use recycling is to put
on all mall items, and recycle the ones that got quality, but don't get interesting bonuses. It gives quality ingredients at a fixed cost of 4x
or if we talk the timespan of the entire game, how much tech you need before you can do some dumb things like >250% prod/recycle looping to efficiently spit out legendaries
not just setup, but "maintenance" as well (tinkering it over time). but with good bps like you said, that should hopefully shrink
Don't forget param BPs and circuit recipes which help a lot
I do hope param BPs get "stack size of"
We do, but Kovarex was all about "compile time optimization", which I like
And you can still manually put the stack size in the computation, but it'll be nicer when we have a computational param for it, like the "ingredient of"
and that 'could manually put thing in but it'd be nice to automate' is exactly where parameterized bps began
Indeed. So I don't doubt they will eventually add this feature as well
Quality recycling intermediates for science packs is interesting. Suppose you have a normal LDS and this is part of a science recipe (e.g.
in 1.1). Then from 65% infinite prod research bonus for LDS, you're better off recycling-looping normal LDS until you get >= uncommon. This assumes you can match the qualities to those of the other science pack ingredients. But the threshold is low enough to be maybe in scope for a real game.
The point is that I think partial quality-recycling of intermediates is worth thinking about for science (I'm not proposing a specific build for
)
I think that's going to require having everything in said science pack with that much prod
or the other non-prod research materials need to get their quality from elsewhere
I mean, the optimal solution is "prod mods in any recipe that can make use of them, qual mods in any recipe that can't"
I personally wouldn't call that "complex" or "dynamic" but you do you I guess
I think you're doing your math wrong. I just did the math on this assuming 100% prod from research and 50% from foundry, and recycling the normal quality science causes a loss in the total amount of science put out
well, recycling the normal quality LDS
Is recycle-looping intermediates such a bad idea?
If you don't, you end up needing to recycle every item you want quality of. And that's going to be a lot more recycling setups in total.
it's ~21% loss per recycle loop
Recycling a module or building is no more expensive than recycling each of its ingredients once
well it goes back to the question of whether or not you're only accepting best-possible-quality. if you value not-best-possible-quality at all, then full prod your intermediates absolutely. otherwise, it's more debatable
And recycling the intermediates means you're missing out on prod
it's arguably slightly more efficient because of the 2P2Q thing to recycle the ingredients that the final product is made out of
its not but that's okay
if you're only accepting best possible quality
still somewhat inadvisable, though, for reasons
for one, prod modules in everything is not the optimal solution in vanilla for all stages of the game
Productivity research would make certain intermediates more disposable.
generally though only accepting best-possible-quality is gonna be a very bad strat outside of a postgame ultrabase imho
for two, prod modules everywhere you can is not optimal if you are interested in getting higher qualities for cheap, and its certianly not optimal for the spidertron achivement
spidertrons are a bad example
there's no benefit to quality intermediates in those
because 
the only way to upgrade
is to recycle spiders
but you can get an epic fish
and so you want epic ingredients to go with that epic fish
How?
In theory you get the other epic ingredients at the same rate
In practice, RNG isn't nice.
Assuming there is no other recipe/source of fish. Another possibility is fish are treated like a fluid ingredient and don't affect quality at all.
high-quality ingredients would let you capitalize on a statistically unlikely fish roll, that's true, but on average it's not going to affect the outcome
looking at it another way, you just need to get a legendary fish. once you have that, you can recycle loop whatever else without being constrained as much
for every person that gets a legendary spider faster because they made quality ingredients, there will be a person who wasted the time making those ingredients because the fish was the bottleneck
You don't know which person you're gonna be though, and need to be prepared for any outcome.
Averages appear on paper, annoying bottlenecks appear in practice.
theoretically it's possible to liquidate your assets, bet it all on a roulette table, and come out much richer
is it a good idea?
If you wind up getting the legendary fish first, maybe then you have something to gain by recycle looping the remaining intermediates. But there's no point in recycle looping the intermediates ahead of time
You lose nothing by waiting until you know you'll need them
additionally, you're gonna want to make quality spiders anyway. quality spiders are really good. if your base can support spidertron recycling, why not just let it do its thing beyond the point where you get the cheevo
Well imagine that you go ahead and build a spidertron recycler.
They have 8 ingredients to handle, each of which is coming out of the recyclers at random and with 5 possible levels of quality.
Any of those could start backing up, getting all of them produced at the same rate of consumption is not guaranteed.
To build a recycle-loop that can't deadlock you need an overflow valve that gets rid of anything you have too much of. Not necessarily difficult, just buffer each and send back to recycling if the buffer fills.
But now you have to deal with everything that that recycles into, unless you're okay with voiding it all.
on average what's coming out of the recycler is 25% of the ingredients of a spidertron. there will be some peaks and valleys for sure, but it'll average out to equal amounts for each ingredient
On paper.
yeah, some buffer space will pave over the issue
you're going to need to feed ingredients in to the setup constantly anyway, so you just make sure that recycler output gets prioritized over the new ingredients
Quality stuff is an issue tho
it's definitely the case that spiders take a cartoonish number of ingredients, both in count and quantity, so avoiding backup is gonna take more buffer space than a simpler recipe
Anything that can go wrong, will go wrong.
at the end of the day though it's just gonna take buffer space, prioritizing recycler output to new ingredients, and letting the law of large numbers do its thing
is the one likely to get you, with how many of them you need and the small stacks.
in janky quality with recycling looping expensive items and each grade had one assembler, I simply had inserter -> box -> inserter assembler so things kept flowing, even if it wasn't balanced enough to fit all inside of the assembler
you'd probably want to do spider recycling with bots tbh. then just have the inserter taking new ingredient input only swing when amount in logistic network = 0
and to be clear, the first inserter took all intermediates of that given quality
Point is
The Law of Large Numbers is descriptive, not prescriptive.
And anything that can go wrong, will go wrong.
I don't think it'll be an awful problem in the end though
right but even one
is enough buffer space to make the probability of a bad enough result to clog the system approach zero
so if you had like ten of them
there's not a lot of room for it to go wrong
Might want a few for
but sure, it's easily solvable.
I'm still gonna want an overflow valve because trusting RNG to be nice to me is a lesson I have learned.
I think you could actually do it really simply by just having recyclers output to
, new inputs go in to
, then have a little 5x5 chunk of 
5x8
yeah each
has enough space to store the ingredients for 2x spiders
with room to spare
so theoretically you'd probably be fine with like five 
but they're cheap so why not do like 20
I said 5x8 because that's how many different ingredients there will be and bots like to give each item its own little box.
they try to but it's not enforced unless you filter
they can be trusted to fill up stacks before spreading them out
time to get some
sleep before FFF day
Sleep quality:
Tossing
Turning
Crashed
Snoozing
REM
Now here me out. There is supposed to be another way to get quality things and what "if" that is technology that adds quality same way as we get productivity tech?
Devs said clearly that the only way to get quality items is by putting quality modules in buildings, and those buildings producing something
it's already a simple system with crazy consequences
making it more might make it go too far down the rabbithole and be too complicated
f, I was pretty sure that there was one sentence where it was said that modules wasn't only one way to do it. Now that means my memory is failing me a lot recently
Mods could have buildings with built-in quality increases, which can allow for certain recipes to always result in better quality. This could help in things like Galdoc's Manufacturing, where there are alternate recipes for different characteristics of intermediates. But it's not something we'll have in vanilla.
Here's my working:
q = 0.062 * 4
# [normal, uncommon, rare, epic, legendary] after recycling 1 normal LDS
v = [0.25*(1-q), 0.25*0.9*q, 0.25*0.09*q, 0.25*0.009*q, 0.25*0.001*q]
# [normal, uncommon, rare, epic, legendary] after Foundry with 4xprod3t5 and +65% prod infinite research
v = [(1 + 0.25*4 + 0.5 + 0.65) * a for a in v]
# dot-product resulting vector with science bonuses
print(sum([a * b for a, b in zip(v, [1, 2, 3, 4, 6])]))```
giving 1.0046736, which is > 1, i.e. more than we started with. Of course in practice we'd do this iteratively by looping any resulting normals, but I've just done 1 iteration to keep the maths simple. The point is that while our total items have dropped by 21% - or 52% if you keep looping the resulting normal LDSs - they now give us more effective research.
Could you please show me how you reached your conclusions?
On the point of best-possible-quality: I argue that for science this isn't a good idea. In my head the science pack quality tier I'm aiming for is uncommon, not anything higher. This is because you have the same chance of a quality bump starting from normal as you do from (say) epic. But while normal->uncommon gives a relative research gain of 100%, epic->legendary only gives a relative gain of 50% (from the ratio 400:600). So if you're making quality science from scratch (as opposed to using imported spare parts of quality from elsewhere in the factory), I don't see any point theorycrafting to obtain science packs higher than uncommon until you have this problem completely solved and profitable - which it definitely isn't yet.
Multiplying by 0.9 in quality formula (while q is ~0.2) looks incorrect. Does v adds up to 1 after you calculated quality probabilities?
In the example with 0.9 quality probability was 0.1
They do add up to 1 (or rather, 0.25). The numbers in the original FFF were a bit unclear and were later clarified by devs. The way I work it out does match the 'for %248 quality strength' numbers in https://wiki.factorio.com/Quality
[0.752, 0.2232, 0.02232, 0.0022319999999999996, 0.000248]```
Hm, looks like it's really gonna work like that - quite cool
Thanks for checking; scrutiny is always a good thing.
Also: I've run the numbers for putting quality modules in final-stage crafting machines for science packs. I believe that in this case, quality modules only become useful in the extreme / theoretical late game (assuming there is no controversial revelation that science packs can no longer be prodded). So this basically agrees with @north yew 's assertion and I can further give specific numbers. Note that assuming all inputs are normal is the best case.
- For a 4-module machine with normal inputs, one
is useful at 190% bonus productivity (when the total prod is close to maxed out at 300%). The best this ever gets is 27.6% extra research, when you have so much bonus prod that there's no advantage to use prod modules. - For a 5-module machine with normal inputs, one
is useful at 165% bonus productivity (50% of which could be the EMP, assuming they take prod modules). The best this ever gets is 34.5% extra research.
Prod bonus research is going to make calculations fun, that's why I'll just be going for builds that aren't too sensitive about exact ratios and just rely on some simple rule of thumb logic to sort things and just run around chasing my limiting reagents
extra productivity can also mean "this machine consumes less input for the same benefit"
so with the same setup, increasing productivity by 10% will just mean it consumes 10% less
kinda like mining productivity now
it's not like we're redesigning mining setups with each research
That's always a good plan.
I suspect that if bonus research thresholds are too high they may never result in a quality build being useful, i.e. by the time someone has accumulated a large amount of endgame prod research by running a factory for x years, UPS could be more of an issue than resource efficiency.
with 300% prod ceiling, it's not technically an infinite tech, but I knonw a lot of megabasers will assume max research in that when designing builds
I assumed
was also going in the foundry. your math is correct. some notable complications to the strategy, though:
- it's only really accessible to very late game builds with the best possible modules. even just going down to
makes this strategy completely unfeasible - it's only worthwhile if every single ingredient for the science pack has an infinite prod research. for example, in
we haven't been given any reason to believe roboframes have an infinite research. you'd need to send the roboframes through the same loop to match the quality ratio of the
and
, but roboframes would be losing so much material that I'm pretty sure it'd outweigh the gains you get from recycling the other two.
i wonder if they have this DLC in a recycler loop....
reading your messages it seems like you're under the impression that every recipe is getting its own individual prod research, which is definitely not the case
I'm certainly not, and I'm not proposing a specific strategy (in fact I said explicitly "I'm not proposing a specific build for yellow science").
I do think that for non-proddable science recipes (
,
,
) using
for the ingredients eventually becomes a good idea in the lategame
(early and mid game it's probably more hassle than it's worth)
They've definitely been investing a lot of resources to make sure it's high quality
it is definitely correct that in the case where a science pack's ingredients all have infinite prod research and you have high levels of that research and you're willing to invest a large quantity of legendary T3 modules in to squeezing out a few percent of efficiency, recycle looping the normal ingredients and only using uncommon or better for the science pack is best
indeed. it might take a while to become
, but it will be worth it in the wait.
I mean, with +300% prod from infinite research, you can just recycle loop infinitely to make everything max quality for no cost at all, right?
Other than the inherent UPS cost of spamming recyclers I guess
My calculations do show that writing off quality intermediates (as you have done more than once) may not be universally correct, so I'd encourage people working on this kind of thing to show numbers and working as much as they can. It's possible that there's a good strategy yet to be found.
Share those calculations?
This actually a great point. If an entity needs a very exotic item you can't easily scale with quality, if at all, then intermediate quality is pointless (at least for that craft in particular)
Kinda... not everything is getting that prod increase, but it's enough so you can get most ingredients in high quality
Well, yeah, for those things that get infinite prod research
Steel, LDS, processing units, (not) RCU
understand that quality intermediates has been my white whale for like four or five months now, and I've had the argument with approaching a dozen people at this point. none have yet provided a convincing argument for quality intermediates, so that's why I tend to get a little dismissive of it these days.
So that gives us steel, copper, plastic, red circuits, green circuits, and in double recycling, also iron plates
i mean e.g. #1215078107334057984 message - if you play with an open hand than everyone can check your working and either agree or disagree with numerical evidence. whereas statements like "i've checked this out and it doesn't work, trust me" just aren't useful in a roomful of smart people with slightly different ideas of what they want to achieve
we're all assuming this is something relatively achievable...
The main thing is the
gives much more % than
, so in total it's a better use of materials.
In vanilla, bullet dmg lvl 30 would take ~1,000 days with 10k SPM
But i get we're in theory-crafting mode
There's no reason to go lv30 on
because foundry gives 50% already, 25 is already enough for max
With 150% prod from base + modules, you only need prod 15 to max out
(fixed)
ah, yes you can use prod mod in the machine, duh.
It's still going to be a very late-game feature, which is good.
With 175% prod from base + modules, you only need prod 13 to max out 
Inf quality looping is abit...counterintuitive? idk the right word
Regardless, even at prod 5, you gain a ton of value from it
For sure
this is a fair point, but the main reason I stay away from numbers at this point is that it tends to be a distraction. what most people are missing when it comes to quality intermediates is the way products move through a supply chain. it's easy to look at it in terms of a single step and just assume it works out, but it's the relationships between steps that undermines the premise. the big reason a lot of people tend to overlook or ignore the problem is because it's really hard to get the numbers for. I mathcrafted it out one single time for a simple supply chain with all assumptions made to keep the example as simple as possible, and even that took a massive spreadsheet
I think similar to oil, people will just ignore maths and do what they want with quality, and go by feel of how much they're noticing their resources draining
In ColWill's base they had a ton of issues of unbalanced qualities
Oil is very very easy though, and pretty much solved in vanilla
Mmmm, with productivity cracking it's not that easy, at least for me
I still do it, but my point is many don't
Quality is more complicated in comparison, surely
Oil has a single path - down to
and into sciences
Quality is multi-result outputs at every stage
make
, down to
, make
&
, down to 
Yea basically
i'm not attesting to me personally. as i said, i'm fine doing the maths. i'm attesting to the newer player 😛
Soul-Burn's point is that no "backflow" occurs
and yeah, i think quality maths is going to be way more complicated
No step of this process outputs a previous stage as a byproduct
yeah, that's true
although, if they made a
->
recipe, it'd have to be real good in order to use
but idk what that would add to the game
other then the potential for oil inf, but then oil is inf anyway...
To be fair, an infinite oil loop would be rate-unlimited infinite oil, which you can't really get just from pumpjacks
No backflow, and no real choices of what to crack, compared to
recycling which is going to be messy
If there's an oil-positive loop, you can always get more oil by building more cracking and uncracking, rather than having to track down more oil patches
Yeah, it's a lil different
I'm so excited for
...it's going to feel so different
In K2 there's a recipe to extract
from
. With enough prod, you get a positive loop which is kinda funny
Heeba did convince me that I'm not going to do quality where we can use prod... but I'm still going to quality in my mall, and science ingredients that can't be prodded
No reason not to use on final products, unless you'd prefer
or 
mall assemblers are idle 90% of the time anyway
or just not to make as much mess with varying 
so very little benefit from speed or eff
Well, except for logistics, but I think it's worth it
Not if we're gonna recipe circuit them 😉
Also, in case anyone else is wondering about
recycling... it's still not quiiiite positive even with Q5T3 prod mods, if my math serves.
It's not, and it still costs 
1 used fuel cell turns into 0.6 * 1.5 = 0.9 U235, and disregarding the U238 requirement, 0.9 U235 turns into 0.947 fuel cells, which turns into 0.947 used fuel cells
You spend 5.3% of the uranium with each cycle
can you
a
? i've never tried
Yes you can!
Centrifuges only have two module slots though.
That is what I mean about having different perspectives; it sounds a bit like theory vs practice. I like the numbers because they're an upper bound on how good things could ever get and they occasionally throw out surprises (for instance, how outrageously cheap it is to quality-cycle to legendary with the EMP, if it accepts prod modules). Considerations like "how do you actually turn this into a sensible factory?" are very important but don't affect the theory.
I believe Heeba is saying they've done the maths and it's just overloading what could be explained in a few sentences 
re: the numbers on that massive spreadsheet -
, all normal ore goes to science, uncommon or better goes to quality section- rare is highest quality unlocked
and
are being used- all modules in assemblers/furnaces are t1 normal quality
- target product is t1 modules
- prod used on rare ingredients b/c there's no possibility for quality upgrade
- quality is used in final step in either case
- result is measured in T1 modules per 10,000 total
consumed (
consumption not factored in to calculations)
using all quality modules in the intermediate chain resulted in an output of 163 uncommon modules and 33 rare modules
using all prod modules in the intermediate chain resulted in an output of 214 uncommon modules and 28 rare modules
this is a setup that is designed to tip the scales to the benefit of quality intermediates, and even then it doesn't look great. yes, you get a few more rare modules, but that's at a cost of almost a quarter of the uncommon modules. if you aren't starting from uncommon, the numbers are gonna look even worse. if you're in a longer chain with more opportunities for the ratio problem to bottleneck production, the numbers are gonna look even worse.
from a gameplay strategy standpoint, I think this example makes it pretty clear. would you rather have 51 uncommon modules or 5 rares?
I know you mean this rhetorically but I think you'd need to quantify that to be able to compare one hypothetical setup to another - otherwise who knows if (50 uncommon + 5 rare) is better than (40 uncommon + 7 rare)?
The first couple of rares are very important, so the 51/5 numbers are not a good one. 163+33 and 214+28 shows it better - enough rares to get things started, and many more uncommons, so that's good.
It's also interesting that this is a mid-game problem you're trying to solve - way before things like prod3/qual3 modules and (probably) infinite research come into play.
tbh I'm at a point where I kinda don't like this example just because of how much work it does to tip things in favor of quality intermediates. it gives the wrong impression. a longer chain starting from normal quality with all five qualities in the mix would demonstrate the ratio problem much more clearly, but it would also be insanely hard to work out. even just keeping things down to two possible qualities required eight different calculations per ingredient
What I'm getting from the write up is that quality at the first and last step in early game seems to be the best idea?
the big part of what tips the scales is that we're starting one below best-possible-quality, and 10% of our input is already there. you're only seeing the opportunity cost of not using prod to a far smaller degree than you would in a less narrow setup.
last step is a freebie, you always do it there for sure. quality modules in drills is a bit debatable. if you have biters off, go for it, but if you don't, it means the power consumption and pollution of your drills is ~6x as high vs using
. notable, though, is that if you're using a strategy of sending normal ore to science, sending uncommon or better to a specific quality section, and using prod modules on all intermediates in the quality section, the ratio problem does not arise. basically, quality modules in drills potentially a viable approach. costly, but might be worth it.
Also because even though you can put prod mods in drills... there's really not much reason to.
The only thing prod does for a drill is make it deplete the patch slightly slower.
which is a non-issue if you're later game and have access to sufficient ore patches
Imagine super late game, recycling ores for quality at the patch
But why though
That would make for blissfully simple legendary factories
recycle looping ore for legendary is the most expensive way to ensure legendary only outputs, but it's also logistically the simplest way to do it
I'm veering from quality for a moment, I know planets are for practical purposes infinite, but for longer term games I'm kinda worried about "burning out" a planet in the sense you have to go pretty far away to find ore. when SA releases, a lot of thought will be put into minimizing this by choosing which planets (vulcanus, fulgora, etc) to 'sacrifice' in that sense lol
by the time you've got 10-15 levels of mining prod and legendary big drills reducing consumption to 1/6th, it might reach a point where you kinda don't care about resource efficiency and just want to build things faster and deal with fewer problems
where I don't mind using lower efficiency methods to get what I want
It might be better for UPS to recycle at the patch
I wonder, with all the prod/buffs/new stuff, could mining prod actually create more ore than it needs for the level?
I can see people making DI builds at the patch, given the huge range of big mining drills
Combined with lab prod? Possibly
It's possible infinite mining prod research will be pushed back and made more expensive
Fulgora could be different though. Actually Fulgora feels like a pretty trolly planet if you want to use manufacture quality things. Because you have two ratio problems fighting each other: balancing scrap outputs, and balancing quality.
Because in dsp there's a flat number for
which is infinite if you only research vein utilization
considering just
: even just the innate bonuses of the foundry and big drills reduce your ore consumption to a tiny fraction of what it would be without them. for example, I estimate that just the innate bonuses get you
for 1/5th of the cost in
. throw in a few levels of mining prod in there, and a 20m iron vein (not something you don't have to go far to find) gets you the same amount as a 120m vein with no foundry/big drill/mining prod
there are some who have proposed putting quality modules in the scrap recyclers. I consider them mad
Maybe if you're doing the "sushi megabase" approach? XD
yeah thats a good point. adding to that, before I start mass upgrading stuff via quality, upgrading productivity modules throughout the base will be massively helpful in reducing consumption, and will likely be the first thing I mass quality manufacture after the legendary quality modules themselves
quality makes for a considerable increase in resource consumption once you start recycle looping, but the rest of SA allows for a considerable increase in resource efficiency.
One technique that may be useful is having multiple production lines with different module setups, so you don't have to void items. I do this in my SE game to balance core mining outputs and have never had to turn anything into landfill. I'm planning to try the same thing in Fulgora to balance scrap outputs but I'm not sure how well it would extend to quality balancing, if at all (the linear algebra wouldn't be pleasant).
yeah, nailing down resource efficiency on
without quality in the mix is tough enough. throwing quality in would be an exponential explosion in complexity
SE endgame stuff spoilered:
Would it be that different from ||folding logic||? Seems like a similar use case
sorry i haven't got that far... i don't want to de-spoiltag 😕
nah that doesnt sound like the SE thingy
you can use linear algebra for the SE ||arcospheres but they have a conservation law, this doesnt and thats a pretty big fundamental change I think||
but if you ask me, running a line with fewer productivity modules to use more material is equivalent to just voiding
the difference is with SE core mining, you dont have the option to automate voiding until lategame
in SA you do
i agree entirely - for some reason I find it more elegant than landfill, even if the landfill solution is easier to implement
I wouldn't say delivery cannon pointed at a warehouse that destroys it whenever it gets full is exactly late game
Like belts, lamps, walls?
Eh tough walls could be nice
replaceable walls are better than tough walls
But tough belts and lamps are 99% useless
also repairable
True
So walls for stone, belts for iron and gears, and lamps for circuits?
I've proposed using
in everything that doesn't allow 
The other modules are for beacons.
I like that
I propose using
in everything and
for lines handling
ingredientts
and you just route the unlucky
to making belts and lamps
Won’t get much prod that way
buut you will get qual
That is true
There’s also the strategy of “ooh quality modules! Let me grab a few of those and… *toss* into the assembler mall you go!” And no other modules
Not a GOOD strategy but it gets you faster machines sometimes
(spoiler alert: that's the best strategy actually)
not a bad strategy either, I know that putting prod everywhere and qual at the end step (with recycle loop) will also work eventually
it has the best ratio of effort to return
I plan to go qual the whole way, but more for the fun challenge.... productivity 99% of the way and quality loop for the last 1% is probably best though
Agreed
easier to "balance" too
I’m probably gonna go full qual but that’s just cause I like the organized chaos of multiple things being thrown onto the same belt and then getting sorted later
I have sevral fun ideas, but Wube won't give me a beta key for some stupid reason
You should see me when I’m sorting the ores from SE core processing. It’s one enormously fast belt running along with like 5 ores being loadered onto it, loadered into a warehouse, and sorted out. Plus a combinator to ring an alarm when it’s gonna break in less than an hour
I've already come up with a solution to imbalance of qualitiy materials for my theoretical base. In essence it goes like this
Every production city block (i'm so original guys) has 2 outputs, 1 for "expected results" which is the same quality as the ingredients where 75% of products go. Then I have an Upgrade pickup station and because of how the train interrupts work, they function as generic pickups. When a train reads its contents it will deliver to a drop station, train limits controlled via circuits and so
will go to a
drop station. With these small drop offs from our upgrade trains, it'll eventually buildl up enough product to fill a full train in the rare production block and will filter upward in production.
If there is "Destination Full AND Duration 10-30 seconds (haven't decided yet) then go to a Recycle station. The recycle stations are simple and repeatable so it can handle many different kinds of things being recycled out of the base. Since my request stations are going to have a buffer of 6 train loads (6 chests = 7.2 trains) if I get that much buffer then I really don't need this junk, do I? This will recycle back a step and maybe upgrade the items. It's fine for items to void and maybe upgrade over time which would then be picked up by another generic train to deliver.
If the stop is for
items and faces the Destination Full and 10 seconds, I have a plan for a secondary train stop to be at each block that acts as an overflow valve. You can set your assembler to use higher grade material in combination with lower grade and it'll just craft it as if the material was lower grade. This handles the eventual 300 hour problem of too much
building up
I can set priorities on those overflow stations so it'll try to go to epic then rare, then uncommon and lastly normal. If for some ungodly reason I wind up with full overflow stations even after all of that.... then I've played too much SA
I might even at that rare moment just send it to a depot because if I'm that full on something.... obviously my base needs more of another ingredient and when I increase production of that, it'll correct itself. Because I'm either always delivering goods or recycling goods, my output buffer should never completely fill and it'll be my input buffers that will be the test of production
All those new train functions will make Quality not as much of a pain to organize.
Circuit stuff too.
I like to think that SA features qualify each other. Why do we have redesigned rail segments? Because they wanted to go elevated
Why do we have a wiring rework? Because they're going to change combinators
Why is uranium now so essential when it wasn't previously? Because each planet has their special resource and uranium just made sense for nauvis
Why have elevated rails? Because they're really cool Unique planet terrains that require bridges.
it's like we have a 100 piece jigsaw puzzle and each week Wube gives us a new piece to play with
it's so satisfying when a new piece clicks with another
That's why I got overexcited this morning when I saw more train stuff.... eh, it's okay but it's not super game-changing
It was more of a pollish than something new
testament to how high Wube sets the bar for themselves
I know many games where that kind of specific QoL update would be a godsend to be celebrated for years
but for us it's just like "yeah neat 👍 "
FFXIV announced a couple years back that you can change menu windows to the classic JRPG format to look like SNES final fantasy and the fanbase loved it dearly. Factorio casually drops "we're making editing your train stations easier and simpler to avoid massive problems and headaches for not doing it correctly and we're like "ok"
to steer back to the topic of the thread, I hope for FFFs that will give another logistical piece of the puzzle for making quality stuff, train interrupts definitely helps, as does changes to circuitry
Yes. I do hope lamps get a bigger light radius though
Is JG the only dev who watches this thread?
who talks at least
Honestly, I think it's just a matter of us already being maximally hyped for 2.0 and SA.
There's an upper limit to how much hype the human brain can process and I think this community has just about reached it.
yeah this place is the epicenter for SA hype 😎
@obsidian crescent "nutshell" - writes 4 page dissertation 😉
Kudos from me for not once bringing up the concept of quality modules in intermediate production though
quality modules in miners
Huh
Quality modding miners will reduce their speed which sucks
But then you can make quality drills which more than compensates
it compensates for a different thing though
Oh right drills don’t run faster with quality

Speed penalties on miners is rough but I still feel like the ability to make everything
is worthwhile still
Interestingly, removal of
means we're not sinking
, so putting quality in them isn't "free"
For
, we're cycling through a lot of
which can be qualitied
Huh
Following that line of thought the quality mall fed with quality ore doesn’t need to make everything, cause some of those factory machines are used in science
My
and
makers are the same that make
. Same goes for
with
, walls, and 
Yeah, I forgot about stuff like that when planning my quality setups but that’s a good shout
Mom can we have 
We have
at home
at home:

I think
is gonna be the big one you want to quality IMHO. It has the lowest idle drain and power consumption of all inserters, which are both gonna be relevant on space platforms. There's definitely gonna be some cases where
isn't enough but
or
is way too much
I’m not a fan of micromanaging my inserter types, and they don’t use much power compared to machines usually
But who knows with
in everything on a platform maybe they will
And quality
might be more useful
Most of the time when I check the power overview I'm surprised by how high up inserters are in the list. They use a not-insubstantial amount of power.
Platforms are a place where squeezing out a little bit more efficiency pays off
I suppose after prod/speed stacking to hell and back for 200 hrs I’m just not used to the ratios 
Yeah it's easy to forget our little yellow friend when all your machines are running at 400% speed
I just noticed something, heat pipes won't have quality, right?
while reactors and boilers will
that is bound to be annoying interesting
they will
everything has quality
but uh, well, not everything has a useful quality
I may just need to think about this more but I'm pretty sure with the way heat works, as long as all of the turbines, heat exchangers, and reactors get an equivalent quality upgrade, no changes need to be made to the design
assuming heat pipes don't get any sort of upgrade
fluid throughput becomes the issue, actually
I wonder why pipes don't benefit from quality...
Like, belts I get. Belts are optimized and aggregated, having mixed quality belts would be bad for performance, and also would mean belts that go so fast that it breaks stuff.
But pipes already have to be calculated on an individual basis, so what's the harm in letting quality increase pipe capacity?
it's also just that they suffer from the same problem of it only being worth it to use a quality upgrade when you do the entire line in that same quality
if your chain of legendary belts/pipes has a single normal pipe in it, it only goes as fast as the normal pipe
no, you will run into heat throughput issues
obviously water/steam as well, but you cant discout heat
yeah you right
Not necessarily, I don't think. It will bump up average pipe throughput iirc
the quality mall also doesn't have to make a lot of stuff that you'd make in the common mall, like belts, pipes, chests, trains et cetera
my thought is the common mall wont even exist once you get quality ore setup
though you can still make things that dont benefit much from quality as commons ie those belts/pipes/chests
it depends, you might want to deliver quality ingredients to the mall, so just maintaining the old mall could be a viable solution
You would want to circuit stuff up when you work you quality mall. Before that, it's not worth the effort
Also, you are likely to have several malls, one per planet
I anticipate some sourness on my part when the influx of
"EASY CIRCUIT LEGENDARY MALL HUB BLUEPRINT" where people just copy-paste it
well I guess it's not that much different from what it is now
It's going to be harder than ever to avoid the temptation to just grab a blueprint for malls
Maybe I ought to prioritize making one of those fancy new automated malls so I can avoid that temptation.
I feel like they very intentionally added recipe productivity research. This allows to offset the need for productivity modules in machines and choose quality instead. Plus machines are faster so you offset the need for speed. That's going to be incredibly fun to play with because it really matters what module you put where and it's not an easy choice!
and it throws off perfect ratios
There really just isn't a chance that the increased logistical complexity and inability to use speed/productivity modules makes using quality production throughout a factory worth it.
Prod+speed is just too powerful
You can get really cheap, but specific quality production using medium levels of productivity research and high quality
, it just won't scale anywhere near as much as
+ 
Good.
People keep asking for rate calculator in vanilla, and I disagree wholeheartedly because it only works with perfect ratios
exactly
people forget that free productivity can just read "this machine consumes 10% fewer resources"
so even if you keep the same ratios, the end result is that you need way fewer early inputs
so your iron patches will be able to service more stuff
if I manage to do another playthrough until SA my goal will be to make minimalist purple and yellow science builds just for a few researches. I don't make any blue circuits until my first full-scale yellow science build.
just make one assembler for each and let it run dammit
speed-moduled too
Nothing is good as actually running the simulation. If there was a vanilla way to easily copy a build to a sandbox, with an easy way to set infinity belts, run it in for a bit, and give out statistics of that. Then that is something I would approve.
The blueprint GUI needs work anyway, so this is a good place to work on.
Tips & Tricks already have live simulations, so it's not out of the picture
A surface where you can design blueprints, with creative tools that don't get pasted in the world, and live simulation and statistics.
Works well with the idea of production per surface.
Also, this whole conversation isn't relevant quality, so I'll move it to another place.
This discussion moved to #1177597309572366396
no, 1/(1 + .1) != 1 - .1
prod also increases the machien output rate
speed does that too i think
yeah ill need to research it more.
okay, 10% productivity can just read "this machine consumes 9.(09)% fewer resources"
what if you deconstruct the machine before it fills up the purple bar
sucks to be you then
But it shouldn't, because of how effects stack
my whole point was that you don't need to worry too much about ratios when you get a new prod research, since you can treat it as "prod saves resources upstream"
Worry no, but every once in a while you can optimize your builds for size
yeah
this started from the convo about people being too fixated on blueprints with specific ratios
optimize, shmotimize, build it big and if its too big make it smaller
"too big" the astronaut says
L + ratio + biters broke your walls + no oil
But 
But space platform
total rebuild every time you unlock a new tier of prod
no exceptions
not even the rails will survive
legendary rails or bust
Do yourself a favor, and don't play FactoryIdle

i used to play that game lol.
i did not get too far but it was like one of the first factory games i played
It's horrible. I got relatively far and then realized I'm not enjoying my time with it. Thing is, it gets so slow, that you always have to restructure everything when you get upgrades, and it's always different builds.
i unlocked a second area but that's how far i got
i dedicated that are to resertch
One fun thing about idle/tycoon game is the exponential currency model where you're spending 6 trillion coins to upgrade a lemonade stand.
In this case, it just got very slow and not viable without mtx
Generally speaking resource usage is going to go up over time, so while a productivity research might temporarily result in idle machines, that's not gonna last for very long
If they're adding productivity techs for a bunch of things
Why not do it like mining prod
Where the first few levels are done with earlier science packs, but are limited
Something like a +10%
from green science or +10%
from blue
Just a thought I had
I'd assume so, to tease the mechanic and its benefits
Part of the justification for it is to fill gaps in the tech tree where it'll be a bit before you can bring new science on line
id argue it works with more
i just use it to see if theres a major imbalance when slapping down rows of machines for a sequential set of recipes
Please use the #1177597309572366396 thread for this, as this place is about quality
It only gives correct/useful values if your goal is a perfect ratio, something that gets thrown out of the window for more advanced recipes, and then even more when adding modules.
Say I have a chain of 3 machines with modules, in a way they there isn't a nice perfect ratio between them e.g. 9:8:7 or 110:111:100. If I do 1:1:1, rate calculator will show that I'm missing buildings in the middle, and that my total output is higher than it really is. This is not useful data. I know that is the case and I want to see the total expect value across the 3 machines.
More complex tools like Factory Planner have a matrix solver in them, which gives better results, but also has its own issues.
maybe im just thinking about it differently then i dunno. I've been doing rough corrections on the final output based on intermediate material chokes, and using it to find said intermediate chokes too
I honestly don't usually care how much something can/actually makes. I do care to know if it makes what I need.
what you need is usually some kind of number, and rate calculator spits out a number
You can't take said number at face value when things get crazy with modules/recipes but it can be adjusted up/down based on the shenanigans in the crafting chain. I was using it to pretty great effect in this way in a SE run
Like I was running into fluid shortages, could rate calculator the consuming machines, and the producing machines in another part of the factory to figure out roughly how much more I needed
So... i guess more or less I was using it to shortcut the very basic math and was doing the more in-depth compensations myself
now
will most people use it like this?
Probably not, and that is a whole other can of worms (and is relevant to whether or not itll make it into the main game)
but to say its only useful with perfect ratios isnt necessarily correct I think, based on my experience
I would use it if it showed me the actual calculated rate, and how many extra buildings I have.
Instead it first assumes everything is running at a maximum rate, and then shows deviations from this - not useful.
And even this actual rate is very hard to calculate, as you have belts and inserters
Anything that involves loops now requires a matrix solver and that's a whole can of worms
showing actual rate/extra buildings would be more usable I think, but you pointed out the technical hurdles to doing so (matrix solver)
and we have those in other mods but theyre not that clean click and drag ui
Far as the belt/inserter thing goes too I was also using rate calculator on single machines just to check input/output numbers too, again shortcutting the low-level math when machines get crazy with modules
A "real rate" on the hover panel for a single building would be great.
'real rate' as in like, those basic input/output numbers based on machine speed/prod? Or something more empirical based on a machines actual crafts over time
Both would be nice, but the first is more likely
https://mods.factorio.com/mod/assemblyanalyst
does the latter
This is only true if the machine’s output capacity is backed up. A machine will eat resources as its speed allows regardless of its prod level
fewer resources per unit output is really the exact phrasing meant I think, but yeah
if you throw prod onto a machine but don't decrease its speed, it takes in the same amount of input, it just makes more output
Yes. Esp in belt bases, things will eventually backup to meet your bottlenecks speed, but this can take awhile depending on how much buffers you have
Although with recycling loops you’ll have to be more careful 🤣
You can easily eat up a whole mine making legendary substations if you forget to set limits
There is always one resource that will be the limiting reagent, if all ingredients are backed up, you need more production machines and/or output belts
Do we have confirmation of the % power of
,
,
?
See this is where I get confused because 10% seems to be a 10x factor
It is
has 1% chance to up a tier, yes?
The
mechanics reveal showed the EMP had a 20% chance to up with 5 *

20% / 5 / 1.6 = 2.5%
When 25% is multiplied by 2.5x, it becomes 62.5, rounded down to 62. That's why we get 248% or 24.8% for 4 legendaries.
Always round down to interger, even if .5 or greater?
Never mind, I’m blind. They’re 
So each
is 2.5% chance but at
status that goes up to 6.25, whichll probably be rounded to 6.2% and I bet the game knows that that two of them is 12.5% instead of 12.4, seems like an easy check in the game
So many RNG rolls per tick.... This is going to be crazy
No. It literally is 12.4 instead of 12.5, which is why we get 24.8% instead of 25% for 4

It's a small difference.... But an aggravating one
Whatever it's all RNG anyway, it'll go between 23% to 27% over the course of a few seconds, you'd have to measure for a few hours to confirm the 24.8%
honestly the way it works is so fucked I can barely believe they allowed it
One value is rounded by 0.05: "My disappointment is immeasurable, and my day is ruined."
It is pretty jank, but is probably not worth the effort of changing all the other values in the module logic to fix it.
not just the rounding, but taking the displayed % value and diving it by 10 to get the real % value
It does confuse me that given they already are dividing by 10 they didn't just make it 10x more just to fix the rounding for

its all very strange
it would make so much more sense if +25% quality meant a 25% chance to get a higher quality item
instead of 2.5% for some reason
it feels like something that will get fixed post release
the rounding bit is the chrry on top for weirdness
The problem is how they represent that value in memory. The obvious solution is to just multiply it by 10 (or 100 by that matter). So instead of 25 internally it would be 250. But it also will change literally every module value. And they don't want to do it, cause it will break oh so many mods
Tho they probably should
Internally the game already uses fixed point numbers a lot (typically multiples of 1/256) for things like map positions.
So changing module bonus resolution to multiples of 1/256 would work, e.g. 6.25 == 1600/256. However this still wouldn't be entirely clean in that you'd be mixing percents (i.e. decimal) with hexadecimal.

Didn’t this whole thing happen because modules are already fixed point uint8?
Do you mean https://lua-api.factorio.com/latest/types/EffectValue.html ? I don't want to make assertions beyond my understanding, but I believe that bonus percentages are internally stored as integers - so the fact you can specify 20% as 0.2 is just syntactic sugar at the prototype definition level.
fixed point numbers are just integers with sugar on top :V
but yes, i do mean the effectvalue
Thankfully quality is a very uncontroversial mechanic besides this minor point 😎
And yeah, I think both points are super weird. Like why is it listed as 10x it's "up chance" value, and why is it 24.8%
We need exact numbers for our randommess
cant wait for better quality bot stuff
its going to be crucial for high spm megabases around the landing pad
it'll be a fun minigame maxing out the small area around it to unload
we can set logistics for qualities right
Yes, when selecting an item there is a little drop down menu on that window for quality
You can set a specific quality or you can select any quality 
can you select 2 at once in the same logistic slot or do you need to use 2 slots
aren't there are 5 slots now?
From 375:
Here, for example, the logistic request allows setting either one specific quality, or a quality condition.
In this case, we are trashing all of the assemblers with lower than rare quality.
Requesting items must use the '=' condition, as using the other quality comparisons would be ambiguous and inefficient, hence the lower number is greyed out.
https://cdn.factorio.com/assets/blog-sync/fff-375-logistic-request-with-quality.png
If you have the filter slots. You can also set filter splitters to select greater than or equal to quality levels
didn’t know the >= stuff
Picture is worth a thousand explanations
quality over quantity?
also quantity has a quality of its own
have we seen a photo of the speed effect of quality on assemblers?
not sure if theres been many pictures showing the tooltip, but we know it improves their speed in the standard way quality steps up: 30%, 60, 90, 150
Without wanting to reopen a particular can of worms: There are a couple of things missing in this picture. For instance maybe the devs have redone the personal roboport mk2 and don't want to show us yet. I found the other one more interesting.
The other one?
I see the assembler is missing power consumption info
I'm pretty sure they just cropped it so that it has the stats that are affected by quality
Power consumption isn't affected by quality, unless it's directly tied to something like charge rate
this could well be true
So, the quality of spidertrons
equipment grid
+1 in EACH direction for EACH level??
Because that is absolutely insane
That'd make it 20x16 equipment grid
So, legendary spidertron plus legendary reactors, roboports, and lasers would make an absolute unit
Theres a reason legendary equipment takes so long to make
Well even non-legendary
Rare spider troms are gonna be insane as well compared to what we have now on top of the i@provemnts to them already
It would be 15x9 for

How so?
Or am I misunderstanding the wording
Each direction seems to me like +1 NSEW for each level, or does it mean that one level is +1 N, next +1 S
I would presume the latter. Each direction to me means each axis.
I only expect it to expand in 2 directions. The upper left will stay the upper left.
There is only 2 directions, Vertical and horizontal, rows and columns
What about bi-direction? Or attack helicopter direction?
x axis and y axis
And z axis
And my axis!
I mean making cross sectional bases was controversial but it's easy to switch between layers so you can see how your factory tower will work. Multi elevation rails is gonna be a godsend
3 dimensional equipment grids would probably get difficult to manage
Does anyone know whether or not we will be able to place productivity modules in machines crafting intermediates of a higher quality? Looking back at the Quality post, prod modules are conspicuously absent from the legendary electronic circuit assembler. I haven't seen the answer anywhere yet.
you can
Yes, it is possible to mix quality modules and prod modules in a machine
and in fact, I think its been proven having both in at the same time is optimal
It is optimal in assembler-recycler loops, for very high quality modules of both kinds
This is really interesting. I've heard people propose doing a recycling loop for the end product. But it might be worth doing the math on using a recycling loop on each of the lowest intermediaries that can be recycled into components to be crafted again. For example if you want a legendary productivity module 3. Instead of doing a recycling loop on the module, you run a recycling loop on green circuits and redcircuits (much cheaper than recycling a T3 modules) and pass those legendary circuits up the chain as well as using them for the blue circuits to ensure everything “up chain” is legendary by default. You could use prod modules on the blue circuit assembler and since you have legendary reds and greens you always get legendary blues.
This isn't the best example because we cant use prod mods in the module assemblers. But any long multi-step recipe could benefit from productivity multiplying your legendary stuff up the chain.
So recycle loops does lose you material. Another approach is to allow each step of crafting a chance for quality, sorting the different quality ingredients, putting prod on anything that is legendary, and then at the end step you have x
, y
, z
etc and then you recycle loop at the end.
From ore -> plate -> cable -> green circuit -> red circuit -> blue circuit -> module mk 2 -> module mk 3, that one possible chain had 7 steps that could have gained quality, 8 if you put quality modules on your miners
The logistical challenge is dealing with buildup of certain qualities that doesn't balance right and those buildup you can recycle and if you wind up with a buildup of legendary ingredients you can use the legendary as a replacement ingredient for a lower quality recipe, which the game will treat as the lowest quality ingredients in the machine
There are sooo many different approaches, that's what i really love about quality!
Another interesting and simple approach is to recycle loop the ore
It means that a mine will spit out very few ores as it is recycle looping for legendary, but when you have all your mines spitting out legendary ore, then you are able to prod module the rest of the base
A recycled ore will return an ore 25% of the time and you can try for quality in the process
I never considered starting with ore, but I did think of plates in a foundry. I wrote a program that just crunches a huge numbers and tells you how many legendaries you get at the end if you recycle loop everything that isn't legendary. (In this case recycling the plates to get a 25% chance of a plate back but with the quality chances for that plate as well)
Throwing 100,000 iron plates into a recycler with 4 Legendary Quality modules returns something in the ballpark of 170ish legendary plates on average, so it's very lossy
I think using the recycler on things that just return themselves (25% of the time) to upgrade their quality is less efficient than on things that will return their ingredients (like green circuits) so that you can run those ingredients through a crafter with Quality mods and have a bigger chance of moving the Quality needle upwards.
But the ore strategy sure does make things simple, even if you only get a fraction of the ore you mine out of the ground to your factory, you can just know what you make will be legendary with prod all the way up.
yep, it's been one of the dominant theorycrafts since Quality was revealed. It was quite a contentious topic back then.
The lowest intermediate that you should recycle does depend on a few factors. Recycling ore is hampered by the fact that the Foundry exists, and you want to make use of its innate productivity. Since liquid ores don't have quality, it's best to recycle loop plates.
for plastic it's best to recycle coal, but I'm betting the unique building on Bacchus will throw a wrench in this plan
but that's the general idea. quality is in a way opposite to productivity. Prod is best used as late in the production chain as possible, while Quality is best used as early in the production chain as possible
the main advantage of early recycle looping is that it significantly reduces the footprint of the rest of your base
you frontload all the effort at the beginning of the chain, and then you can have a couple of machines working with quality stuff exclusively
Ignoring quality, prod is most useful when you use it on every step since the effect becomes multiplicative, but yeah someone will theorycraft the correct answer and then when we can start researching prod bonus for ingredients the math will change all over again.
I personally plan to just go all in on quality and send stuff to a recycle station if destination is full for greater than 10 seconds. I designed an overflow station for legendary which will go to epic factories, then rare and so on since
+ 3
will yield base
with chance for legendary. If my input buffer for
is full across my whole base, then I don't see anything wrong with "downgrading"
I know it'll take a long time for the problem to happen, but like thanos it is inevitable and having a plan for possible use cases will be more beneficial than "I'll solve it later"
yeah, I meant prod has its greatest effect the later in the chain you do it -- prod in miners has lower value than prod in rocket silos
I'm probably just going to purge the quality setup whenever I unlock a new quality tier.
in the early game, I might use uncommons by leeching off of final product assemblers, but my first "real" setup for mass-production of items would be rares
and then I'd have to purge the system for the transitions to epic and legendary
My starter base quality strategy is to only put normal junk on the bus and have any RNG quality items filter off to a storage chest. Fact is that with normal MK1 modules, it'll take a while to accumulate a lot of uncommon and rare but I can use what little I get for armor and personal equipment
They didn't say we'd unlock epic on Fulgora so it might unlock at Bwuhuo
Or Aquilo might just have both epic and legendary unlocks
I think they said Epic is one of the first 3 and Legendary the last planet
Epic is on 
Hm, i indeed can't find it. They mentioned only T3 modules in FFF, not the quality lvls
yep
About recycle looping plates, if you recycle loop x plates until you have nothing but legendaries, you’ll be left with ~0.17% of x.
Example: Recycle Looping 10,000 common plates will leave you with generally around 17 legendary plates. That seems super expensive, although you then benefit off of productivity (which now goes much higher) up the chain from there so you can make some of that loss up. The math is really interesting.
yep
plus it's very easy to set up. I'd rather do that and have an inefficient setup than do a huge production chain and recycle loop at the end
this way I can get by with 1-2 buildings doing each intermediate at very low throughputs
I never thought about the advantage that because your lossy stuff is at the bottom of the chain, the entire production process can stay much much smaller as you said, even if it ends up being less efficient in the end it could definitely be worth it!
One thing for sure is the more steps in the process the more chances you have to prod your legendary intermediates, and the better and better starting with legendary at the bottom looks.
I just want to say I feel extremely smug right now seeing people more or less accept that this is one of the ways to go. When quality was first revealed I got so much flak for saying I'd rather recycle ore. 😎
exactly
it gets even better when you factor in the bonus innate productivity from buildings.
You recycle loop copper plates from liquid ore using a Foundry, but then you use the EMP for the copper cables and circuits
using molten ores also has the advantage of allowing you to use the same train network to feed the setups as the rest of the base
since you're gonna be making lots of molten ore anyway
This is such a fun problem to solve, love how there are so many approaches with pros and cons for each
yeah!
while for some of the unique buildings you might want to start off recycling the end-products after all
since on Vulcanus you're only really interested in making higher-quality foundries, because big miners don't benefit that much from higher qualities (I'm probably going to leave them at uncommon), and belts don't benefit at all
it's not worth doubling up the chain just for them
plus, the more different intermediates they have, the more recycling loops you have to set up
Just came up with this, Since recycling plates is so incredibly lossy, you could recycle loop to just epic. Then you’d start with 10xmore plates then if you started with legendary. Then you prod up the production chain, and for the FINAL step where you can’t use prod, you use quality modules. With 4x legendary quality modules you could expect ~25% of your end product to jump up to legendary. So it would be about 2 and ½ times less resources used per legendary product then if you went legendary from the bottom.
yep!
though that still means setting up recycling loops for all your products
so it might be useful if you have, say, one thing that you're making in bulk, like module 3s
but not that useful for a mall
Ya, you're right. The starting from the bottom method does assume a lot of loops. And each of those loops would have a recycler(or many) with quality modules. so it would be expensive to start
it's definitely useful on Nauvis, where you have so much stuff to make
but for the other planets it might depend
definitely excited to see what's what
Indeed, once we get out hand on the expansion and actually start playing, we can get a feel for what is best
So that's why my thing is going to be that I'm going to set a train interrupt that says "if destination full and 10 seconds have elapsed, go to Recycle station" that way i don't have to build a recycler for every intermediate, the trains will sort it out and then I can have trains pick up the resulting recycled intermediates to go deliver again by train interrupts
That's a really good idea! Then we can concentrate our best quality modules all into that one recycling station instead of spreading them over many loops
Indeed and it's a good way to monitor what you're recycling most and adjust your base
Interesting that
and
share some qualities, because both rely on conditional recycling
It's also the planet where it'll be more common to have higher quality iron and copper plates than it is to have quality 
The planet is backwards
isnt ammo fall under consumables that will get durability bonus?
“ammo does more damage”
there’s 0 point in going for any higher tiers of ammo unless you are too cheap to make red ammo and you have thousands of iron sitting around
Think about energy dense stacks of ammo for outposts or space platforms
Disagree... Ammo assemblers cannot have prod mods so you could just put quality ones in the final step. Could be very useful for Space Platforms. Now if you are talking about recycling ammo to only get the highest tier, then I do agree
I'm not sure if this has been figured out already but am curious to see what you guys say... suppose you are aiming to get a legendary power armor 2, and for the sake of this exercise lets just assume that you have all of the legendary
's you need for whatever setup.
would it be more efficient to recycle loop the power armor 2 until you roll
, or to recycle loop all of the required items to legendary and then craft it? or are they equal?
I meant resource wise, but time is could be another important dimension if the difference between the two is substantial, although I don't expect it to be
yeah, ammo for personal use would benefit from quality
shooting up biter nests is much easier
and I'm making hundreds of thousands of ammo cartridges anyway
uncommons or rares are welcome, especially since the quality effect is multiplicative, not additive
You cant prod the armor, so prod in the base resources and cycle for quality with those?
Use quality recyclers to recycle circuts etc, then use epic/legendary items to craft a quality moduled armor. If it doesnt become legendary then scrap it
Quality GUN makes sense
Though even a stack of
would be nice but I wouldn't hold my breath for legendary bullets
Doesn't seem like there would be much point anyway if there aren't legendary enemies

More variability among biters could be neat. They're very predictable in vanilla
There's a blueprint military wall you can use on your whole base and never have to worry again, and just about everyone can make a decent defense blueprint that'll work
Maybe they could get stronger the further away from the center of the map you explore. No need to increase the challenge for those who aren't interested.
Or you can have a new tier unlock every time you go to a new planet
So if your evolution is on medium biters, unlocking a planet could give us
medium biters
Still on the same evo, but the quality goes up
I'm thinking evolution alone may be too simple to have a wider range of difficulties.
Sure, I don't think we will hear about biters until after Bwuhuo reveal
Day 1 mod, rename Bacchus to Bwuhuo
I'm not sure we'll hear about them at all. I'd expect to see some teasers about enemies on the middle 3 planets before they cover biters, and they seem to be avoiding military stuff entirely.
Makes some sense as the more predictable enemies are, the less functional they would be at their role.
Just suggesting.... Swimmers
I do hope they implement some of the stuff from rampant. Biters swimming short distances would be neat and not that much of a burden if it's an infrequent thing.
Same with tunneling
But I'd take just the improved AI if they don't want to add extra abilities like that.
They could even do the corpse landfill thing, because landfill is now removable
Hmmmmm
Using biters as a source for landfill?
Which can be recycled down to stone
Oh dear...
worms get larger range (as they are a turret), and
nests have a chance to produce quality biters/spitters.
When an expansion squad has a
unit turning into a base, it creates a nest/worm of that quality
Also... negative quality feature: All buildings have a big base quality bonus, but higher qualities make things worse. Speed/prod modules increase this number, while quality modules reduce it, possibly down to 0 to keep the base quality. So you keep getting junk on your belts, until you get them better.
It’s a bit annoying that the math always ends up upside down
"I can't do reverse math" ~Travis Willingham
press undo on the calculator
I'd post the YouTube clip that quote comes from but I know that YouTube spamming is discouraged here
do the <hyperlink>
I think its okay
Do we know the math for the 56 number that came from in the original quality fff#375?
“With this straightforward approach, if you want to produce items of legendary quality, and you already have enough legendary quality 3 modules . . . the legendary items are 56 times more expensive than normal items.”
My current understanding of the mechanics around quality modules and recyclers don’t lead to that number.
yes, 56x is a lie
its not real
it cant hurt you
numerous community members, myself included, have written mathematical models and simulations and none of them have reproduced it. even boskid using the game itself could not reproduce it
oh wow! that's actually a lot closer to what I'm calculating
something in the ball park for 250x more expensive when starting with common inputs
here's some other numbers you can use to check your results
#friday-facts message
#friday-facts message
#friday-facts message
#friday-facts message
#friday-facts message
(there are plenty more from various community members but these are from the developers themselves)
Currently I just have a program using an RNG, but I'm still working on the actual
Thanks for all the info! This is really useful
btw the table in the FFF is also subtly wrong #friday-facts message
1st row should be 9%, 0.9%, 0.09% .... uhhh whatever is left
Oh that's BIG. I'll have to redue my math.
yeah
9%, 0.9%, 0.09%, 0.01%
the table's odds would be correct if they were for "this rarity or better"
(with unmentioned odds at 100%)
didn't they also confirm they're going to fix the value rounding as well?
so that the max is 25% instead of 24.8%
Pretty sure they confirmed they won't fix it. But mabe they later changed their opinion, dunno, if they did - i missed it
They can fix it if they make it 1000x instead of 100x... that said, I hope that the UI is float 1x
after reading through the past ~1000 messages here my mind is absolutely blown
On the surface it’s such a simple feature but as soon as you start designing it becomes nightmarishly complicated and I love it
my take on how to handle quality on nauvis:
qmods in miners, have one smelter for quality copper and iron plates with qmod electric furnaces. uncommon copper/iron plates will go on their own dedicated 1/2 belt on bus, and rare ones will be stored for personal use.
any overflow quality items goes on main bus with common items to minimize complexity
I couldn't imagine designing with quality intermediates in mind without trains and the new schedule interrupt system
Now I can put a mess of
products on the same train and it'll sort it at the various drop stations, though I'm going to have a dedicated train for the production blocks expected level result and another train for any upgrades that'll run less frequently
that's a surefire way to brick your factory if you aren't careful.
remember that quality items are treated as completely separate items, meaning they don't stack in assemblers
and as anyone who's misplaced a damaged wall for military science can tell you, even one item with incompatible stacking can ruin your day
Didn't they say you could use higher quality items in lower quality recipes, they were just treated lower quality in that case?
you can, but different quality items still don't stack
Only in
recipes
for instance:
takes 3x 
if the assembler first inserts 1x (
) , it would have to wait for 2 more (
)
and you cannot insert any more common wires until the craft is finished
you could have dedicated assemblers to the task of doing high-quality stuff
like, q1 the whole thing, then q2, q3, etc at the end of the stack
Recipe circuits will help reduce this
I think early game having manual buffers for overflow quality stuff is a lot easier than designing a base with perfect ratios
So modifying this, store all rare plates, prioritize uncommons for science, excess uncommon copper is combined with common iron to make common green chips
My bus is going to be all
and any quality upgrades are going to overflow chests for making my early personal equipment and first space platforms
yeah, science is arguably the worst place for quality
unless you're at the endgame and can afford the filtering required for some uncommon unproddable sciences
yeah, but you'd either need dedicated assemblers for each quality or some fancy inserter <> chest filtering
or else the line will get clogged up
mixing qualities like that only really works for science (since the labs take 1x of each science so you can't clog it)
It's also pretty easy at the product output line to set a priority splitter to send
or greater off to the side to load into chests. At
chances, it's not going to fill the chest very quickly
Sushi factories will be able to handle quality pretty well though since there is no end of line on a sushi belt
Hmm... Sushi bus?
we have read full belt contents now 👀
and stacking, and super high speed belts
you'd still need separate assemblers to make sure they don't accidentally pick the epic green circuit and break
Sushi does hurt belt optimizations since groups of similar items are processed together in groups. Sushi breaks that some
or just a few assemblers that automatically set their recipes based on need
If you set an assembler to make an
product, the inserters will only pick up
ingredients unless you select allowing for any quality ingredient
This!
cracked out legendary assemblers with 250% speed and beacons
surrounded by 4x sushi green belts stacked 4x tall
yeah, the issue is that leaves a lot of duplicate assemblers
You can also set it based on a availability, measuring the belts you can say "if there's
and
, put the
signal on a wire and depending on which signals get priority by the
it'll set it because it has ingredients availabke
so I'd rather just funnel any quality resources to a special place to be processed
hmm, setting recipes is going to be such a big can of worms
I can't wait
A
bus and a
sushi base that takes quality output from the bus line
Having an assembler set by circuit means that you can put your highest quality modules on the fewest assemblers
Since you can sort the signals by index, you can have a few assemblers reading index 1, a few reading index 2 and so on so that you can have machines dedicated to the the top X signals
Or if you're stubborn and old-school, you set one assembler for each recipe and quality and let your sushi base just work with permanent recipes.
But I like to figure out some circuit controls to choose based on what is present
Then just keep any and all normal items on the bus
the 1-assembler mall meta
You joke, but I guarantee you there will be a week 1 blueprint for this very thing
no joke
If you set up 10 assemblers and tell each to read indexes 1-10, you will have 10 different recipes and will always be crafting the top 10 signals (or bottom 10)
yeah, 1 assembler is a bit too barebones, but a handful with indexes will do great
actually it depends, if you don't do any end-chain fishing for quality and only use quality ingredients, an assembler with max speed modules and beacons, surrounded by requester chests and one active provider will probably be enough
actually, the biggest roadblock to the 1-assembler mall meta is that you'll want to use foundries/EMPs/etc for their specific items
leading to a ...4-assembler mall meta
So you could set (for example) that if
is greater than 0, set
to 1
If
and
is greater than 0, set
to 2 because I'd want to prioritize making that over gears.
For rare we can multiply this priority by 10 since wed love to craft rares over uncommons anyway, epic by 100 and legendary by 1000 to force higher qualities to have higher values.
Finally because we are indexing our signals, if we have 7 different signals and 10 assemblers reading the indexes, we'd be crafting all 7 of our signals and 3 would probably just retain their previous recipe
It doesn't lose its recipe, just changes at a signal
However you determine your priority values, you can multiply your qualities to artificially prioritize sushi belt crafting epic over uncommon, though any legendary materials should probably filter out of your sushi line to go to a line filled with prod modules
This whole idea is early to midgame, I don't see a megabase running well on this
Main point I was making is you don't set it based on what you need since it might take a while to get materials, rather it crafts intermediates based on what is present. You can always set other machines to craft the finished machines with any quality intermediates you wind up with
just gib me Quality now so that I cant test my solutions if they work
We have the janky quality mod that simulates the RNG factors
Qualities in RimWorld have Normal and Legendary
So it's not weird they are called Legendary
New Rimworld expansion 
DARK SCIENCES
"Legendary muffalo wool baby romper"
My favourite is when my guy makes a legendary wooden dining chair
i wish it wasnt random
like for intermediates a quality 1 always makes
, quality 2 always makes
, quality 3 always makes 
and if you use 2 modules it doubles
It being random is kinda the whole point
so 2 qual 1s make
, 2 qual 2s make
, 2 qual 3s make 
how
Then for buildings and tertiary products, you need 70% of the ingredients to be quality N, and the other 30% to be quality N-1, to get a qualitg N product
Well I don't see how just putting some modules into a machine and having it always spit out
is interesting
That way if i really want to make just one high quality roboport i know exactly what i need to make that
make the quality modules exponentially increase craft time
a qual 1 is +200%, then +400%, then +800%
That's even less interesting, now you just need to wait a long time.
as opposed to either waiting a long time OR getting lucky with the system as it is now
No, because you need to keep it fed with additional resources, it becomes a strain on your production
so add a negative production bonus on top of that
And there are many different approaches you can take, not just "you have to wait"
how?
the only different approach you can take now is to be lucky
Do you just put quality modules in the end product machines? do you try to skim off some quality intermediaries from regular production? do you use recycle loops to get high quality items as quickly as possible, but waste a lot of resources?
mathematically you can make it take the same time as the random system would take on average
and consume the same amount of resources
identical for large scale quality operations, identical for smaller ones aside from no luck
also machines have deterministic output so no need to worry about sorting
Maybe the devs want sorting to be a part of dealing with quality?
It's not that hard, you can just use a filter inserter
could have using multiple quality modules multiplies the penalty
That's not how modules work though, the bonuses they apply stack additively
so applying 2 qual 1 modules would have the same effect as 1 qual 2, but significantly more resource and time intensive
make an exception for qual
ooo what if science could have quality
and when used in labs, a high quality science pack was researched at the same rate but counted for more
Quality affects every item in the game, including science packs
Quality science packs get additional durability, so they last longer in labs
up to +500% at 
I thought science was excepted like belts?
thats boring
Belts also get quality, they get +150% health at 
There are no exceptions, every item can be given quality
Quality landfill would presumable have no effect, as once placed it becomes a tile. Tiles don't get quality
Unless landfill is used in a recipe, then the quality would be useful as an intermediary
fiddle with the ratios so that it is the same productivity to use legendary science packs but obv significantly faster as they count for more
a leg science pack would count for like 10 science packs
or something
A leg science pack counts for 6 science packs
Even if you could get guarunteed quality increase, it wouldn't be better than using productivity, and there is no 'perfect ratio' to make it better, because it depends on how many steps there are in crafting the science pack
Especially in space age, where productivity is getting multiplicatively better
ok i couldnt find a number for quality intermedates
but without them items are 56 times as expensive
it would be better because it would be faster
quality science isn't worth it except for quality-ing the intermediates of un-proddable sciences like green, military and purple. you get it essentially for free
it does take a bit of sorting though
for the same amount of labs and SPM
OH, you can actually use stack inserters with quality filters to make sure you don't clog the machines, since they only swing if their hands are full
so you can use custom hand sizes
what if the way they worked was that they take far more resources and power but if they are all of high quality the research speed is insane
good for infinite science
you're pretty much never bottlenecked by research speed, just by the quantity
such that it was still cheaper than building wide
artillery shooting speed 56 begs to differ
so you have the tens of thousands of resources ready to go?
no by speed i mean how long it takes to actually complete the technilogy
research speed only affects the number of labs
technologies require X amount of science packs to complete
im proposing that quality science packs count for more packs when researched
which is the main bottleneck, not how fast they're processed
they already do
but the amount isn't worth it
no they just last longer
which is the same thing if you dont care about time only prod
How would it be anything other than slower? It's the same number of crafting steps with added logistical complexity and no speed beacons allowed.
Yes, so one
lasts 6x as long as one
, doing 6x the research
my suggestion would make it take the same amount of time
so one
is the same as N 
but all at once
That wouldn't be an improvement over just placing 6x as many labs
N being some number that doesnt completely break the game
yeah i think thats the main issue
maybe higher tier labs that are very expensive? i think its boring that for some items like radars and offshore pumps, the base item unlocked from the start is as good as you will ever get
aside from modules and beacons
It's to prevent clutter, you don't want multiple variants of offshore pumps that do the same thing, when just placing 2 of them would work.
And hey, quality fixes that, everything gets quality, and most entities are affected by said quality in more ways than just health
If you want a better offshore pump, make a higher quality one
thats true
no but a more advanced version
like one that takes coolant and has a larger footprint or something
x6 value for one
bottle doesn't sound like it's worth it compared to the cost of 6
bottles.
Maybe the potency should increase in multiple of 2 or something.
1,
2,
4,
8, and
16.
Unless there's more to quality than just using recycling loops.
without using recycling the cost of a legendary science pack is the same as the cost of a normal one
you should rather compare with the use of prod modules
they'll give you 40% more items (assuming assembling machine 3 and mk3 module) while a single step of quality will give you around 28% more effectivity
but successive steps are more beneficial to the quality modules than the prod ones actually it's not the case, for two steps find +96% for prod and +56% for qual
also you have less throughput to handle (something something quality over quantity)
yeah, a flaw in the "quality up purple science" is that you'd need more machines for the intermediates
since you can't use speed modules
With
modules you're looking at a 100% bonus meaning you get a base doubling of science packs. Having 4 quality modules only gives 25% chance and its only a doubling from normal to uncommon. Upgrades from higher qualities only gives a 1 pack upgrade.
That being said, having quality ingredients put through a machine filled with prod modules will give you the 100% bonus on getting quality science so it might be worth investing in quality ingredients but I think most people agree that a science will just be
intermediate sinks
I still don't know if a science lab can handle multiple qualities, say for instance you have 2
and 1
in the lab researching a
tech. Will it just research together with the
have twice the durabiliy or will we need to pair
with it to research?
it's probably compatible
my post above was referring to filling machines with quality ingredients for the recipes that can't take prod (e.g. green, purple and military science)
but the issue with that is you can't use speed modules on the machines
so I'm not sure it's worth it for the modest increase in science pack efficiency
Please add a quality tier "glitched" that's objectively better than the previous one, but inserters have a chance to fling whatever they're holding in a random direction and corner belts sometimes speed up and launch shit all over the place and bots have faulty memory and sometimes just drop whatever they're carrying 
It isn't, that's my point
there is a lot more to quality than just recycle loops
Honestly, filtering your unlucky
intermediates toward science makes sense and send you quality intermediates toward machines and modules
You're going to get some crazy bias putting the poll here
yeah I think thats a valid point lol
im gonna think about it only as hard as googling "best qulity method factorio"
We all have the methods we think will work, and then some genius is going to post the ideal setup on Reddit and everyone will just follow that
its certainly not going to be as straightforward as a bp book for balancers, but there will be some "good enough" bps that work for most players
programmable assemblers will probably be a big part of that
A programmable assembler bot setup is probably going to be as close to a universal solution as you can get
And it's going to get a stupid name on the first day that doesn't make sense and can't be changed because community already ran away with it
the cool thing is that the best quality method isn't a single thing
there are different things to optimize for
Just like there's no best beacon setup?
Reddit hivemind will take the first remotely good looking setup and start calling it optimal. And it will be nearly impossible to change once they decide on it
i don't think reddit does that lol
Some people might conflate most common with most optimal but i don't think everyone does that. 8 beacon setups are most common in my experience because they strike a good balance, but they're not optimal in any one category.
I have decided that I would set up my train schedule to take stuff to a recycler train station if it's destination is full and 10 seconds have elapsed. When it comes to dealing with overflow
items (what a problem to have) I decided to set up each of my drop stations with a secondary station in the same drop area that allows for overflow legendaries which you can set assemblers to use in place of lower quality ingredients. This way I have a recycle path for all qualities of materials. If all of my legendary overflow chests fill.... I'll burn that bridge when I get to it.
if all your legendary overflow chests are full then you don't really need the quality setup to work
One thought is that I'd set a siren to send an alert when a blocks ingredients are full, it'll tell me "hey you should build another of these blocks or you're going to start recycling stuff"
maybe disable all quality stations if the overflow is fulll
So if my
production cell has nearly full ingredient stations and it's being controlled via variable priorities for dropoff, that means that the best way to prevent from recycling rare iron and rare cable is to set up another rare green circuit block
You know that's not a terrible solution since belts can be flipped on and off according to signals. Honestly I know that it's inevitable to have overflow of legendaries if you recycle enough (and eat a lot of raw materials) so it'll probably need constant tweaking and babysitting. If you want a perfectly balanced system and you want to reduce the quantity of materials on the belt, recycle looping ore to make it all legendary is probably the only way to make everything simple yet legendary
Might do that particular solution on a creative save
My modular train block is built around a "I don't want to do math", I just want my stuff sorted according to calculated priority and to just decide based on buffer sizes. If my smelter/foundry lines are full of ore, build more until my ore buffer goes down again
The idea of that doesn't translate well if you have an abundance of copper plate since according to my previous logic you'd simply build more blocks of things you have enough ingredients for and unless you can make more
that logic might tell you to make more
even if you don't need it. The other solution is to let the copper plate recycle and hope for upgrades but now you're accumulating in that direction and could eventually wind up with too much legendary copper
The trick is to find a logical modular solution that will account for inattention and silly miscalculations
what I like about quality in this context is that it is new
setting up a factory for a new recipe is the usual process
while handling random quality stuff is very interesting
like, with new recipe you'd still use prod modules, but with quality you can ask yourself which is better where
a bit like nuclear and its non-even ratios, there are many different solutions with different pros and cons, which I enjoy analysing and comparing
I would even argue that satisfactory's alternate recipe would be better than new recipes for improved part, because if the part is improved you don't ask yourself if you would use the recipe or not
Mostly same here. One problem with new recipes for stat improvements for me is kind of "lack of excitement" - setting new production chains for something radically new just feels much better in comparison, while quality can get bigger numbers just fine
I like the multiple paths to the same destination discussions. Some people are going prod all the way and then quality loop at the end. Some are going to go for quality on every step and prod anything that uses legendary ingredients
At the end of the day, that legendary spidertron and legendary MK2 (3?) armor is going to be amazing
I've seen some Janky Quality clips of fully legendary spidertrons
more like Speedertrons
Yah ColWill had a full
PaMk2 and they had some
walking, so they could easily fill them with
equipment
Getting full legendary personal equipment unmodded is going to be the Pinnacle of flexing
When I first saw quality I thought it looked weird and having new recipes for the better things would be a more interesting approach. But after thinking about it for a while (and playing with some mods) I realized a big problem with new recipes for improved things. If you have a recipe you can lock it further away in the tech tree, but once the player gets there the old recipe can easily become obsolete. You can try to keep the old recipe valid by making the improved recipe REALLY expensive, and this can work. But that causes other problems and you can end up with a bunch of recipes you don’t use and things start to get cluttered.
You could say it will be an achievement.
Instead of better recipes we get the same recipes but a stat bonus on the finished good and multiple ways to go for it. I know several people who are going to
the entire process and set up a
loop at the end, which will work and will make intermediate sorting easier I suppose
I'm going to 2 prong it.
on some of the the
,
in the middle, and
on final products.
I agree that with enough
in the middle, the price of a recycling loop can be worth it for the simplicity
It's important to remember that getting
early on some items is worth it
I start with the decision to use
wherever possible and
in any other place (and miners)
Then... figure it out from there.
Miners I'm still half-half on using
or 
up until I stop caring about pollution or power draw
until
and
get unlocked, I think I'll just stick with recycling loops to get what I want quality wise, without messing with quality in miners. once the good stuff gets unlocked, I'll invest into a more serious quality processing area and switch some ore outposts over to 
and then from there, having
-equipped outposts vs normal ones have a higher priority for their train stops so they're more jam resistant
So many paths and choices, that's what I like in a game like this
Just give us beta keys already so we can try out our ideas
Will beta test for free
Will pay to beta test
multi-objective optimization and pareto surfaces 
i believe 8-8 beacon setups give the best production per unit area in your factory
and linked with that is the most production per resource invested in modules
but 12-1 setups are better for ups so if you go big big those are good (and then theres the abominations of beacon-maxing plus DI)
12-1 costs more in
but less in
. Depending on the qualities you want, it may be worth it
if there is a canon on the progression of making an increasingly higher throughput/optimized megabase, it seems like 8-8 layouts come before 12-1, fully enclosing single machines
8-8 gives the best return on investments, better than 12-1 and no beacon setups - really good choice to grow your factory the fastest
agreed. 12-1 certainly has its place, but going straight to that is like not using quality until you get
or better
If only speed beacons didn't put a quality penalty
Then again I guess it prevents people from setting up the same old builds
theres very little sidestepping when paying the price for a larger volume of quality stuff
quality machines make a difference, but not enough to make a huge difference
Quality machines just increase speed, more speed reduces down the amount of machines needed
absolutely, I'm just saying that benefit isn't as strong as if we could beacon
-equipped machines, like you were saying
30-150% vs 300% and well beyond
Bulk production goes to science and can use beacons. Quality production is for mall stuff. That said, with the price of quality stuff, we get some equivalence between the chains
TBF, beaconed prodded production for everything but final items which is where you quality and recycle, is probably the most simple way to do it, with not many downsides
Interestingly, considering 4 
and 4 
, if the recipe accepts
, then it doesn't matter if you put prod in the building, or quality.
If we start with ingredients for 8 items, using prod gives 16 items, recycled down to 3 ingredients of same quality and 1 higher quality. Then goes again through prod you get 6 + 2.
If we use qual, the 8 ingredients makes 6 + 2 directly.
With the prod method, we can use
in
, but not in the ♻️, but those are very fast and quite small too.
But yea, we calculated in the past that 2q2p is optimal in this case, by a large margin.
How much of a margin vs 4q
like 2x IIRC?
the exact numbers are buried somewhere in the FFF channel
I'm just wondering over the math of that considering 4q and 4p are close
4q and 4p are not just close, they are exact
btw, do you remember the optimal ratio for the 5 slot EMP? 3Q?
nevermind, found some of the convo #friday-facts message
I'm trying to work through the math, are you supposing you're recycling the normal products once for this math with a receipt to get the final result?
Anyways for 2q2p it's 79.5
for 1
, while 4p or 4q is ~154
Okay you're supposing the average to make a legendary starting with normal. My thought process is to go all in quality and don't recycle until I get overflow so that each step of crafting
to
to
has a chance to upgrade and only recycle if your request stations are full across the basr
Advanced machines can be 5-8 craft steps from ore