#Quality

1 messages · Page 3 of 1

tall sandal
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absolutely masochist, you'll have a fun time with that

north yew
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you kinda breezed past the logistical complexity and scale problems, but I think you should take some more time to think about them

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you already need a pretty bananas number of assemblers for advanced_circuit , for example

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now you can't use prod or speed beacons in them by the time your base gets running

gritty umbra
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Things I never use, so that's not a limitation.

north yew
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so you're looking at advanced_circuit assembler counts in the triple digits

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why don't you use prod or speed beacons

tall sandal
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the good news is the high quality blocks can be a lot smaller

gritty umbra
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I dislike beacon mechanics for being magic radio broadcasts, and I just never use productivity.

tall sandal
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like, you'll likely only need 1 or 2 assemblers for legendary advanced circuits

north yew
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oh my

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okay now I get why you're hard to convince

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you haven't seen the light of productivity

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prod modules are very, very strong

tall sandal
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and if you are going hard on quality, you'll also have fast assemblers just because

gritty umbra
north yew
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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

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also quality will be 1000x more messy

tall sandal
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you can even sushi your qualities, so your normal though legendary assemblers can be contained in one production block

north yew
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fun fact: productivity_module_3productivity_module_3productivity_module_3productivity_module_3 in the rocket_silo pay for themselves before you even launch a single rocket

gritty umbra
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Not massively so. It's just five copies of a block and splitters for the inputs and outputs.

tall sandal
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so just five times more messy :)

north yew
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it's increasing the number of connections by 25x

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5x as many sections for each product, 5x as many possible destinations for those products

gritty umbra
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It's only one destination for each quality, not five. The input for that quality in the next block.

north yew
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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

gritty umbra
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Only one. The common input line.

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Any higher quality outputs would end up on the higher quality output belts.

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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.

north yew
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another fun fact: for a crafting recipe that's five steps away from furnaces, if you assume all of those steps have 4x productivity_module_3 , then that means you only need about ~19% of the drills/furnaces running as it would take for that same recipe without any prod

gritty umbra
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Q5 inputs can only produce Q5 outputs, Q4 Q4 and Q5, and so on.

north yew
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fair point. it's only a 15x increase in the number of connections. very doable.

gritty umbra
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And even that is an overstatement, since I'd be filtering it down to five outputs.

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And doing that wouldn't require any more than four splitters.

north yew
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and 5x as many belts and all the belt spaghetti that would take

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main bus with six lanes dedicated purely to different qualities of electronic_circuit

gritty umbra
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For that I'd just use trains to connect the blocks.

tall sandal
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you can sushi your qualities

gritty umbra
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Can, but never would.

tall sandal
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y not

gritty umbra
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It would require delving into circuitry that I don't want to deal with.

north yew
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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

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otherwise you'll eventually hit a jam

tall sandal
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i believe you that it would jam but im noy visualizing in my head why it would

north yew
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inserter at end of belt needs [specific thing], but the only [specific thing] is behind other products on the belt

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eventually happens to all of the inserters over time

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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

tall sandal
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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

north yew
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if that belt is backed up and the only items in the splitter are of that quality, the whole belt stops

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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

tall sandal
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but you could loop that belt back to the bus if you wanted

north yew
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same thing happens it just takes a little longer

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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.

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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.

half raptor
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The 5 phases of quality_any ideas

  1. Wake up with a new idea
  2. Figuring how you'd use it
  3. Recognizing the flaws
  4. Realize you're getting more complicated than it needs to be
  5. Realize that productivity_module_3 is the way and go to sleep
north yew
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yeah it do be like that

half raptor
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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

north yew
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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

north yew
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excess of high quality items means unnecessary quality rolls happened

half raptor
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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

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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

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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

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(Also with researchable prod bonus for intermediates, chaos will become the norm)

tall sandal
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Its very exciting that the optimal solution is very complex and dynamic.

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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.

half raptor
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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

kindred crater
tall sandal
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ease of playthough

kindred crater
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unless you're working with refined/proven BPs, it seems like you can only pick 2 of those 3

half raptor
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What about "fun"

kindred crater
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and that too lol

iron root
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depends what you define as 'material efficiency'

daring siren
iron root
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my reading on that is just maxing out the use of productivity_module_3. If you can beacon spaghetti you can get a bit of all 3 pretty well

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for quality material efficiency... yeah the 2/3 makes more sense

daring siren
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Basically, the % on prod is higher than on quals

iron root
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a lot of simple 'no waste' setups (quality at ores and not much else) will be pretty slow burning

daring siren
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Enough until we get to fulgora I guess

kindred crater
iron root
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yeah.
Also wondering if 'time setting up' can be changed to something better, because setup time isnt that relevant once you have a blueprint

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so likely design time? Which can get pretty nutty

daring siren
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A neat way to use recycling is to put quality_module 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

iron root
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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

kindred crater
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not just setup, but "maintenance" as well (tinkering it over time). but with good bps like you said, that should hopefully shrink

daring siren
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I do hope param BPs get "stack size of"

iron root
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we'll at least get something close with selector combinators

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i think

daring siren
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We do, but Kovarex was all about "compile time optimization", which I like

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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"

iron root
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and that 'could manually put thing in but it'd be nice to automate' is exactly where parameterized bps began

daring siren
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Indeed. So I don't doubt they will eventually add this feature as well

unborn flax
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Quality recycling intermediates for science packs is interesting. Suppose you have a normal LDS and this is part of a science recipe (e.g. utility_science 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.

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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 utility_science)

iron root
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I think that's going to require having everything in said science pack with that much prod

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or the other non-prod research materials need to get their quality from elsewhere

neat shard
north yew
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well, recycling the normal quality LDS

final nimbus
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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.

north yew
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it's ~21% loss per recycle loop

neat shard
north yew
neat shard
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And recycling the intermediates means you're missing out on prod

north yew
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it's arguably slightly more efficient because of the 2P2Q thing to recycle the ingredients that the final product is made out of

north yew
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still somewhat inadvisable, though, for reasons

tall sandal
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for one, prod modules in everything is not the optimal solution in vanilla for all stages of the game

final nimbus
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Productivity research would make certain intermediates more disposable.

north yew
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generally though only accepting best-possible-quality is gonna be a very bad strat outside of a postgame ultrabase imho

tall sandal
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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

north yew
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spidertrons are a bad example

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there's no benefit to quality intermediates in those

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because thefish

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the only way to upgrade thefish is to recycle spiders

tall sandal
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but you can get an epic fish

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and so you want epic ingredients to go with that epic fish

neat shard
tall sandal
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by recycling an epic spidertron

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or recycling a common spidertron

final nimbus
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In theory you get the other epic ingredients at the same rate

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In practice, RNG isn't nice.

uncut plank
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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.

north yew
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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

kindred crater
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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

north yew
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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

final nimbus
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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.

north yew
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theoretically it's possible to liquidate your assets, bet it all on a roulette table, and come out much richer

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is it a good idea?

neat shard
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You lose nothing by waiting until you know you'll need them

north yew
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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

final nimbus
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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.

north yew
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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

final nimbus
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On paper.

north yew
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yeah, some buffer space will pave over the issue

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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

final nimbus
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Quality stuff is an issue tho

north yew
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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

final nimbus
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Anything that can go wrong, will go wrong.

north yew
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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

final nimbus
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low_density_structure is the one likely to get you, with how many of them you need and the small stacks.

kindred crater
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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

north yew
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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

kindred crater
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and to be clear, the first inserter took all intermediates of that given quality

final nimbus
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Point is

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The Law of Large Numbers is descriptive, not prescriptive.
And anything that can go wrong, will go wrong.

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I don't think it'll be an awful problem in the end though

north yew
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right but even one chest_storage is enough buffer space to make the probability of a bad enough result to clog the system approach zero

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so if you had like ten of them

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there's not a lot of room for it to go wrong

final nimbus
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Might want a few for low_density_structure but sure, it's easily solvable.

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I'm still gonna want an overflow valve because trusting RNG to be nice to me is a lesson I have learned.

north yew
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I think you could actually do it really simply by just having recyclers output to chest_active_provider , new inputs go in to chest_passive_provider , then have a little 5x5 chunk of chest_storage

final nimbus
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5x8

north yew
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yeah each chest_storage has enough space to store the ingredients for 2x spiders

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with room to spare

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so theoretically you'd probably be fine with like five chest_storage

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but they're cheap so why not do like 20

final nimbus
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I said 5x8 because that's how many different ingredients there will be and bots like to give each item its own little box.

north yew
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they try to but it's not enforced unless you filter

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they can be trusted to fill up stacks before spreading them out

half raptor
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time to get some quality_any sleep before FFF day

red kelp
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why not quality_legendary sleep

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+150% more sleep for your sleep

rare thistle
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Sleep quality:
quality_normal Tossing
quality_uncommon Turning
quality_rare Crashed
quality_epic Snoozing
quality_legendary REM

chrome mauve
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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?

daring siren
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Devs said clearly that the only way to get quality items is by putting quality modules in buildings, and those buildings producing something

rotund egret
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it's already a simple system with crazy consequences

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making it more might make it go too far down the rabbithole and be too complicated

chrome mauve
daring siren
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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.

unborn flax
# north yew I think you're doing your math wrong. I just did the math on this assuming 100% ...

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.
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Could you please show me how you reached your conclusions?

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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.

opal haven
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In the example with 0.9 quality probability was 0.1

unborn flax
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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

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[0.752, 0.2232, 0.02232, 0.0022319999999999996, 0.000248]```
opal haven
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Hm, looks like it's really gonna work like that - quite cool

unborn flax
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Thanks for checking; scrutiny is always a good thing.

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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 quality_legendary quality_module_3 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 quality_legendary quality_module_3 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.
half raptor
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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

rotund egret
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extra productivity can also mean "this machine consumes less input for the same benefit"

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so with the same setup, increasing productivity by 10% will just mean it consumes 10% less

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kinda like mining productivity now

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it's not like we're redesigning mining setups with each research

unborn flax
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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.

half raptor
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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

north yew
# unborn flax Could you please show me how you reached your conclusions?

I assumed quality_module_3 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 quality_epic productivity_module_3 quality_module_3 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 utility_science 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 processing_unit and low_density_structure , 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.
quaint flower
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i wonder if they have this DLC in a recycler loop....

north yew
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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

unborn flax
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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").

north yew
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I do think that for non-proddable science recipes ( logistic_science , production_science , military_science ) using quality_module_3 for the ingredients eventually becomes a good idea in the lategame

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(early and mid game it's probably more hassle than it's worth)

neat shard
north yew
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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

quaint flower
neat shard
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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?

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Other than the inherent UPS cost of spamming recyclers I guess

unborn flax
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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.

sick dock
daring siren
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Kinda... not everything is getting that prod increase, but it's enough so you can get most ingredients in high quality

neat shard
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Well, yeah, for those things that get infinite prod research

daring siren
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Steel, LDS, processing units, (not) RCU

north yew
daring siren
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So that gives us steel, copper, plastic, red circuits, green circuits, and in double recycling, also iron plates

unborn flax
# neat shard Share those calculations?

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

sick dock
daring siren
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The main thing is the productivity_module gives much more % than quality_module, so in total it's a better use of materials.

sick dock
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In vanilla, bullet dmg lvl 30 would take ~1,000 days with 10k SPM

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But i get we're in theory-crafting mode

daring siren
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There's no reason to go lv30 on low_density_structure because foundry gives 50% already, 25 is already enough for max

sick dock
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we have assemblers as well

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and lvl 25 is still 30 days with 10k spm

daring siren
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With 150% prod from base + modules, you only need prod 15 to max out low_density_structure (fixed)

sick dock
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ah, yes you can use prod mod in the machine, duh.

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It's still going to be a very late-game feature, which is good.

daring siren
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With 175% prod from base + modules, you only need prod 13 to max out processing_unit

sick dock
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Inf quality looping is abit...counterintuitive? idk the right word

daring siren
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Regardless, even at prod 5, you gain a ton of value from it

sick dock
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For sure

north yew
# unborn flax i mean e.g. https://discord.com/channels/139677590393716737/1215078107334057984/...

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

sick dock
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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

daring siren
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In ColWill's base they had a ton of issues of unbalanced qualities

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Oil is very very easy though, and pretty much solved in vanilla

sick dock
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Mmmm, with productivity cracking it's not that easy, at least for me

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I still do it, but my point is many don't

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Quality is more complicated in comparison, surely

daring siren
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Oil has a single path - down to petroleum_gas and into sciences

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Quality is multi-result outputs at every stage

sick dock
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make lubricant , down to light_oil , make solid_fuel & rocket_fuel , down to petroleum_gas

daring siren
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Yea basically

sick dock
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i'm not attesting to me personally. as i said, i'm fine doing the maths. i'm attesting to the newer player 😛

neat shard
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Soul-Burn's point is that no "backflow" occurs

sick dock
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and yeah, i think quality maths is going to be way more complicated

neat shard
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No step of this process outputs a previous stage as a byproduct

sick dock
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yeah, that's true

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although, if they made a petroleum_gas -> heavy_oil recipe, it'd have to be real good in order to use

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but idk what that would add to the game

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other then the potential for oil inf, but then oil is inf anyway...

neat shard
daring siren
neat shard
#

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

sick dock
#

Yeah, it's a lil different

sick dock
daring siren
#

In K2 there's a recipe to extract coal from heavy_oil. 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

sick dock
north yew
#

mall assemblers are idle 90% of the time anyway

sick dock
#

or just not to make as much mess with varying quality_any

north yew
#

so very little benefit from speed or eff

daring siren
#

Well, except for logistics, but I think it's worth it

daring siren
neat shard
#

Also, in case anyone else is wondering about uranium_fuel_cell recycling... it's still not quiiiite positive even with Q5T3 prod mods, if my math serves.

daring siren
#

It's not, and it still costs iron_plate

neat shard
#

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

sick dock
#

can you productivity_module a centrifuge ? i've never tried

neat shard
#

Centrifuges only have two module slots though.

unborn flax
# north yew this is a fair point, but the main reason I stay away from numbers at this point...

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.

sick dock
#

I believe Heeba is saying they've done the maths and it's just overloading what could be explained in a few sentences rdropXD

north yew
#

re: the numbers on that massive spreadsheet -

  • quality_module quality_module quality_module electric_mining_drill , all normal ore goes to science, uncommon or better goes to quality section
  • rare is highest quality unlocked
  • assembling_machine_2 and electricfurnace 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 copper_ore iron_ore coal consumed ( petroleum_gas 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?

unborn flax
#

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)?

daring siren
#

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.

unborn flax
#

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.

north yew
#

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

heavy ember
north yew
#

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.

north yew
# heavy ember What I'm getting from the write up is that quality at the first and last step in...

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 efficiency_module. 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.

neat shard
#

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.

kindred crater
#

which is a non-issue if you're later game and have access to sufficient ore patches

daring siren
#

Imagine super late game, recycling ores for quality at the patch

neat shard
#

But why though

unborn flax
#

That would make for blissfully simple legendary factories

north yew
#

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

kindred crater
#

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

north yew
#

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

kindred crater
#

where I don't mind using lower efficiency methods to get what I want

daring siren
#

It might be better for UPS to recycle at the patch

heavy ember
#

I wonder, with all the prod/buffs/new stuff, could mining prod actually create more ore than it needs for the level?

unborn flax
#

I can see people making DI builds at the patch, given the huge range of big mining drills

daring siren
#

Combined with lab prod? Possibly

neat shard
#

It's possible infinite mining prod research will be pushed back and made more expensive

unborn flax
#

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.

heavy ember
#

Because in dsp there's a flat number for UnipolarMagnet which is infinite if you only research vein utilization

north yew
# kindred crater I'm veering from quality for a moment, I know planets are for practical purposes...

considering just nauvis : 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 iron_gear_wheel for 1/5th of the cost in iron_ore . 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

north yew
neat shard
#

Maybe if you're doing the "sushi megabase" approach? XD

kindred crater
#

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

north yew
#

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.

unborn flax
#

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).

north yew
#

yeah, nailing down resource efficiency on fulgora without quality in the mix is tough enough. throwing quality in would be an exponential explosion in complexity

heavy ember
unborn flax
#

sorry i haven't got that far... i don't want to de-spoiltag 😕

iron root
#

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

unborn flax
heavy ember
old lake
#

Eh tough walls could be nice

half raptor
#

replaceable walls are better than tough walls

old lake
#

But tough belts and lamps are 99% useless

half raptor
#

also repairable

old lake
#

So walls for stone, belts for iron and gears, and lamps for circuits?

final nimbus
#

I've proposed using quality_module_3 in everything that doesn't allow productivity_module_3
The other modules are for beacons.

old lake
#

I like that

half raptor
#

I propose using quality_module_3 in everything and productivity_module_3 for lines handling quality_legendary ingredientts

#

and you just route the unlucky quality_normal to making belts and lamps

old lake
#

Won’t get much prod that way

half raptor
#

buut you will get qual

old lake
#

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

north yew
#

(spoiler alert: that's the best strategy actually)

half raptor
#

not a bad strategy either, I know that putting prod everywhere and qual at the end step (with recycle loop) will also work eventually

north yew
#

it has the best ratio of effort to return

half raptor
#

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

old lake
#

Agreed

half raptor
#

easier to "balance" too

old lake
#

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

half raptor
#

I have sevral fun ideas, but Wube won't give me a beta key for some stupid reason

old lake
#

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

half raptor
#

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 quality_rare iron_plate will go to a quality_rare iron_plate 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 quality_legendary 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 quality_legendary copper_cable 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

final nimbus
#

All those new train functions will make Quality not as much of a pain to organize.
Circuit stuff too.

half raptor
#

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

final nimbus
#

Why have elevated rails? Because they're really cool Unique planet terrains that require bridges.

half raptor
#

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

north yew
#

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 👍 "

half raptor
#

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

daring siren
old lake
#

Is JG the only dev who watches this thread?

kindred crater
#

who talks at least

neat shard
#

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.

kindred crater
#

yeah this place is the epicenter for SA hype 😎

daring siren
#

@obsidian crescent "nutshell" - writes 4 page dissertation 😉

north yew
#

Kudos from me for not once bringing up the concept of quality modules in intermediate production though

tall sandal
#

quality modules in miners

iron root
#

Huh
Quality modding miners will reduce their speed which sucks
But then you can make quality drills which more than compensates

daring siren
#

it compensates for a different thing though

iron root
#

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 quality_uncommon is worthwhile still

daring siren
#

Interestingly, removal of rocket_control_unit means we're not sinking speed_module, so putting quality in them isn't "free"

#

For production_science, we're cycling through a lot of productivity_module which can be qualitied

iron root
#

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

daring siren
#

My inserter and transport_belt makers are the same that make logistic_science. Same goes for military_science with ammo, walls, and grenade

iron root
#

Yeah, I forgot about stuff like that when planning my quality setups but that’s a good shout

#

Mom can we have fast_inserter
We have fast_inserter at home
fast_inserter at home: quality_legendary inserter

north yew
#

I think inserter 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 inserter isn't enough but fast_inserter or inserter inserter is way too much

iron root
#

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 efficiency_module in everything on a platform maybe they will

#

And quality inserter might be more useful

north yew
#

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

iron root
#

I suppose after prod/speed stacking to hell and back for 200 hrs I’m just not used to the ratios trianglepupper

north yew
#

Yeah it's easy to forget our little yellow friend when all your machines are running at 400% speed

dense kraken
#

I just noticed something, heat pipes won't have quality, right?

#

while reactors and boilers will

#

that is bound to be annoying interesting

sacred totem
#

they will

#

everything has quality

#

but uh, well, not everything has a useful quality

north yew
#

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

neat shard
#

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?

north yew
#

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

sacred totem
#

obviously water/steam as well, but you cant discout heat

north yew
#

yeah you right

median verge
rotund egret
iron root
#

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

rotund egret
#

it depends, you might want to deliver quality ingredients to the mall, so just maintaining the old mall could be a viable solution

daring siren
#

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

rotund egret
#

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

charred gyro
#

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.

weak vault
#

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!

rotund egret
#

and it throws off perfect ratios

jaunty citrus
#

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 productivity_module_3, it just won't scale anywhere near as much as speed_module_3 + productivity_module_3

daring siren
#

People keep asking for rate calculator in vanilla, and I disagree wholeheartedly because it only works with perfect ratios

rotund egret
#

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

daring siren
#

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.

sacred totem
#

prod also increases the machien output rate

quaint flower
#

speed does that too i think

sacred totem
#

really? no way

#

/s

quaint flower
#

yeah ill need to research it more.

rotund egret
north yew
#

what if you deconstruct the machine before it fills up the purple bar

rotund egret
#

sucks to be you then

daring siren
#

But it shouldn't, because of how effects stack

rotund egret
#

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"

daring siren
#

Worry no, but every once in a while you can optimize your builds for size

rotund egret
#

yeah

#

this started from the convo about people being too fixated on blueprints with specific ratios

quaint flower
#

optimize, shmotimize, build it big and if its too big make it smaller

rotund egret
sacred totem
#

L + ratio + biters broke your walls + no oil

daring siren
#

But space platform

sacred totem
#

total rebuild every time you unlock a new tier of prod

#

no exceptions

#

not even the rails will survive

rotund egret
#

legendary rails or bust

daring siren
quaint flower
quaint flower
daring siren
#

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.

quaint flower
#

i unlocked a second area but that's how far i got

#

i dedicated that are to resertch

half raptor
#

One fun thing about idle/tycoon game is the exponential currency model where you're spending 6 trillion coins to upgrade a lemonade stand.

daring siren
#

In this case, it just got very slow and not viable without mtx

north yew
#

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

final nimbus
#

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% steelplate from green science or +10% plastic_bar from blue
Just a thought I had

kindred crater
#

I'd assume so, to tease the mechanic and its benefits

north yew
#

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

iron root
daring siren
daring siren
# iron root id argue it works with more i just use it to see if theres a major imbalance whe...

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.

iron root
#

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

daring siren
#

I honestly don't usually care how much something can/actually makes. I do care to know if it makes what I need.

iron root
#

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

daring siren
#

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

iron root
#

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

daring siren
#

A "real rate" on the hover panel for a single building would be great.

iron root
#

'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

daring siren
#

Both would be nice, but the first is more likely

sick dock
iron root
#

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

sick dock
#

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

half raptor
#

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

sick dock
#

Do we have confirmation of the % power of quality_module , quality_module_2 , quality_module_3 ?

daring siren
#

25% for quality_module_3

#

10% for quality_module

#

Following other entity strengths, quality_module_2 should be 15%

sick dock
#

See this is where I get confused because 10% seems to be a 10x factor

daring siren
#

It is

sick dock
#

quality_module has 1% chance to up a tier, yes?

daring siren
#

Yes

#

They do it 10x because it is integers

sick dock
#

The fulgora mechanics reveal showed the EMP had a 20% chance to up with 5 * quality_rare quality_module_2

#

20% / 5 / 1.6 = 2.5%

daring siren
#

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.

sick dock
daring siren
#

That's how they did it

#

Truncated

sick dock
half raptor
#

So each quality_module_3 is 2.5% chance but at quality_legendary 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

daring siren
half raptor
#

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%

tall sandal
jaunty citrus
#

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.

tall sandal
#

not just the rounding, but taking the displayed % value and diving it by 10 to get the real % value

jaunty citrus
#

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 quality_any quality_module_3

tall sandal
#

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

terse lagoon
#

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

unborn flax
#

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.

remote scaffold
sacred totem
unborn flax
#

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.

sacred totem
#

fixed point numbers are just integers with sugar on top :V

#

but yes, i do mean the effectvalue

sick dock
#

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%

fallow flint
#

It's a 1 in 500 loss comparatively

#

If it was actually 25%

#

Then no loss

jaunty citrus
#

What?

#

Oh, the rounding difference

half raptor
#

We need exact numbers for our randommess

pure spire
#

cant wait for better quality bot stuff

kindred crater
#

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

pure spire
#

we can set logistics for qualities right

half raptor
#

You can set a specific quality or you can select any quality quality_any

pure spire
#

can you select 2 at once in the same logistic slot or do you need to use 2 slots

terse lagoon
#

aren't there are 5 slots now?

daring siren
#

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

pure spire
#

say i want filter to only pickup purple and orange assemblers

#

oh nice

half raptor
#

If you have the filter slots. You can also set filter splitters to select greater than or equal to quality levels

pure spire
#

didn’t know the >= stuff

half raptor
#

Picture is worth a thousand explanations

limpid gorge
#

quality over quantity?

kindred crater
#

also quantity has a quality of its own

pure spire
#

have we seen a photo of the speed effect of quality on assemblers?

kindred crater
#

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

unborn flax
#

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.

jaunty citrus
#

The other one?

charred gyro
#

I see the assembler is missing power consumption info

jaunty citrus
#

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

pure spire
#

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

median verge
#

Theres a reason legendary equipment takes so long to make

pure spire
#

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

jaunty citrus
pure spire
#

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

charred gyro
#

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.

jaunty citrus
#

There is only 2 directions, Vertical and horizontal, rows and columns

terse lagoon
#

What about bi-direction? Or attack helicopter direction?

jaunty citrus
#

x axis and y axis

half raptor
#

And z axis

daring siren
#

And my axis!

half raptor
#

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

jaunty citrus
trail cradle
#

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.

kindred crater
#

you can

daring siren
#

Yes, it is possible to mix quality modules and prod modules in a machine

kindred crater
#

and in fact, I think its been proven having both in at the same time is optimal

daring siren
#

It is optimal in assembler-recycler loops, for very high quality modules of both kinds

trail cradle
#

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.

half raptor
#

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

trail cradle
#

There are sooo many different approaches, that's what i really love about quality!

half raptor
#

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

trail cradle
#

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.

rotund egret
#

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

half raptor
#

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 quality_epic iron_plate + 3 quality_legendary copper_cable will yield base quality_epic electronic_circuit with chance for legendary. If my input buffer for quality_legendary copper_cable 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"

rotund egret
#

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

half raptor
#

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

rotund egret
#

I think they said Epic is one of the first 3 and Legendary the last planet

terse lagoon
#

Epic is on fulgora

half raptor
#

I didn't see them say it's on fulgora

#

Screenshot?

terse lagoon
#

Hm, i indeed can't find it. They mentioned only T3 modules in FFF, not the quality lvls

rotund egret
#

yep

trail cradle
# rotund egret yep, it's been one of the dominant theorycrafts since Quality was revealed. It w...

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.

rotund egret
#

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

trail cradle
#

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.

rotund egret
#

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. 😎

rotund egret
#

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

trail cradle
#

This is such a fun problem to solve, love how there are so many approaches with pros and cons for each

rotund egret
#

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

trail cradle
#

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.

rotund egret
#

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

trail cradle
rotund egret
#

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

trail cradle
#

Indeed, once we get out hand on the expansion and actually start playing, we can get a feel for what is best

half raptor
trail cradle
half raptor
#

Indeed and it's a good way to monitor what you're recycling most and adjust your base

daring siren
#

Interesting that quality_any and fulgora share some qualities, because both rely on conditional recycling

half raptor
#

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 processing_unit

#

The planet is backwards

pure spire
#

is quality ammo a thing?

#

the item I mean

#

because that seems very inefficient

chrome mauve
#

isnt ammo fall under consumables that will get durability bonus?

pure spire
#

“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

median verge
#

Think about energy dense stacks of ammo for outposts or space platforms

patent cradle
kindred crater
#

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 quality_module_3 's you need for whatever setup.

#

would it be more efficient to recycle loop the power armor 2 until you roll quality_legendary , or to recycle loop all of the required items to legendary and then craft it? or are they equal?

median verge
#

More efficient space or resource wise

#

Or time

kindred crater
#

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

rotund egret
#

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

median verge
#

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

half raptor
#

Quality GUN makes sense

#

Though even a stack of quality_uncommon ammo would be nice but I wouldn't hold my breath for legendary bullets

charred gyro
#

Doesn't seem like there would be much point anyway if there aren't legendary enemies

half raptor
charred gyro
#

More variability among biters could be neat. They're very predictable in vanilla

half raptor
#

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

charred gyro
#

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.

half raptor
#

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 quality_uncommon medium biters

#

Still on the same evo, but the quality goes up

charred gyro
#

I'm thinking evolution alone may be too simple to have a wider range of difficulties.

half raptor
#

Sure, I don't think we will hear about biters until after Bwuhuo reveal

#

Day 1 mod, rename Bacchus to Bwuhuo

charred gyro
#

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.

half raptor
#

Just suggesting.... Swimmers

charred gyro
#

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.

little orchid
#

They could even do the corpse landfill thing, because landfill is now removable

daring siren
#

Hmmmmm

#

Using biters as a source for landfill?

#

Which can be recycled down to stone

little orchid
#

Oh dear...

daring siren
#

quality_any worms get larger range (as they are a turret), and quality_any nests have a chance to produce quality biters/spitters.

#

When an expansion squad has a quality_any 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.

old lake
half raptor
#

"I can't do reverse math" ~Travis Willingham

uncut helm
#

press undo on the calculator

half raptor
#

I'd post the YouTube clip that quote comes from but I know that YouTube spamming is discouraged here

rotund egret
#

do the <hyperlink>

tall sandal
#

I think its okay

trail cradle
#

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.

tall sandal
#

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

trail cradle
#

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

tall sandal
trail cradle
#

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

tall sandal
#

1st row should be 9%, 0.9%, 0.09% .... uhhh whatever is left

trail cradle
#

Oh that's BIG. I'll have to redue my math.

tall sandal
#

yeah

burnt reef
#

the table's odds would be correct if they were for "this rarity or better"

#

(with unmentioned odds at 100%)

terse lagoon
#

It is

#

Was confirmed by devs

dense kraken
#

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%

terse lagoon
#

Pretty sure they confirmed they won't fix it. But mabe they later changed their opinion, dunno, if they did - i missed it

daring siren
#

They can fix it if they make it 1000x instead of 100x... that said, I hope that the UI is float 1x

jolly swift
#

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

half raptor
#

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 quality_any 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

rotund egret
#

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

heavy ember
rotund egret
daring siren
#

Only in quality_any recipes

rotund egret
#

for instance:

electronic_circuit takes 3x green_wire

if the assembler first inserts 1x (quality_uncommongreen_wire) , it would have to wait for 2 more (quality_uncommongreen_wire)

#

and you cannot insert any more common wires until the craft is finished

daring siren
#

Specifically quality_any electronic_circuit requiring 3x quality_any green_wire

#

When it's set to electronic_circuit , it can only accept quality_normal green_wire

sacred totem
#

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

daring siren
#

Recipe circuits will help reduce this

jolly swift
#

I think early game having manual buffers for overflow quality stuff is a lot easier than designing a base with perfect ratios

jolly swift
half raptor
#

My bus is going to be all quality_normal and any quality upgrades are going to overflow chests for making my early personal equipment and first space platforms

jolly swift
#

honestly that’s probably better

#

2% more science isn’t worth using up quality stuff

rotund egret
#

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

rotund egret
#

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)

half raptor
#

It's also pretty easy at the product output line to set a priority splitter to send quality_uncommon or greater off to the side to load into chests. At quality_module 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?

rotund egret
#

we have read full belt contents now 👀

tall sandal
#

and stacking, and super high speed belts

rotund egret
#

you'd still need separate assemblers to make sure they don't accidentally pick the epic green circuit and break

half raptor
#

Sushi does hurt belt optimizations since groups of similar items are processed together in groups. Sushi breaks that some

tall sandal
half raptor
tall sandal
#

cracked out legendary assemblers with 250% speed and beacons

#

surrounded by 4x sushi green belts stacked 4x tall

rotund egret
half raptor
#

You can also set it based on a availability, measuring the belts you can say "if there's quality_rare iron_plate and quality_rare copper_cable , put the quality_rare electronic_circuit signal on a wire and depending on which signals get priority by the selector_combinator it'll set it because it has ingredients availabke

rotund egret
#

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

half raptor
#

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

rotund egret
#

yeah, that gets pretty insane

#

even moreso after you unlock bots

half raptor
#

Then just keep any and all normal items on the bus

rotund egret
#

the 1-assembler mall meta

half raptor
rotund egret
#

no joke

half raptor
#

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)

rotund egret
#

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

sacred totem
#

nah, gotta parralelize

#

get that 16 mall meta going

#

four threads

half raptor
#

So you could set (for example) that if quality_uncommon iron_plate is greater than 0, set quality_uncommon iron_gear_wheel to 1

If quality_uncommon iron_plate and quality_uncommon copper_cable is greater than 0, set quality_uncommon electronic_circuit 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

chrome mauve
#

just gib me Quality now so that I cant test my solutions if they work

half raptor
#

We have the janky quality mod that simulates the RNG factors

daring siren
#

Qualities in RimWorld have Normal and Legendary

#

So it's not weird they are called Legendary

jaunty citrus
#

New Rimworld expansion hype

daring siren
#

DARK SCIENCES

jaunty citrus
#

"Legendary muffalo wool baby romper"

#

My favourite is when my guy makes a legendary wooden dining chair

abstract condor
#

i wish it wasnt random

#

like for intermediates a quality 1 always makes quality_uncommon, quality 2 always makes quality_rare , quality 3 always makes quality_epic

#

and if you use 2 modules it doubles

jaunty citrus
#

It being random is kinda the whole point

abstract condor
#

so 2 qual 1s make quality_rare , 2 qual 2s make quality_epic , 2 qual 3s make quality_legendary

abstract condor
#

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

jaunty citrus
#

Well I don't see how just putting some modules into a machine and having it always spit out quality_legendary is interesting

abstract condor
#

That way if i really want to make just one high quality roboport i know exactly what i need to make that

abstract condor
#

a qual 1 is +200%, then +400%, then +800%

jaunty citrus
#

That's even less interesting, now you just need to wait a long time.

abstract condor
#

as opposed to either waiting a long time OR getting lucky with the system as it is now

jaunty citrus
#

No, because you need to keep it fed with additional resources, it becomes a strain on your production

abstract condor
#

so add a negative production bonus on top of that

jaunty citrus
#

And there are many different approaches you can take, not just "you have to wait"

abstract condor
#

the only different approach you can take now is to be lucky

jaunty citrus
#

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?

abstract condor
#

mathematically you can make it take the same time as the random system would take on average
and consume the same amount of resources

jaunty citrus
#

So what's the issue then

#

If you scale big enough they function the same anyway

abstract condor
#

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

jaunty citrus
#

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

abstract condor
#

could have using multiple quality modules multiplies the penalty

jaunty citrus
#

That's not how modules work though, the bonuses they apply stack additively

abstract condor
#

so applying 2 qual 1 modules would have the same effect as 1 qual 2, but significantly more resource and time intensive

abstract condor
#

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

jaunty citrus
#

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 quality_legendary

abstract condor
#

I thought science was excepted like belts?

abstract condor
jaunty citrus
#

Belts also get quality, they get +150% health at quality_legendary

abstract condor
#

what

#

just for hp?

#

i thought there were a few exceptions

#

landfill?

jaunty citrus
#

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

abstract condor
#

a leg science pack would count for like 10 science packs

#

or something

jaunty citrus
#

A leg science pack counts for 6 science packs

abstract condor
#

yeah currently

#

wait ill get the ratios

jaunty citrus
#

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

abstract condor
#

ok i couldnt find a number for quality intermedates

#

but without them items are 56 times as expensive

abstract condor
rotund egret
#

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

abstract condor
rotund egret
#

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

abstract condor
#

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

rotund egret
#

you're pretty much never bottlenecked by research speed, just by the quantity

abstract condor
abstract condor
rotund egret
#

so you have the tens of thousands of resources ready to go?

abstract condor
#

no by speed i mean how long it takes to actually complete the technilogy

rotund egret
#

research speed only affects the number of labs

#

technologies require X amount of science packs to complete

abstract condor
#

im proposing that quality science packs count for more packs when researched

rotund egret
#

which is the main bottleneck, not how fast they're processed

#

they already do

#

but the amount isn't worth it

abstract condor
#

no they just last longer

#

which is the same thing if you dont care about time only prod

jaunty citrus
jaunty citrus
abstract condor
jaunty citrus
#

That wouldn't be an improvement over just placing 6x as many labs

abstract condor
#

N being some number that doesnt completely break the game

abstract condor
#

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

jaunty citrus
#

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

abstract condor
#

thats true

abstract condor
fading fern
#

Unless there's more to quality than just using recycling loops.

dense kraken
#

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)

rotund egret
#

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

half raptor
#

With quality_legendary productivity_module_3 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 quality_normal intermediate sinks

#

I still don't know if a science lab can handle multiple qualities, say for instance you have 2 quality_normal automation_science and 1 quality_uncommon logistic_science in the lab researching a automation_science logistic_science tech. Will it just research together with the quality_uncommon logistic_science have twice the durabiliy or will we need to pair quality_uncommon automation_science with it to research?

rotund egret
#

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

covert ridge
#

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 ChibiSmug

jaunty citrus
half raptor
#

Honestly, filtering your unlucky quality_normal intermediates toward science makes sense and send you quality intermediates toward machines and modules

kindred crater
jaunty citrus
#

You're going to get some crazy bias putting the poll here

kindred crater
#

yeah I think thats a valid point lol

sacred totem
#

im gonna think about it only as hard as googling "best qulity method factorio"

half raptor
#

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

kindred crater
#

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

jaunty citrus
#

A programmable assembler bot setup is probably going to be as close to a universal solution as you can get

heavy ember
cerulean harbor
#

the cool thing is that the best quality method isn't a single thing

#

there are different things to optimize for

heavy ember
cerulean harbor
#

i don't think reddit does that lol

jaunty citrus
#

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.

half raptor
#

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 quality_legendary 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.

rotund egret
#

if all your legendary overflow chests are full then you don't really need the quality setup to work

half raptor
#

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"

rotund egret
#

maybe disable all quality stations if the overflow is fulll

half raptor
#

So if my quality_rare electronic_circuit 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

half raptor
# rotund egret maybe disable all quality stations if the overflow is fulll

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 low_density_structure that logic might tell you to make more copper_cable 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

opal haven
dense kraken
#

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

opal haven
#

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

half raptor
#

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

dense kraken
#

them with legendary equipment*

#

that's gonna be so expensive

#

but oh so strong

rotund egret
#

I've seen some Janky Quality clips of fully legendary spidertrons

#

more like Speedertrons

daring siren
#

Yah ColWill had a full quality_legendary PaMk2 and they had some quality_legendary spidertron walking, so they could easily fill them with quality_legendary equipment

half raptor
#

Getting full legendary personal equipment unmodded is going to be the Pinnacle of flexing

trail cradle
#

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.

daring siren
half raptor
#

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 productivity_module_3 the entire process and set up a quality_module_3 loop at the end, which will work and will make intermediate sorting easier I suppose

daring siren
#

I'm going to 2 prong it. quality_module on some of the the electric_mining_drill, productivity_module in the middle, and quality_module on final products.

#

I agree that with enough productivity_module_3 in the middle, the price of a recycling loop can be worth it for the simplicity

#

It's important to remember that getting quality_any early on some items is worth it

final nimbus
#

I start with the decision to use productivity_module_3 wherever possible and quality_module_3 in any other place (and miners)
Then... figure it out from there.

daring siren
#

Miners I'm still half-half on using quality_module or efficiency_module

final nimbus
#

efficiency_module up until I stop caring about pollution or power draw

kindred crater
#

until quality_module_3 and quality_legendary 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 quality_module_3

#

and then from there, having quality_module_3 -equipped outposts vs normal ones have a higher priority for their train stops so they're more jam resistant

half raptor
#

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

heavy ember
half raptor
#

Will pay to beta test

iron root
#

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)

daring siren
#

12-1 costs more in speed_module_3 but less in productivity_module_3. Depending on the qualities you want, it may be worth it

kindred crater
#

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

opal haven
#

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

kindred crater
#

agreed. 12-1 certainly has its place, but going straight to that is like not using quality until you get quality_rare or better

half raptor
#

If only speed beacons didn't put a quality penalty

#

Then again I guess it prevents people from setting up the same old builds

kindred crater
#

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

half raptor
#

Quality machines just increase speed, more speed reduces down the amount of machines needed

kindred crater
#

absolutely, I'm just saying that benefit isn't as strong as if we could beacon quality_module_3 -equipped machines, like you were saying

#

30-150% vs 300% and well beyond

daring siren
#

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 quality_legendaryproductivity_module_3 and 4 quality_legendaryquality_module_3, if the recipe accepts productivity_module_3, 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 speed_module_3 in beacon, 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.

daring siren
#

like 2x IIRC?

kindred crater
#

the exact numbers are buried somewhere in the FFF channel

half raptor
#

I'm just wondering over the math of that considering 4q and 4p are close

daring siren
#

4q and 4p are not just close, they are exact

kindred crater
#

btw, do you remember the optimal ratio for the 5 slot EMP? 3Q?

half raptor
#

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?

daring siren
#

Anyways for 2q2p it's 79.5 quality_normal for 1 quality_legendary, while 4p or 4q is ~154

half raptor
#

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 copper_plate to copper_cable to electronic_circuit advanced_circuit processing_unit quality_module_3 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