#Quality
1 messages · Page 4 of 1
(though I suppose the discussion is moot if you prod all the intermediates in your base and quality loop the finished machine)
What is this "overflow" you're talking about?
when unused stuff piles up
I'd aim for something similar as well, minimising recycling is key
tho there isn't that many steps in factorio and 25% per step isn't that much
so let's assume I have an imbalance in the production of
and
where I am now accumulating cable. My trains stations will have their priority set by the equation ((goal-inventory)*100/goal) so that when I have a large buffer, the priority will decrease, this is how I will balance delivery to my various request stations. However if P falls below zero, that also means that the train limits will also be zero. It won't happen right away, but eventually I will have "Destination Full" while trying to deliver my cables. I will set in the train interrupt "If Destination is Full AND Time Elapsed >10 seconds, go to Recycle Station"
My recycle station will be where my excess items go for recycling back down to
and then the train that picks up the products from my various recycling will deliver back out to the stations. Keep in mind I'm going for quality in all machines with the exceptions of the lines that are requesting my Legendary ingredients, which will be handled via Productivity modules.
As my
buffers stay full, the recycled copper has a chance of coming back upgraded and then I'll eventually begin to accumulate excess
if i'm not getting enough uncommon iron plate to go with it. The same thing will happen again where I'm now recycling the uncommon wire and getting back at minimum uncommon plates back. Eventually I'll start accumulating Rares, then Epics, then Legendaries.
To counter the over production of
I would have a secondary station in the same stop as my epic, rare, uncommon, and normal stations, prioritizing them in that order. Since assemblelrs can be set to accept higher quality inngredients in place of lower, it'll still work
By setting a priority splitter to favor the legendary overflow before using the correct tier ingredient, I'll make the destination full message appear more often and prompt more recycling, which would probably lead to more legendary cable, so eventually I would need to set up storage buffers for it all since there's no benefit to recycling it.
However I can set alerts that tell me I'm accumulating too much and using these overflow stations and I'll see "Oh, I need more
production" and as I'm now consuming more cable, the buffer will go down again, and the next time I might start accumulating more iron plate than I can use. Granted it has more paths it can go down so it'd take a while for that to be a problem. I plan to set up a monitoring station that sends me global alerts to tell me what modular block I should build next as it would be based on 1) Reading that I have an accumulation of the resources and 2) I have a high demand for the product in question. If Another product of those resources have a higher demand it'll favor that alert.
An example of that would be if I start accumulating Iron Plates, it would read the relative demands for Steel, Gears, Pipes, Green Circuits and whichever of these has a higher demand wins. Granted the green circuit factory would require a high buffer of copper cable as well to be considered, so if I'm starved for copper, it'd only be looking at the first 3 for comparison.
The way I'll be measuring my average priority value will be simple. Using the new radar circuit network, I'll output the P value as (item icon) = P on the red wire and a constant combinator that outputs (item icon) = 1 on the green. At my monitoring station it'll just say ((item icon)(red wire))/((item icon)(green wire)) and if I have 12 stations requesting an item, it'll take the total priority value and the 12 from the green wire to give a live average priority value for that item across the whole base
sorry for the wall of text, I'm left alone at work too much and I've been thinking about this a great deal
i liked reading it
Has anyone done the math on output per second per quality+prod module in assembler?
Rather than ingredient cost?
not that im aware
I wonder if they'll balance prod modules at all so they're not so clearly the better choice compared to quality modules
hm? quality and prod modules do different things
Yeah, but it seems like everyone's decided that productivity is superior with the stats we've seen so far.
I got the impression they want to make them more comparable
if your goal is productivity then yeah productivity module is superior but its not that complicated
Can't get quality items without quality modules.
Honestly the balance seems great if from a material efficiency standpoint it's best to have both quality and prod in the same machine.
If quality modules were better, we would forgo prod and just use quality modules to push things to Q5 for science. That doesn't seem balanced.
Also we now have machines like foundry that have built in prod, which is basically a prod module nerf on them. Same goes for productivity research
I'm most happy about the
s
since slotting a couple legendary ones can give you amazing productivity at only a fraction of the power cost
which might end up being a bottleneck
though funnily enough a quality non-SA 1000 SPM factory will consume significantly less power than it does now 😄
and have a much lower footprint
I'm sure a lot of people will dip their toes into SA by designing 2.0 only bases with quality turned on
Such a fun feature on its own
There is also the issue of
drastically reducing your quality output speed, even if it is cheaper in the long run
When you only look at one stat, the material cost of quality looping, then yeah it's good to use prod modules. But that isn't the only factor
Well you're trading chance to upgrade for more materials to recycle loop, math comes out very close if you go to either extreme
People are saying that a balance is going to yield best results
I'm going to be stubborn and go quality all the way
Yes, based on material in -> quality out recycle looping it's better to use a mix
you go from ~160x cost to ~80x cost
Well read my wall of text above for how I'm going to approach quality
but a) that's with all
modules and b) it doesn't take into consideration the machine speed
That's why I'm going modular train block base with train interrupts to sort it all because it'll be a process to get modules, upgrade modules and everything else so the math will be always changing. Letting the trains sort and solving the base as I go is going to be my best solution rather than building "Perfect End Game Base" from the start
I'm going to let bots place
modules across the whole base then when I start accumulating those upgrade planner them to
and start recycling the normals that return back
I just implemented productivity modules into the quality cost calculator I’m making. Results surprised me a little so I want to check what the consensus is. When feeding base quality items into a recycling loop such as green chips, if you want to optimize for (legendary Green Chips OUT):(normal Green Chips IN). It’s actually best to use productivity modules in the EMP not quality. Quality modules are just in the recycler(since recyclers can’t take prod anyway).
Actually it’s like this for all the quality levels I’ve tested, prod modules in the EMP perform better than quality modules. I didn’t expect this
I think that was others consensus too that 1qual 4prod was the optimal ratio assuming no other prod bonus other than the +50 from the EMP itself
But 5prod is a close 2nd
Okay I was half right
Can't wait to see the math with each rank of researched
prod bonus
from my testing, prod bonus has a inverse multiplicative effect on the cost, as in, each level of prod reduces the relative cost of higher quality by more and more each level. I guess this makes sence as once you hit the 300% cap they are just time and energy to produce, you won't lose any material
Makes sense
Interesting that we'll hit prod cap early on +50% prod buildings
Ok this is really good, confirms my thoughts. My numbers are a little different from theirs though, but not by too much. I'm using a random number generator for these calculation, I have a program for the exact mathematical expectation, but I havn't been able to figure in prod modules to that one yet
I'm still putting my faith in the fact that most end game crafts are 6-8 crafts from ore and so that's a lot of chances for upgrading intermediates and I'd just set up a destination full interrupt to put my unused intermediates through the recycler.
A lot of the math you're looking at is going from
ingredients to
product
Ya, I'm specifically working on the recycling loops, which are by nature lossy and probably suboptimal until we get a really high prod from research
I'm also planning to do something like this, but I think the bottle neck will end up being the shortest recipe chain
so for modules, that would be red circuits, they are used in the T3 module recipe and the fact that they have plastic in the recipe, which come directly from coal, gives them the fewest steps in which to use quality modules
As in, we'll probably have lots of higher quality T2 modules, and blue chips at the quality T3 assembly area that went through many steps, but our red chips will be holding us back since it's the lowest quality among the ingredients that's the bottleneck.
@trail cradle a realization someone else pointed out was that you can set the assembler to accept higher quality ingredients alongside the quality it's aiming for. Of course if you have
and
it'll craft a
so if you have an accumulation of legendary materials you can set an overflow station that will bring excess to your stations to be used as lower tier ingredients
With priority settings you can tell it to overflow to epic, then rare then uncommon etc and only stress about it if you're dumping legendary materials into your
crafting station
Why though
To keep production going
It's a good thing if you're over stocked on quality materials, and you can set alarms to tell you when it's happening and all you have to do to fix it is to increase your production of your limiting reagent
But having it automatically doing so will keep trains from clogging up when they can't deliver legendaries anymore
If I'm measuring a low priority value for both
and
and I'm also reading a high priority value for
then it means I have the materials buffered, I just need more assemblers or EMPs and I just build another modular block for that
once we hit 300% productivity on a machine isnt 5q the only sensible option
Yes
and also at 300% prod recycling for quality is free i think
It might be that the meta will be to pump productivity until you get to 300% prod and then replace one module at a time as you research to quality
that sounds accurate
Yes you get 4 items per craft and you get a quarter ingredients back and you can quality roll while recycling
It will probably be that as you infinite research you transition to quality modules but start with prod
that actually introduces a really intersting problem when optimising a megabase for UPS
because then you're debating between speed modules or quality modules
speed mods = less machines = higher ups
That's the puzzle
quality feels like a gift that just keeps on giving
It is so controversial we've been discussing this for almost 7 months and had to start a channel for it
💀
At least it's not boring repeatable 8 beacon builds
^^ exactly
I think people underestimate how long that will take
Oh it'll be an accomplishment that'll take months I hope
legendary modules aren't that hard to come by
"why is your CPU glowing?"
"Gotta get to 300% prod on all intermediates. Science goes BRRRrrrr"
Also as you approach 300% prod it becomes cheaper and cheaper to use recycling loops
An EMP with 5 legendary quality mods already has 150% base prod before any recipe prod
a big question is what items specifically will be included in productivity research
Whatever those items may be, they'll be the ones to recycle loop on
we currently know for sure steel and blue circuits
Fun fact: if ur max quality is
(
modules too) and u loop from
to
, it's the exact same resources usage u get from looping from
to
using
modules. Only in EMP and with no prod research
checks out! the difference being a mere 0.07 inputs
It's 0.0073 difference in items u need to make 1 max quality item for me. Overall u still need just over 13.2 butches of items to input to get 1 thingy of max quality output
OK so it's 0.07 out of 13.23~
0.007
ye
that's the one... and the equivalent calculation for rares with rare modules isn't far off either (13.866)
wait ignore that misreading my own output: free prod 50%, 5-module machines: 1 normal input -> 6480574181/39070148045 rare outputs (decimal ratio: 0.165870223310540, reciprocal 6.02880963226181) rare outputs are 179722681007/12961148362 == 13.8662621542022 times the expense of a normal output tier 0: prod * 1, qual * 4 tier 1: prod * 1, qual * 4
so only 6.029 for rares
do we know how much space age will cost?
About the same as the base game
cost is irrelevant game is forever
@north yew I know we've talked a lot about all the facets of trying to use qual mods for intermediates, and how in pretty much every case it's just better to use prod mods, but I think there is one single niche use case where it makes sense to use qual mods for intermediates over prod mods
That's for the case where some of the ingredients for a recipe are prod-compatible and some aren't.
Take, for example, prod mod 3s themselves. The recipe requires prod mod 2s, red circuits, and blue circuits. The vast majority of the cost is in the prod mod 2s.
Prod mod 2s can't have prod mods applied to their production, so you might as well outfit them with qual mods. You'll end up with a small supply of high-quality prod 2s.
This represents an opportunity to make a high-quality prod 3 for cheap, by using the high-quality prod 2s you already have as ingredients...
...but you'll also need some red and blue circuits of the same quality tier.
Quality circuits are a bit painful to produce because qual modding them means passing up on prod modding them, but in this case the circuits represent only a very small fraction of the total cost of the item you want, so overpaying for them isn't that big a deal.
It would work, but only for one step. It also means having a separate red/blue chip manufacturing area w/ qual mods that specifically feeds only the T3 module production. Benefit may outweigh the cost in this specific case.
The one beef I'm starting to develop about strategies like this, though, is that it requires ratios to be coordinated. That means you have to upgrade all quality modules in the setup at the same time or the ratio goes off. Doing it only at the last step you can slowly upgrade to better quality modules one at a time.
Does it require the ratios to be coordinated? Like, in this specific example, maybe you have your quality circuit assemblers running off to the side, with basic-quality circuits fed into the base's main circuit belt with priority input, and maintain a small buffer of quality circuits ready to use when quality prod 2s show up.
I think that works regardless of the exact quality level of the assembler(s) making quality circuits.
If the modules are coordinated, then for the T3 recipe you won't even need to mix red/blue chips from the quality section with ones from elsewhere. The ones coming out of the quality section will match the ratio of the T2 modules. Doing it the way you described would work, but it's costly compared to just coordinating the modules.
I'm not sure how it's costlier to do it my way, assuming there's enough of an outlet for the low-quality circuits.
Can you explain that to me in more detail?
Buffering quality ingredients generally feels yucky to me. On top of that it's quite a bit of logistical complexity getting the quality chips to run as much as you need them to without running too much or too little.
On top of that, I broadly feel that quality is going to be a very complex mechanic to play around even if you engage with it in the simplest possible way. Anything that adds more complexity on top of that is beginning to feel unappealing to me.
That being said, if anything in the game is worth getting fancy for, it's T3 modules.
In other words, I see increases in logistical complexity coming in at a very high premium generally.
That's fair.
And different people will have different levels of tolerance for the logistical complexity added by the quality system.
Buffering quality is indeed yucky and honestly I see the argument for going prod on everything and eventually quality looping at the end. I think there are 3 simple solutions and a couple more complicated solutions but the ones that stand out as the easiest to understand are:
- Productivity module all intermediates, keeping it all at normal quality and then only deal with quality on the final step, creating a loop. This will mean you'll need to transport a higher quantity of intermediates before the end.
2). Set up quality loops on intermediates early in the production chain, specifically where we can potentially get the 5th slot for EMP to assist and in one step go from normal to legendary and everything after that just uses legendary ingredients for crafting
3). Set up quality modules in your factories that output normal products for use in the rest of your factory and push any and all upgrades items through a recycle loop.
4). My favorite, we set up modular factories that are set up to handle assembly in every combination of quality and design the train stops with train interrupts to sort everything, using recycling to address buildup of unbalanced materials
I said 3 simple because #4 is far from simple
3 sounds good, especially for recipes with no prods (although recycle looping can wait for quite a bit - a bit too wasteful even for a midgame)
the great thing is all of those methods will work in the end
some better than others, but there's more than one correct path
#5 is to quality loop on select recipes that have a productivity research, and crafting
everything from those items, fulgora recycling style.
@jaunty citrus The recipes that return the same thing do give higher quality stuff
I found a source (pov: I asked pepperbox)
V453000 mentions that you can't recycle fish at all because it had to be hard to get quality fish
this sentence makes no sense unless those recipes do quality bump
I don't see why they wouldn't bump quality in the first place
If you have quality modules, it can increase quality
Didn't you ask for a source of that behavior?
No, I asked for these rules #friday-facts message
Probably yeah
I wonder if the massive boiler setup in the Fulgora soundtrack video was because you can't recycle solid fuel, or because you might as well get some power from your excess ice and solid fuel
I bet you can recycle solid fuel
well
idk
you can recycle plastic and coal
and solid fuel feels to me like a strange child of those two items
You probably can, it'll just recycle into itself.
imagine if they implemented the actual recipe
It's one case where it would actually be worse
(fluids are deleted on recipe recycle)
It's just a little odd, although I imagine the power priorities when using accumulators/lightning rods make it relatively simple
Yeah I imagine battery/processing unit cycling to be best on
for that reason
rod probably has priority over engine
but engine has priority over accu
so any time there is a lack of power coming in (all the time on fulgora) - engines run
I mean.. among other reasons
battery is great for the copper/iron
it's kinda meta
but honestly idk if it will be enough sulfuric acid
I get that it is 'free in the ground' and all
I suppose mining prod helps us out here, but we don't have a super pumpjack
OR DO WE?!
Yes:

Make your own super pumpjack with quality!
I'm a little sad that pumpjacks are probably still not flippable
I think a big mining drill makes sense, but I don't see what a 'big pumpjack' would even do other than extract faster
Mining prod + modules + quality will scale pumpjacks pretty hard
Fun fact, even with a recycler with max quality modules, you still need to recycle about 1000 fish to get one
. That said, fish aren't recycleable.
We are not 100% certain about if sending
returns
in SA. And we don't know if sending
items returns
items.
These were confirmed and unconfirmed, including the unconfirmation.
If it is possible, then we can recycle 1000
into itself to get
and send that.
TBF, I think they should just ditch or change the achievement rather than distorting many things to make it not easy.
The limited supply of fish isn't that much of an issue in 1.1, as you don't need 10k+ spidertrons
but if you now want say 50
, 10 for each planet? Now you pretty much do need 50k+ fish
I have a subtle feeling fish and wood will be renewable from Bacchus
not as a main, important thing, but just as a side recipe 'here it is' sort of thing
but it just seems wrong..
but so does needing to fish 50k fish
There just needs to be a way of getting fish from 'regular' resources
well, not needs, but really probably should be
I hope they are, as in 1.1
Maybe instead of needing to launch space science you need to launch the new end game science
I wouldn't even really call them properly renewable
It's possible farming fish is just something you do on Bacchus
Fish aren't limited in 1.1 though, you can get them by launching 
Yeah I didn't finish the thought clearly.
Even if you couldn't get fish from space science, as JG confirmed/unconfirmed, the limited supply of fish isn't that much of an issue in 1.1, as you don't need 10k+ spidertrons.
Noone wants to have to drain tens of thousands of chunks worth of fish to satisfy their
needs
The sad fact is that we'll still need to train tens of thousands of chunks worth of fish to have enough
to recycle
What does this mean?
Do you really think they'd make us do this? That's one of the reasons I am thinking it might be worth speculating some kind of fish supply.
If they didn't mind, they'd let us recycle 
If we could recycle fish, what would stop us from recycling ourselves? The quest for the legendary engineer.
The fact the engineer isn't an item
also we had this talk before, about recycling the engineer
You have options to farm fish in SE, so it's not off the table for it to be farmable in SA too
I don't see the connection
Perhaps the idea is for quality fish to be mostly limited to the endgame when you're at Aquilo
Such that you can recycle a zillion spidertrons to get quality spidertrons earlier, but more realistically you'll wait to get quality spidertrons until you reach Aquilo and can farm them
if theres going to be a place to farm fish it will be 
Fishing minigame when?
Please no
I feel like
will play a bigger role in SA on 
for small power polls
for spidertrons
i hope its a mini seablock
I'm still excited over a potential lava block
Or scrap block (can't build on scrap and more items can be found in scrap that makes victory possible only mining scrap)
Ah yes, explosive mixed ore challenge. Very "fun"
DangOreUs
But with scrap
ScrapOreos
Important quality information #friday-facts message
We now know the
reduce quality by 1%, 1.5%, 2.5% respectively. Which isn't a ton.
hmm, 1.5 and 2.5 have a decimal point.
Quality modules reduce speed by 5%. Lets say you have 5 of them that's -25%.
Add one
and it completely negates it and doubles the speed, for a reduction of -2.5% quality. This means you need to pay for less than half the modules.
is it safe to assume the 2.5% penalty isn't halved in a beacon? i would have thought it would be
It is, but we assume 2 modules in a beacon, so it's the effect of one module.
That said, putting a single module is also an option, just to negate the negative speed.
ok - i read your
as 1
If they are halved then I think that with 4 beacons with 2x speed3s, the (4-module) 79.9 only goes up to 91.8. Could someone else double-check?
79.9?
number of recipe inputs required to quality-loop a single legendary output, given you have a a 4-module machine, legendary modules and no productivity bonuses
Ah you mean input items for
output?
We're talking about a 5 module machine though 😉 with +50% built in prod
Just one beacon, with 2 modules, is a very large speed bonus, because it negates negative speed
For EMP the inputs-for-a-legendary numbers are 13.2, 13.7, 15.5 for respectively 0, 1, 4 beacons containing 2 speed3s. Though someone else please check.
This is assuming you're also beaconing your recycling machines - which you don't have to.
The impact of speed modules seems so small, I can't see myself holding back on them in the name of quality.
we already knew that right? see the graph in my heretical post: #1215078107334057984 message
Neat. So it's 4p1q in emp + 4q in recycler
yes - and a few speed modules in beacons don't change that
Sounds like investing in
to put in
is actually the play, because it reduces the price of all other buildings/modules
In terms of order, not sure which module to start grinding quality for
Could we discuss this number? This suggests self recycling loops take ~1000 normal input for each 1 legendary output. Self recycling loops being any item that when recycled returns itself. For all the math I’m going to assume a recycler with 4xLegendary T3 Quality modules.
I did this test several times on JQ
When I run the exact numbers I get that an input of 1000x normal items into a self recycling loop, while recycling everything that isn’t legendary, will yield exactly 0.3667155061529014 Legendary items. How was the 1000 normal input for 1 Legendary output number calculated? It could be that my math is wrong but I want to know why.
I did the exact math on paper, and then built a test in Python to test it as well
jq? fp?
Janky Quality. Factory Planner.
ah i was thinking of another jq
FP doesn't show fish recycling for some reason
Are you able to use iron plates? Anykind of self recycling item should yeild the same result
Do we know if any others have calculated the cost of self recycling loops? It would be nice to compare. I acheived a very simular result using an RNG python script I worte. So I came to the same number from two very different dirrections. That is why I feel like 1000:1 is off by a good bit
thats actually not bad at all, assuming those numbers are final
I would've expected even a small speed boost would be enough of a penalty to not make it worthwhile whatsoever
Turns out it's still useful 🙂
just when I thought I was largely done thinking about quality, this pulls me right back in
As expected, it gets more and more useful, the better
you have
Better
means more boost per quality reduction
Better
means quality reduction is less of an issue
This means you need to pay for less than half the modules
could you expand on this?
very cool. I don't know how best to articulate it, but going big with
when using
and
is more incentivized in some aspect vs doing that with
and 
Even if the quality penalty was half of what it is, combining them is still dumb.
I'm sure there are some set of circumstances that could make it worthwhile
There's really not.
space limited, and you have a big buffer of ingredients, and you quickly want to get the
thing you're after. something in that direction
make things faster, i.e. you need less buildings i.e. less modules in the buildings
now I feel stupid
you're sacrificing quality % for higher short term yield
At that point your solution is
/
buildings which don't kneecap your quality bonus.
I don't disagree
just trying to find utility in this 
1%, 1.5%, and 2.5% quality reduction respectively. it would be easier to write this off if it was higher, but instead its low enough to bother me
paging @obsidian crescent you'd find this interesting
A perfect foundry will have 16*-2.5% = -40% quality reduction. What's the quality bonus for leg. qual. modules?
Legendary Quality 3 module is a 6.2% chance in game correct? It reads as +62% Quality
A perfect foundry will have 16*-2.5% = -40% quality reduction. With 4 qual modules: 6,25% * 4= 25 bonus quality
Unless I'm missing something it's not possible to have quality outputs when fully utilizing beacons for the foundry
Qual mods of any tier reduce speed by a fixed 5%, right?
yes
quality doesn't increase negatives
wait, u asked smt different
T1-3 quality modules will have different speed debuffs
but for Q1-5 of same tier, speed debuff is consistent
#1215078107334057984 message it was said a little earlier we found out that speed modules decrease quality by 1%, 1.5%, and 2.5%
@neat shard
my bad, misread
that I don't know for certain. we all thought -5% for a while, but it might be different across tiers
someone deeper in quality than me would know
I'm taking the 1.5% quality reduction to apply additively to the 62% you get from a
- i.e. the same way that prod modules produce speed penalties. This means the effect on the probability of a quality bump is -0.0015. Is everyone else reading it this way?
I don't know if it's 62% anymore
the fact that this 'bonus' is listed as a decimal means it might be the correct 62.5%
This is the point I was making earlier: EffectNumber may now be stored internally as something other than a normal integer.
If true, I hope they go further and state (e.g) the
bonuses as [2.5%, 3.25%, 4%, 4.75%, 6.25%], i.e. ditching the 1/10 'base quality' multiplier.
yeah, I think if they can do -2.5%, they can also do +6.25%
I would not be so fast to assume that
otherwise -2.5% applied to +62.5% is just too small as a penalty
at least 6.3% is doable
iirc the speed penalty is a constant -5% regardless of module tier
we're talking about quality penalty of speed modules
I was asking about speed penalty of quality modules, at least.
There's another possible explanation that has a conspiracy-theory level of plausibility: What if they have already got rid of the 1/10 multiplier? Then "1.5%" has an probability impact of 0.015, not 0.0015.
This would mean that instead of "haste makes waste but really not that much", it's "haste makes waste so think carefully about how many speed beacons you use".
ok looks like not: #friday-facts message
I figured those were the kinds of questions that would be answered, so I just asked them.
it is more fun for us to speculate on the big stuff imo
you're smarter than i am
of course now boskid is alluding to some super secret very big unnaounced changes, unclear if they're around the quality system
I'm skeptical because of the framing of this, but so far wube hasn't let me down so I am not so scared :P
I wonder what could be changed/added to quality other then changing some values
sound effects
Where is that?
for the recycler?
#friday-facts message @daring siren
for the item when u hold it. iirc they added different sound effects for different item types
I saw that fff. Like when you pick up a item in a GUI or put a item in a machine
it sounds nice
Woah... are we getting stacking qualities?
I have no idea what he means
Personally, I don't like the sound of it haha
But I may be biased from the threat-like nature of this feature's introduction :P
I'm sure some madmen are already thinking of adding 5 more quality ranks beyond legendary as a mod
For people who want their inserters to turn into helicopters
Imagine watching your ulta mythic quality inverter fly away into the horizon....
I think the change would be more mechanical
I bet there will be at least one mod with all 250 ish
Oh that give me an idea: each quality tier is 1% better, and there's 250 of them
Sounds like a stack pain
quality part 2 FFF?
inb4 quality was an elaborate April's fools prank
After mapping out how my base is gonna go and my whole strategy is decided out, after devoting that much mental energy toward it if quality turned out to be an out of season April fools joke, i would start playing other games
you could say it was a quality prank 
do we know if concrete recycles into iron ore and stone bricks, or itself?
just thinking about how it can be used on fulgora
Concrete is an assembler recipe, so I can't think of a good reason why it wouldn't be recyclable into its components. However, considering that scrap already emits stone, and there are plenty of gears lying around, the only reason I can think of to recycle scrap is because you don't want it anymore.
That being said, it sounds like free quality iron and stone brick.
yep that would be nice to take advantage of. I could still see a huge overproduction of stone/bricks, but I see it as a hidden blessing- it would make
/
stone walls common enough to use (provided it runs long enough and you're moving good volume), which would be a nice upgrade for base security
fulgora is a pretty powerful planet for sure. its pretty adaptable to what materials you need depending on how you manage recycling the scrap output items
posting this here since this is the quality channel afterall- major rework to beacons, quality effects their output
#space-age message ongoing convo about this from then on
#friday-facts message read this and directly above for tl;dr
i think we can't have a long-term reliable loop unless we use circuit counters or have a loop directly after a recycling step which ensures that all items in the system will be within ratio for the item that's getting crafted
it seems to accumulate some items more than others
this one is directly after recycling so it stays relatively empty and within ratios
Law of big numbers though?
I have found that belts are often not 'large number' enough to prevent jamming within their lifetime.
Those are at least what my tests with your mod showed.
I believe u need at least a steel chest buffer room
buffer room on belt or even in chest may not be large enough for the law to apply
and there’s always an astronomically small probability it can jam any finite size buffer
chest it has no issues
I think we undervalue how much larger a chest is than the belt. Reminder: the effect is exponential with buffer size.
I'm starting to think this may be mostly right after all, based on the apparently clamped "-8% quality" from today. And it's not inconsistent with what b*skid said #friday-facts message as I originally thought.
Reason is that (with an assembler3 say) a probability hit of 0.008 to quality only increases inputs per legendary by 11.7% (79.7 -> 89.2), which really isn't enough to give you a bad day. Whereas a probability hit of 0.08 increases this value by 241% (79.9 -> 272.4), which sounds more like "haste makes waste".
b*skid is a new one.
So I think the "base quality" of 1/10 has gone, or rather it's moved to be user-invisible. And
will be 6.2% (you're still not getting the last decimal place)
yeah, in practice theres no issue with chest, just a non zero astronomically small probability 
Pretty sure it's -8% out of 24.8% rather than 0.8%
indeed
This follows with how boskid told me it worked the other day - it is rigged up to display 0.1x the internal value
btw @hoary current this is outdated now
years of academy training, wasted
I wonder if its still 6.2% for
tho
It is.
Remember, boskid said that is the 'least of my concerns' given some unpublished changes
If that was these new silly beacons, idk - not feeling it haha
the new beacons are awesome, the quality rounding is still very slightly uncool 😅
the foundry recipe still bugs me
yeah... add it to the 'space age pet peeeves' list
Should it not take tungsten carbide?
I mean, the recipes are so much stronger speed wise that it's gonna be no big deal
I mean the molten iron casting recipes
this is true tho
so it's more of a 'i don't like this fact about it even though it is not so important'
just the feeling I guess
quality is also about feeling tbh
maybe, but this one has actual impacts on my designs
any design that relies on 4 splits, 1 being quality items doesn't work
It's still a lot more psychological than real of a problem.
but the 4 splits isn’t a stable split?
belt buffering could make it work out well enough
the buffer size for the quality line is big enough
remember: a long belt buffer is a lot bigger than a loop
I mean how would any of those designs not also work for a split close enough to 4?
in the long run one belt will fill up, and it will constrain the other one
why?
It will output like 3.95 belts or something
because the 3 belts will be overloaded
because there won't be 3 belts of output, but 3 + what we lose from rounding (*3)
It will 99.9% work
realistically everything around quality is going to be 'iffy' anyways.
but if u can process 3 full belts, why can’t u process 3 non full belts?
It would be 3 + a bit more belts.
?
the non-quality lines would have slightly too much stuff on them
you'd have 3 non upgraded lines and 1 upgraded line
think like a quality smelter
I see
it would send off 1 belt of quality items
but it will only jam about 1% time
in this case it will instead send out like 0.99 belts of quality items
I think thats fine
I mean, I never said it was a big problem 😅
I just said it was an unnecesary problem that I could fix in an hour or so with source access once I was up to speed.
I thought u meant it would cause the whole system to deadlock 😅
(it will 99.9% work)
problem is if it's fundamentally off it'll be off, my machine is likely to jam because i add quality to
by doing
-> molten copper ->
+quality ->
+quality
while the
-> molten iron ->
+quality
yeah, the Law of Very Large Numbers means if it can jam, it will, eventually
But will it likely jam within the reasonable (or even unreasonable) lifetime of a game
right. you just need to make sure that "eventually" is far enough away to not matter.
But a bias in the system does tend to produce impactful results in pretty short periods of time
Ratio mismatches for things like cables and plates into chips create those kind of biases that you’ll want a system for
multiply the odds of a jam by the number recipes you use the setup in times the number of ingredients per recipe times the number of hours in your playthru
cablel is an odd one because while you will have an extra step to craft it over making iron plate, you can also use the cable for
on top of
so lower quality cables can go toward green circuits and your higher qualiity goes toward red circuits
Personally I plan to have modular train blocks for each item and quality, with a train schedule condition that says if my destination is full, go toward the recycler block
...It suddenly occurs to me that the quality mechanic seems pretty darn unfriendly to direct insertion builds.
yeah... it would be
Broski-d
bro do be skiing
way ahead of you
@neat nacelle
yeah yeah it's his twin brother ore something
Since you're all too polite to say told-you-so: I was dead wrong about my suspicion EMPs may not take prod modules (based yesterday's PIC of EMP). So making legendaries with them is really cheap after all, mitigated by the fact that they can only produce a handful of recipes.
I am not not polite enough to say it, I just am not attentive enough to remember you made the claim
I would've said it if I saw though. 50% prod on emp is lower than the 100% we can get in an assembler already.
Also it having 5 module slots is kinda one of the big selling points, so it would be confusing if it did not support prod
They would still have beaten assemblers if you're trying to make legendaries (even without prod modules) but the argument is dead now
Yeah, fair
Whut?
oh no broskid is here
Are we censoring dev names to avoid pinging them now?
People have done that for him for a long long time
---> 
---> 
this is right?
for recycling?
yes
yes, but it won't do circuit -> cable in 1 step
It would be a lot more torturous if it did have recursive recycling chance :P
i mean you would gets
and
right?
and with
you can make 
yes
nice
Now that is a beacon rework i can get behind. I knew they would think of something better than overloading
i mean, it was pretty damn obvious of a way to do it
the implementation is the cool part
And the quality tie in? Perfection
As I said before, I'm a little put out about machines getting irrational number speed multipliers, but that's a minor thing, really.
It turns out that the computations for what the scaling function is were incorrect. There is no function; it's an arbitrary table that maps number of beacons to a percentage. So the only 2 data points we actually know are the two we saw pictures of; the numbers could be anything between them.
If I recall correctly, there was even a suggestion that a single beacon affecting a machine might get a bonus.
nah its (currently) 1/sqrt(n). boskid implied that we dont "know" its 1/sqrt but it is
math nitpick: an "arbitrary table that maps [input] to [output]" is still a function. in some foundations of mathematics, that's literally how "function" is defined.
based pedantic mathchad
in base.lua:
local effectivity = {}
for i = 1, 100 do
table.insert(effectivity, 1/math.sqrt(i))
end
Yo I just logged on and saw the beacon changes!!!! I can't believe they actually did it! #friday-facts message
here's the message alf is referencing btw
wtf ur some kind of prophet
that's how I would have balanced beacons but I thought it would be too complicated given the scaling would lead to irrational numbers.
yeah it's actually not that though
WTF
He confirmed it is a single line of of code
local effectivity = {1, 1/math.sqrt(2), 1/math.sqrt(3), 1/math.sqrt(4)}
so actually:
effectivity = {1, 0.7071, ...}
No, it's manually cut to 4 decimal places
okay dokay
I've got to wonder how many beacons they decided to put in the table
You could probably get a good guess cause I think them mentioned around 600 charactrers or something
Yeah
the initial ss we got implied 1/sqrt(n) but the reality is that it can become anything the devs please
1/sqrt(n) was probably just a placeholder function because its a good first thing to jump to the moment you hear 'diminishing returns'
which is a good place to start when bridging low beacon and high beacon setups
1/sqrt(n) is the Space Exploration core mining rate too
which is really funny to me
Why funny?
its hard for me to describe, except that it is such an earandel feature though and though
its more than just E that uses square roots 
If it was up to me, it would be:
100%, 86.9%, 57.1% 28.3%, 10.6%, 3%.
S(n)=e^-[((n-1)*2.67)^2]
it drops way too insanely at the end imo
I know, yes.
formula at least should make sure that adding more beacons not making setup worse. your formula not adhering to that
Ah sorry. Those numbers is the effectiveness of n:th beacon
Two beacons would be 186.9%
I just remember the numbers in that form by heart at this point due to the amount of theorycrafting I've spent doing with them in an another game
hm, that would work. but then order of beacons will matter, while it's not important with 1/sqrt(n)
so exponential approach to a given value
I know but the 1/sqrt drives it home lol
100%, 186.9%, 244%, 272.3%, 282.9%, 285.9%
Also if the order of the beacons matter, and the largest bonus goes first.
That would be good for mixed module layouts with different quality tiers
using different powers instead of 1/2 (in range (0;1)) might give some fun numbers to play with
you could also make it order-agnostic by just getting the total value by summing the series and then dividing by n
I think wube has gone with the order doesn't matter
I wonder if anyone knows where these are from
yeah, it'd be a pain to make a system that does care about order
"placement order matters" works terribly with blueprints
this is roughly how it works now
efficiently running a system in which order matters likely requires machines to update their beacon effect only whenever the beacons around the machine change
and that system does have drawbacks, notably fragility in the event that anything unexpected (code-wise) happens
Module stats that are a mixture of facts inferred from FFFs / 'leaks' and reasonable assumptions. Is this right based on what we know so far and do we know any of the 5 blanks?
all the known bonuses are affected by quality at +30% of their base value per "level" (of Q, in your chart), so it's reasonable to speculate efficiency modules being 30+9Q, 40+12Q, and 50+15Q, respectively.
also most bonuses follow a +2/3/5 pattern, so I'm gonna speculate that's the speed% penalty of qual mods
That's reasonable - and I agree 2, 3 are most likely for qual1, qual2 speed penalties. I just wanted to make sure I hadn't missed out on any leaked images that tell us for certain.
(I do not think the latter speculation is reasonable enough for you to put in your chart. just calling it now ahead of time.)
In fact we don't even know the 30,40,50 numbers in the eff modules, but given that all other
values are unchanged from 1.1, it's a reasonable assumption to put them there
it could also be 3/4/5. that's the Efficiency module bonus pattern the prod mod speed penalty pattern.
idea: put everything in the chart, but have a legend color that says "not 100% confirmed"
the 2/3/5 pattern includes assemblers, and if you include the EM plant, it becomes 2/3/5/8. machine with craft speed 3.25 when please
yeah - i'll change Q to (1, 1.3, 1.6, 1.9, 2.5) as well
"Q is the quality multiplier {1, 1.3, 1.6, 1.9, 2.5}"
possibly better
This table is really awesome, great work. I think we can also move the prod3 pollution% of 10 into the "known values" thanks to the leak from kovarex
I wonder if high Q speeds worts it for Quality
@hoary current We need to seriously crunch the numbers here. The cost-performance analysis for modules and beacons is very nontrivial now.
I'm not even immediately sure how to approach such a problem.
I have no idea
especially when we also need to consider the cost of quality machines
Hey @unborn flax the person of the hour, featured in today's FFF 😉
yes, also the costs of modules are nonstatic too because you can use quality first on the quality making devices
the problem is as complex as quality in general I think
And modules can get
as well
more?
yeah perhaps more
this was part of my original statement
I mean when u need to consider where and when to put quality first , it’s already a very complex problem
how do u do quality is relatively easier than what item and when do u do quality
3 parameters to add
to. Buildings, modules, beacons.
Quality buildings mean you need less of everything else, so that's probably higher priority
However, with the 1.5x
supercharge, it might be worth investing in
before in modules
high quality beacon is better for modules than high quality machine
True... because each
can affect 8~ machines
But the quality bonus on
is a bit less. It's just 0.2 more
That said, 0.2 of +100% speed is 20% on 8 machines... better than just 30% on a single machine
yes, but a beacon affects modules more than the machine does
high quality machine also get higher amount of speed reduction from prod modules
because the base speed is higher
hummm
yeah
final speed = machine quality x machine speed x (module quality x speed module - speed debuff)
the multiplier outside the bracket is more effective
I'd say the multiplier inside the bracket is more effective. Considering a -50% debuff, you would have to increase speed outside by 100% while only by 50% to make it twice as fast
I guess it depends on the magnitude of the debuff
Increasing the smaller multiplicative gives the bigger bonus
yeah
So what is our
priority?
Quality modules
Beacons
Other modules
Production machines
Oh wow. Heh, this had to be on the first FFF day I've been away from home...
i posted it on the SE discord in the "hey look at the pic of my base" channel - so permission definitely not required
It's still common courtesy I'd say
i've got other fairly neat builds for the SE ores but I thought that one looked the best
honestly i'm just flattered, i really don't mind
even not the image, but rather having your name in an FFF... it's a big deal!
It's true that a
is strictly better than a
if you care about quality, despite both being +50% speed. So I can see myself using
,
in certain endgame builds.
Because you can put a beacon with a double Q5 speed1 around a bunch of assemblers making quality goods and not destroy their ability to make quality stuff. That being said, remember that beacons amplify all of the effects of a module, including quality degredation. So a 1.5x multipler on two speed 1s will give a -3 modifier. That gets worse with higher quality beacons.
Ah for quality maluses. Yea that's a good point
yes that's what i was saying
Back-of-the-envelope calculation: a
is 65x the cost of a
, whereas a
is only ~11x the cost of a
. So the difference in cost feels like fair balance.
One speed3 offsets one qual3
So a single speed-speed beacon loses 15 qual in exchange for +300% speed 🤔
With your average 4x qual3q5 assemblers having 25% qual and 80% speed
... that's totally useless
Okay
100% speed costs 5% qual
if u r recycling upgrading using mall recipes instead of intermediate recipes, u would probably just use full quality modules tho
in that case u don't need speed beacons as the recipe is already super fast
at least not worth for the reduced quality bonus
with all the new tools I'm pretty confident that we will be able to afford recycling loops easily
is even cheaper if we consider EMP prod
i did a very rough 5x
->
and 5x
->
, divided by 1.5 * 1.5 to account for EMP prod - so 11.1-ish.
65x?? that's insane lmao
although yea it seems fair but still
the time it takes to have the ability to build the best factory just exploded
we're going to need an hours in a day dlc too otherwise bad things are going to happen when this drops
Meanwhile, in actual IRL factories... https://xkcd.com/2204/
^ this but space age instead of KSP2
Do we know much about the recycler stats? Some guesses based on FFF-399:
- Time to recycle = max(base crafting time, 1s) / 8. Or if there isn't a minimum of 1s, I think the crafting times of
,
,
have all doubled. - Recycling time ignores multiple outputs from the original recipe (it's not pro rata). So you have to run the recycler twice to invert 2x
, and concrete is even more painful. - Recycling iron plates is comparatively slow (0.4s?) - see the recycler at the bottom. So (bit of a leap here) perhaps there's a voiding penalty where there isn't a crafting machine recipe. Stone and ice aren't slow, suggesting both can be produced with a recipe.
Also I think LDS crafting time has reduced from 20s->15s.
The recycler at the bottom finishes with the iron plate in much less than half a second, and the one above it takes a lot longer than that to recycle one LDS.
The bottom one also finishes recycling 3-4 copper wire in compatible time to one iron plate
Far too little information to be making strong claims though, you'd need to be assuming too much
I think that's a little unfair - I frame-counted everything I could. 1) was otherwise consistent with the crafting times we know for red ciruits, processing units, battery, etc. Most of the ambiguity I encountered was from unclear belt stack sizes.
For instance the LDS takes ~112 frames which (given my hypothesis of x8 speed for recycler) works out at 14.93s for the original recipe.
question: for quality module 3, it has +2.5% quality base. at Q5 it has a shown quality of 6.2%. is that jsut a visual rounding of 6.25% or is that its true value (e.g. an Ass3 with 4x quality 3 Q5 modules, is it +25% quality, or +24.8%?
game stores these values is ints, so in reality +2.5% quality is 25 in memory. 6.2% is 62 in memory. And 6.25% can't exist cause it stored not as a floating point number. And yes 4
gives u +24.8%. We don't know if devs will change that behavior or not, but for now it works like that.
Seems like a logic check that says "if 4 modules are present, make it 25%"
Sounds like it just doesn't have the precision to change to 25% until all the extra decimals get added together if that's the case. I recall older games simply multiplying their internal values by some value within formulas to gain extra precision. They could do the same thing here if that's a problem.
The problem is that the +30%/+60%/+90%/+150% progression isn't a hard-and-fast rule. It's applied on a case-by-case basis.
So, there's no formula – just a lookup table.
lookup tables are great, theyre also fast as hell
and if you have a tool to generate a lookup table according to an equation (which the devs undoubtably have...)
but yeah like beacons transmission effect has an altered bonus, its goes from 1.5 to 2.5 which isnt +30%/etc
mining drill's depletion reduction also doesn't have a base effect in the regular drill's case, while there is for big drills
the lookup table is generated with a formula
Is it even a lookup table? I thought it would just be "here's the bonus per quality level that this property gets" and there's something, somewhere that says "quality level 5 gets a double-bonus".
Without it being a table, how would anyone make a mod that adds the missing quality level between epic and legendary which WUBE clearly forgot about? 
Epindary
They'd change the parameter so that the quality level 5 is not a double-bonus, and that qualities now stop at quality level 6. There would be no need to go to every single item prototype and change its quality scaling.
The way I understand it is each prototype(?) gets a defined bonus from quality (+30% speed, +1 reach and coverage, etc.), which is then multiplied by the quality 'level' of a given quality tier.
Normal would have a quality level of 0,
= 1,
= 2,
= 3,
= 5
Apparently there is a level parameter and they skipped 4: #friday-facts message
Yes, exactly
Normal
Good
Great
Excellent
Ideal
Back to this 
If I had to add the missing level in, perhaps something like this:
Normal
Good
Great
Excellent
Flawless
Ideal
Why is there a level above "flawless"?
Not a bad set tbh though
I would probably not use ideal and flawless at the same time though
Flawless vs ideal makes sense in some ways, but not others, I agree. I'm imagining items which are configured slightly differently but still without flaws, whereas ideal goes beyond that to a singlular state of being. I guess I'm mostly thinking of how gems are cut and graded.
I suppose I could just cut out flawless for the 5 levels we know of and that issue would go away.
Yeah I see the vision and I get the difference, I think it's just a little too subtle
Something that is flawless doesn't necessarily have to reach an ideal
I don't suppose people have come to any kind of consensus on replacement terms, have they? I think with {normal, good, great, excellent, ideal} as a set, "great" feels like the weakest link. So many of the rating systems I've seen while searching include negative terms or terms which mix meanings in some way.
Not really. People have their own ideas about what would work, but there hasn't been any real consensus building.
And most of them seem to end up with at least one rank which just puts an adjective down. Like gem grading uses "very good" hah.
Good, very good, very very good, very very gooder, very very goodest.
Maybe they could just rename the system from "quality" to "rarity" and be done with it. The terms would already fit... mostly
They said they had a renaming in the works, no?
I don't recall seeing anything about that.
No, they said they're open to renaming them if the community could come up with something better
But no concensus has been reached and the majority of people are at least okay with/used to the current names
The names are the easiest thing to change. Maybe I don't take myself and the game too seriously and found it amusing, but if we had a very good counter-proposal which feels good and is clear when it comes to tiers, we can still change it.
I don't know that they would need consensus. Perhaps a "negative consensus" would be enough - people agreeing that something else could be better. Given all the terms that have been suggested, coming up with a better set of terms shouldn't be too bad. Even if it seems like half the suggestions I saw were jokes 
"Negative consensus" isn't helpful. The current names have one important advantage: they immediately communicate most of what the quality system means. Because of the ubiquity of these names in videogames, anyone who's an avid player of RPGs already gets what these terms mean and refer to. They immediately understand which one is better, they know that the system involves random probabilities, etc.
There's already a positive reason to use these names, so simply saying "not that" won't get them to change anything.
-shrug-
If that's the case then I can just mod it. Doesn't seem like it would be that complex so I suppose I'm not that invested either way.
I have a feeling most people will pick that option
I don't think it's going to be that many. Most people probably don't care. This isn't Squeak Through; it's purely cosmetic.
What people think it will be like: normal, uncommon, rare, epic, legendary
How you'll actually interact with it:

I'll laugh if the common terminology ends up being color based due to too many people using different names
Though perhaps Q1, Q2, Q3, etc would be just as easy and more expandable to fit modded stuff too
I see it sticking for modules at least.
"Q5T3 prod" is just way too convenient
easy to type, easy to readily understand
I want to recycle my blue blue chips so I can get some purple green chips to make some orange blue inserters
try: getting friends
Excuse me?
That seems rude for no reason at all
I think they mean you need words to convey levels to your buddies?
i see
'gimmie the purple ones' is something I expect to hear
most people already avoid the names of things with different colors anyways
Try getting someone to say 'automation science'
Most of the time context should make it clear enough
That's how ColWill's gang does it... "We need more green green circuits for our blue red circuits... for the red blues..."
ColWill's gang?
ColonelWill is a long time Factorio streamer
Those are the names they use in their 2.0-ish runs
Ah yeah, forgot about them. Don't really watch streams
Oh no the precedent has already been set 👀
Ahh shit, it's too late now.
Train has already left the station
Whether you call it legendary, orange, level 5, or whatever I expect most people will understand
There is some humour in calling them green green circuits or blue red circuits though
Dunno, i either use an emote or call it Q5 (for
)
Verbal conversation will be different than text, but yes for text Q5 and
work quite well
Agree
First attempt at a 'simple' quality build to produce just under 1.4
from 240
/s. To keep quality reasonably high and build size reasonably low, I'm only using a speed module in the
processing.
I suspect it may have jamming problems, though I'm more interested in the ratios given I'm doing this blind. The RHS loop needs to sustain 61.8 items/s so I'm relying on the recyclers outputting the occasional stack of 2.
Visualisation is using @daring siren 's Janky Quality and cut'n'pasting from FFFs.
@unborn flax One thing you should note: you can actually achieve reasonable compression ratios with the recyclers. As the backup fills up, the recyclers will fill more - this will cause the recycler to output more the next time it is able.
I don't get what you mean by compression - could you elaborate?
I'm relying on them helping a bit with belt compression by sometimes outputting a stack of 2 iron plates - I guess this happens 1/16 of the time.
Yeah, I am saying you are dramatically underestimating the stack sizes.
A recycler which cannot output will buffer items in it's inventory.. allowing it to output a larger stack next time it can output
so the system naturally can reach higher stack sizes.
I see what you mean - that is a useful property. Though from experience of other builds, in this case I think more output stacking translates to "takes longer to jam" rather than "less likely to jam".
Most recycler setups work better with a chest somewhere, that's one of the reasons I am avoiding belt-based recycler loops.
"less likely to jam" and "takes longer to jam" mean the same thing. according to the Law of Very Large Numbers, given sufficient time, anything that has a constant chance of happening will happen, eventually.
This is language not mathematics: by "less likely to jam" I mean less likely to jam ever, i.e. more confident that it's jam-proof, given incomplete information.
Jamming is also the least interesting thing about the build given we can't currently measure it.
I wonder, if you bluid a recycler outputing to a chest which feeds a stack inserter, can the inserter become stuck waiting for 15 other items if it ever gets a high quality one?
I think that could happen if the chest fills up due to buffering.
In the build above I try and solve almost the same problem (though without chests) by having a stack inserter for the majority output item and a fast inserter for all items. It felt sensible at the time.
oh right, I forgot about the chest's buffer
I believe these builds can always jam.
unless you have it set up to destroy excess byproduct. storage is always finite, and the discrepancy between various recycled components can become arbitrarily large, so any buffer you create will eventually become overwhelmed. but if you destroy returned items beyond a certain point, that won't get backed up.
(... it might be possible to use Recursive Blueprints to create a self-expanding buffer system, but even then the space it can use is ultimately finite. unless you're using something like Factorissimo.)
U forgetting u can just dump items into lava/space ot recycle them to get rid of
That would be destroying excess byproduct
it's fine as last line of defense. but you can always re rout some of the quality resources to science
For anyone interested, there's a poll on reddit regarding the quality names: https://www.reddit.com/r/factorio/comments/1clq5fd/some_time_has_passed_are_you_ok_now_with_the/
It has about 800 votes so far.
I hate how this poll is missing the 'I don't care' option
That is my actual opinion. I would support them changing. I would support them not changing.
oh my god I am blind

I will leave this here as a testament to humanity's ignorance. - and as a testament to my own humility.
it's a bit surprising to see so many people wanting to change names
My real opinion is more of an 'they are a problem, but I don't have a solution'
It's a really well-recognized 5 tier system...
I feel like its not actually that hard to change the names. Maybe a day's work? I dunno maybe I'm underestimating it
Yes, they are the best names I've seen so far
at this point ive internalized the names and they sound fine to me
I get not liking the names but I think they are best taken with a grain of seriouslessness and humor
I'm not sure I understand that comment from Rseding91. If we need to use something like quality.epic to refer to that quality level, how would we reference a hypothetical sixth quality level above legendary?
so definitely in the "i don't care" camp
It still feels crazy to me to say an EPIC INSERTER
It feels off-theme
But every alternative proposal I have seen is garbage
I think it was kovarex who said he doesnt take it seriously and laughs at that kind of stuff
i mean you can refer to it as q4 and people will know what you're talking about
so its not like you have to use the names
why not? it would make factorio stories sounds kind of cooler
in fact i will almost certainly mix up epic and rare
why?
i dont have a good answer for why I will forget something
i wont really think of the names very often and just look at the dots
based dot looker-atter
If you create your own quality level, you can name it whatever you like. But the point is that they want the default displayed names to match the actual under-the-hood names. So if they change the display text, they would change everything internally to match.
it took me a second to get this. I couldn't for the life of me figure out what it had to do with the other dot.
Several quality-grading scales use the terms "good" and "excellent". They're used for both natural resources like gems and manufactured items like cards. Why not use those? Then we can use "normal" or whatever for the first level. For the top of the scale, "flawless", "perfect", or "ideal" all seem fine. That leaves just 1 remaining level.
propose it and I'll add it to my list of options for a mod I might make that's loaded with preset alternative names
cuz it will be easier to forgot or mix qualities
Do we need to make proposals in a particular way? I figured the devs would just do a quick search for the topic and read through posts/threads about 'em, looking for terms that people prefer.
Why bother with presets? Just give the player the option to pick a different name.
I mean write it down and send it as a message in this channel, then I will add it to a google doc. Then when SA comes out, I may make a mod that uses your proposal as a preset
because most people are not creative. you'll be able to customize it too
my list has ideas you'll never think of
can we see the list
Okay, for posterity then. Instead of Common, Uncommon, Rare, Epic, and Legendary as quality names, I suggest:
Normal
Good
Great
Excellent
Ideal
ideal doesn't feel better than excellent but that might just be me
my favorite item is
Cringe, mid, bussin, rizzy, goated
Perfect
That'd also be fine
is the thing I'd change on that lineup of names
I need to collect all the different variants people have proposed
if you make this mod i will download it day 1
"pass me that goated inserter, will you?"
hehehe
I like this one - it's properly embracing the silliness of the game
@tall sandal can you bring me 5 rizzy inserters at the mall? our gear throughput is not so good here.
idk, it kinda works!
those inserters have mad rizz
dude this circuit block is cringe we gotta build a new one
your proposition is 

now let's see paul allen's card mine:
- normal (the baseline, with no negative connotation)
- good (obviously better than the baseline)
- superior (better than most)
- exceptional (convey how unlikely it is to get this good)
- perfect (cannot be better)
its less of a day's work and more just tracking down every instance and reference to it and changing it. doable, but they don't wanna do it seven times so they're waiting until someone finds a really good alternative to the current system
I guess the push back is that its not "trivial"
yes, not trivial
their search function also runs on the internal names, which is why they mention train stops
It does make me wonder how it's implemented if it's not just a localization thing. Maybe they have multiple ways to refer to quality levels? Both quality.level == 3 and quality.name == epic perhaps? If someone makes a mod which names the quality level between epic and legendary (quality level 4) then can other mods refer to it by name? I would've expected the quality level to be the identifier rather than the name itself.
speaking from experience, it's both
for example you have an item prototype named iron-ore and the locale files converts that to Iron Ore
so you can easily have a mod that justs converts legendary prototype name to the locale Perfect or something
that's how translations work anyway
but then the internal name will still be "quality-legendary"
Oh. If it's following exactly like other items, then it'd be more like iron-ore-epic then?
yup
very unlikely
I mean, the quality levels have probably their own prototype
yes
quality is entirely independent from recipes / items / entities
which is how it can scale so easily
like
{
name = "legendary",
type = "quality-level",
...
}
my understanding is an instance of an item has a quality. so an item might look like
{
name: "iron-plate"
quality: {
name: "quality-legendary"
}
}
and in the locale
[quality-level-name]
legendary=Perfect
hows it look in the prottype?
they probably have behaviors depending on the quality
remember that each quality level has a scaling value
I'm not sure how the scaling works exactly
so you could say that the productivity module has effect of "+25% * quality_factor" in the module proto without ever having to care how many quality levels there are and how they scale
can you specify what quality does? for example if you wanted quality beacons to have more range, could you do that?
unknown if we can affect what qualities will change
we do know for certain that we can add more quality levels with different multipliers
or remove levels
are negative levels possible?
no
rip
1-254
0 and 255 are reserved iirc
what would "negative" do anyways
just reduce the initial values
yeah!
But how would you acquire them? Are you thinking of a mod which would change everything to have a native chance to output different qualities, rather than needing quality modules, and then making the worse "negative" qualities increasingly less common? So you often get stuff that is a little worse, and rarely get stuff that is useless?
my understanding is you can say the odds of advancing a quality. my understanding is you could even have diverging quality paths, where you have 10% to go to "legendary" and 10% to go to "alien" (and its impossible to get to "alien" from legendary)
maybe something like that 
(assuming you want to add 2 tile to the range per quality level)
{
name = "beacon",
type = "beacon",
...
supply_area_distance = {
base_value = 3,
scaling_factor = 2
},
...
}
that would be cool!
and the engine would detect that it's an object instead of a value, thus it must be a quality-depending one
a bit like all the different ways to define an icon
or expensive recipes in 1.1
I wish it could work like
supply_area_distance: func compute(int quality): blah blah
yeah not gonna happen
🥺
So are we expecting to have fields for starting value & additional value per quality level, rather than a table which lets you define different rates of change, like how the beacons will work with diminishing returns?
I am expecting not being able to define anything regarding quality scaling on an entity affected by it apart from maybe disabling it
I feel like they wouldn't need to skip quality level 4 if they had tables which could define each level. So I think the former option is more likely.
I am not expecting a table, because not having any would allow any amount of quality levels
I'm not expecting we'll be able to choose which properties are affected by quality, but we'd probably need a way to adjust how much each level adds, right?
nah, they obviously move that stuff around a lot during dev
knowing wube they must have made this easy
There is quality position (1, 2, 3, 5) which is it identifier. There is quality multiplicator (mb different name) that also (1, 2, 3, 5), and there is name, which is just name
Quality is a property of item stacks
I read that in bill nye the science guy voice
BiLl NyE: tHe ScIenCe GuY (Bill! Bill! Bill! Bill! Bill! Bill! Bill! Bill!)
Link: https://www.youtube.com/watch?v=ub82Xb1C8os
Nah THIS is the link: https://www.youtube.com/watch?v=UtVJdPfm0F8
I never really liked that video. Parts are funny (the avengers part) but I think its a decent into depressed nihilism. the truth is much more nihilistic. in his goal to find out what inertia "really" is, he forgets that inertia is just a model for reality and isnt real. none of the formulations are fully correct
in that sence, p really does equal mv and that is just as valid as some wavefunction
alternatively you can also ignore your existential crysis for a sec and have a laugh 
I do not know how to feel about that video, but it did make me feel something.
its the experience of someone who misunderstood science
its actually kind of interesting seeing all teh ways someone can make a momentum
also, i would like to point out the the first time i ran into the symmetric inertia matrix was in the easiest class of this semester
never touched it outside of "this is where it is used" though
and i dont think its used for linear momentum...?
I find the juxtaposition of "this is a descent into depressed nihilism" and "the solution is more nihilism" here very funny. I largely agree, mind you, it's just amusing.
yes, inertia is real
is it "real" if different observers can disagree about an object's momentum, and both be correct?
its "real" as long as it has no imaginary component
Given the new beacon changes is there a discussion i can refer to in how it impacts quality decisions?
quality beacons are OP now, but that's about it IIRC
there's no other changes to quality from beacons
Basically beacons are now one of the best things to focus the quality production on
The quality priority for me is: Quality modules, beacons, other modules, buildings
not sure beacons this op, but having 2 bonuses from quailty is quite convenient
They 1.5x beacon power, on many machines
beacons grow 20% more power from quality with 150% base power
modules grow 30% more power with 100% base power
beacons cost only small in comparison with t3 modules
so my priorities will be something like:
Quality modules, other modules t1, beacons/production buildings (whichever cheaper), other modules t2/t3
where to put t3 prod modules kind of depends on situation, not sure for now
20% over 150% which is less than 20% change
I mean 20% addictive
150%->170%->190%...
idea is t1 modules grow significantly faster from quality (considering the cost ofc), so better to get them first
Yea me too, just noting the bonus is a bit lower, but still applies to many buildings around it, so super strong
We're going to go through many t1 modules while making t2 and t3. Then the question is... Do you use them as a good t1, or try to roll for better t2s?
I probably will use them as good t1's , especially prod modules - blue chips/high tier sciences will appreciate a bit more productivity
I plan to do neither. I'll be making my early quality gear from intermediates built through ores and furnaces with quality modules in them. This includes coal for quality plastic.
You will put
in your machines still though
getting higher tier modules before visiting fulgora sounds suboptimal anyway
Yes, but that's just for an occassional bonus.
that's the ones I'm 100% will use - easy pay off while I'm in space
Don't most of the infinite productivity techs use purple science too?
We're not going to do infinites at this early stage
The whole priority listing I suggested is for midgame
Eventually? Yeah sure
Yes, but I'm talking about when you actually leave the planet. That gap of transport time + initial setup on a new world is a perfect time to build up a small stockpile of quality prod 1s and quality furnaces.
that one is a bit of a shame - will be nice to get some
along the way
Yellow science, assuming its recipe is unchanged, looks like a pretty good way to get some quality bots though. Makes a nice sink for non-quality robot frames.
adding some
might actually be nuts - bots can't pile up on one roboport like crazy if their flying distance will be a bit different 
They've already made AI fixes to minimize bots crowding a single roboport.
true - I think it will still improve crowding on top of what fixes can achieve alone
bots not gonna search for free roboport as much
You can also distribute bots evenly through a base using roboport requests
in order of returns per quality upgrade its basically modules >= beacons > ??? i think now
the >= is because modules and beacons multiply together, so as you quality 1 up, qualitying the other becomes better and vice versa
and its close enough that when both are
, modules are better but the moment you throw in an
module, getting the beacon to
gives more returns than upgrading the other module in it to 
so theyll wanna be boosted hand in hand
it depends a bit on tier of the modules, t3 has huge cost in comparison to beacons
you can get some
through crafting
, not quite the same but it's something
Anything that isn't sinked into science/rockets has a limit on it
That said, when going for T3s, a lot of T1s and T2s are created
One thing i liked with space exploration mod was the alien areas that had top tier modules. If you got those before you had them set up, it was fun choosing where to place the new module.
Would be cool for something similar in the xpac, as you explore space with the platform you can find wreckage with quality mods :3
Probly for a mod instead of base game
The "Story Missions" mod campaign does things like that. It's nice to reward exploration
I thought it was very very cool, but it pretty much went like: okay I'll put the production one in labs, speed and eff ones I dont really care about much
the big speed mods you get make a comeback in mid-lategame when you wanna juice a lot of high-value recipies
but they arent as immediately useful as prod for sure
i made a lot of good on those t9 speeds when I made a gigabeacon to throw all my t7-t8 prod mods under for space material postprocessing/naq refining
the efficiency ones.... ehhhh, the best use I found for em was out in the asteroid fields where it's a bit harder to power things
SA could have similar applications though. big speed modules will be used to leverage big prod modules (one might actually do this with labs, because they dont have the innate 10x speed SE space labs do so beaconing them will be important)
big efficiency modules will be really strong in power-restricted areas like platforms
The quality modules make low-energy builds much more viable than in 1.1.
Kovarex posted an EMP build with 5x
and 8 beacons full of
(everything
). Relative energy per craft is 14.90 / 89.65 = 0.166
If instead you fill the
with 7x
, 6x
, 3x
then speed drops to 39.91 and energy drops to 20%, so relative energy per craft is 0.2/39.91 = 0.005
So this is 44% of the speed but 3% of the energy per craft. This is assuming that the eff module values are as in 1.1 (with quality bonuses) and it ignores the unknown energy required for the beacons. Though we do know that higher quality beacons consume less power.
In the corresponding situation in 1.1 (say an
full of
with 8 beacons) there's no real choice: if you want speed then put
in the beacons, and if you want low energy then put
in the beacons.
In 1.1 power is free at that stage. In Space Age, power isn't free on platforms and some planets.
Indeed that makes
in beacons attractive.
I like the idea that a build on (say) fulgora could by necessity look different from the equivalent build on nauvis
That's what they are going for, and I love it.
Hopefully it's like that with enemies/defences as well
Considering Fulgora's unique resourcing setup, that's pretty much guaranteed.
Also unique power setup
Even a single beacon with a
is crazy (for energy consumption): put 2x
, 2x
in the machine and 2x
in the beacon. This gives 7.25x the speed and 2.8% of the energy consumption per craft, compared to no modules.
Yeah but if you have 20% energy consumption and 7.25x speed, you need 7.25x fewer assemblers, which takes 7.25x less power
20% / 7.25 = 2.759%
Similarly quality essentially removes the disadvantage of some speed modules, in that if you have an empty machine, there is no energy penalty (per craft) of inserting a
or
or 

It's true when (speed gain) * (quality multiplier) exceeds the energy penalty.
So if you have a machine with an infinite number of module slots, as you insert (say) many
, the energy/craft approaches 70 / (50 * 1.6) = 0.875 which is less than 1
Graph of the 'best' low-energy builds for a 1-beacon assembler3, given various combinations of unlocked modules and quality tiers. Both axes are logarithmic. The cost function assumes
with EMP quality-cycling, so some of the early-game builds may be a bit more expensive than necessary. This doesn't affect speed though.
Some of the rounding may be a bit off as I haven't worked out the exact order of operations and truncation in calculating beaconed bonuses.
"s2e3q5 | 123" means "the fastest energy-efficient build when you have unlocked
,
,
has 1.23x the speed".
"bq2" means
, and "s2q4" means
.
The 7.25x from yesterday is in the top-right of the graph - the cost function worked out that you can make do with
+
in the machine instead of the more expensive 2x

Assuming my cost function is correct for the single-recipe-recycling quality model: in the endgame
gets obsoleted by
, which is better and 80% of the cost (this is the only such case)
Considering the efficiency cap, that would make sense
That's not possible. We don't know what the recipe for prod 3s is in SA. We know that the recipe for qual 3s involves superconducting wire (in addition to red and blue circuits). But there's a good chance that each module comes from a different planet; if that's the case, then each one likely uses a different intermediate.
And Eff3 likely uses bluranium
If you're asking how many normal prod3s you need, the answer is 64.6. But this means that you didn't take advantage of quality when making your prod11 or prod2s, which is a waste of module slots. To work out the 'real' best answer you'll need to both know all the recipes, and be able to produce quality intermediates for each ingredient of prod1/prod2/prod3.
Can I see the math that goes into that 64.6 number?
I've posted a couple of versions of my linalg script; basically you write down the transformation matrix, then find an eigenvector for eigenvalue 1 in order to compute the infinite sum. Other people have come up with similar numbers with numerical approaches. Here's the output for the case you care about: (edit: my bad, the 64.6 is actually 45.1.)
legendary outputs are 336650780594603581568/7456286275322196443 == 45.1499269426933 times the expense of a normal output
tier 0: prod * 0, qual * 5
tier 1: prod * 0, qual * 5
tier 2: prod * 0, qual * 5
tier 3: prod * 0, qual * 5```
Fair enough
where does the idea of "prods into intermediates, quality into finished products" even come from? the more I think about it, the less sense it makes (if you wanna quality loop anyway). sure, it's simpler and cheaper to build, but the efficiency seems atrocious and just putting
everywhere before actual loop and mix of

at the loop just seems to be MUCH better option
The idea came from the question of prods vs quality. Of course, if a recipe can't get prods, we'd want to qual tehm.
With
and a recycler, the optimal is 2
2
, by a huge factor
In terms of simplicity, putting
into intermediates saves a lot of complexity and quality imbalances
Additionally, with
we get more items, but of lower quality
true, but if all intermediates have 4
- it's basically a way to skip ~1 loop on quality looping and not pay 4 times as much once (for the cost of losing +100% from prods, which is still good value)
of course with different builds that do stuff other than simple quality looping priorities might be different, but i'm recalling
in intermediates were discussed in looping builds (iirc)
oh, and with quality imbalances - is there any cases that can't be solved with recyclers and mixing small amount of
into intermediates?
Bonuses from prod are larger than bonuses on quality
It's almost always better to have more prod than quality
hm, this one is incorrect - if final product is recycle looped, skip will be ~0.5 instead of ~1 loop (due to~ 8
)- this one might derail all subsequent math and make difference quite less significant 
Say we're building prod3s. Two possible strategies are:
Strategy A: Quality-cycle all your ingredients to legendary, then have no modules in the EMPs making prod1/prod2/prod3.
Strategy B: Fill your prod1/prod2/prod3 EMPs with qual modules, start with normal ingredients then quality-cycle at the prod3 level.
A has better quality-cycling efficiency as it can use prod modules, but B has the benefit of 'free' quality steps. I think the optimal (but complex!) solution will be a combination of the two: run a limited version of strategy A to quality-cycle your intermediates up to a particular tier, then run strategy B and cycle up to legendary in the prod3 step.
The problem with doing more quality steps, is that we need additional quality ingredients, so everything has to be quality'd
I said it would be complex 😕 You'll need to be able to produce intermediates of all qualities, yes.
With the cost of modules and quality machines, having to scale production for each specific quality might prove a bigger hassle than expected
I'm a big fan of the mixed approach above for stuff you want to mass-produce but can't prod all the way through
to be fair, all 3 approaches have their own benefits:
A. for end-products with ingredients you're already making a ton of and don't mind the loss of efficiency (e.g. Nauvis mall)
B. for stuff that's a bit isolated and making a quality chain is more trouble than it's worth (e.g. Vulcanus Foundry production)
C. for expensive stuff you want a ton of (e.g. Q5T3 module production)
That said, intermediates can be skimmed from science in some cases
For example in
we'll want to put
in ♻️ so we'll have
intermediates in a reasonable count
i'm planning to do purple on nauvis asap, and getting
basically for free is one of the key reasons
@north yew might have something to add here
how much am I scrolling up
With
, I think we can get some of the way of working out the benefit of two previous free quality steps from the
and
EMPs.
In the
EMP, suppose inputs are normal quality, so [1
, 0
, 0
, 0
, 0
] as a vector. Then we need 30.1 sets of inputs (prod2s etc) to make one legendary output (this is a correction from earlier, hopefully no-one noticed).
Suppose instead that our input is the unit vector [0.4761
, 0.38502
, 0.116343
, 0.0194184
, 0.0031186
] - which is what you get when you put 1 normal item going through two EMPS full of
. Then I believe you only need 10.5 sets of mixed-quality inputs per legendary output.
This isn't an exact science as at the
and
stages you still need to quality-match the other (non-module) ingredients, which comes with its own cost. But the saving of ~x3 looks most useful.
I like it exactly because it's easy step. and
is just profit printer
B does not really have the benefit of free quality steps. T1 module is bound by the ratio of green chip, T2 module is bound by the ratio of red chips. T3 module is bound also by the ratio of red chips
unless you plan to use quality T2 modules there's no point in putting quality mods in those machines
And then it's sad we lost
because it loses us a "free"
...
Though we can just recycle loops these 🙂
yeah, it's one use of
i will actually miss)
get T2 modules with quality and recycle loop a bit other ingredients of T3 modules -> profit
Also, please consider doing some extreme recycle looping early to make further looping more efficient
(early after
that is)
you don't get as much quality as you think from putting quality modules in a production line. when quality modules are used in a crafting step, that changes the ratio of high to low quality from the inputs to the outputs. the more crafting steps an item has gone through, the more high quality there's gonna be. the length of the chain matters. the problem is introduced because most crafting recipes will have some ingredients with longer chains and then one or two ingredients with very short chains. in that assembler, any quality rolling that happened on the longer-chain ingredients is completely wasted, the recipe is entirely bounded by the shortest chain of its constituent ingredients.
like the example I pointed out earlier: T3 modules and T2 modules both use red chips, so rolling quality on the T2 modules is entirely wasted
the problem repeats itself over and over and over throughout a supply chain and ends up wasting most of your quality rolls
You are correct in the bounding, but it can be balanced by configurably not using quality and/or loop the shorter chains, considering they are cheaper.
sounds like a nightmare to set up
i.e. something we'll enjoy watching Dosh doing in a video 😄
lol true
sure. that's why I pick simple example
all T3 modules ingredients can use 4
to get the same ratios and extract simple profit
Looping cheap items is also a good option though
going deeper will surely be more challenging
Considering
, the T3 modules will use 5 modules in an EMP 🙂
on paper yeah looping the cheap items to improve their ratio sounds great but I'm trying to fathom how you actually get that working properly in a factory and it sounds like a very bad plan
jamming a bunch of prod is much simpler and also makes items extremely cheap and therefore recyclable
it's difficult, but profitable. i'm planning to at least give it a try
in small simple recipes it will be simple enough
Agreed. Prod has a 4x larger bonus compared to qual.
I'm not exactly sure what the curve looks like on repeated quality rolls, but I know that prod is a steep exponential curve
You're only saying this is hard (which it is), not that the theory is wrong. No-one is suggesting you should mix
with other
ingredients.
qual will save you some recycle looping, if your goal is to get more quality - it's great
if your goal is to get more stuff - sure, prods are the best by far
i think it's just exponential as well
The balance between
and
is important, especially with +50% built in
Basic game mechanics like splitter priorites can help produce a factory that produces (say)
of all qualities. You don't need to hardcode the probability distribution you want into the factory design.
Is it better to recycle loop final items (with full qual) or intermediates (with full prod and/or mixed qual)?
Assuming you want that specific item/intermediate
well it reaches a point where we start getting in to game strategy. I'd be willing to bet that if:
- player A just uses prod and recycle loops at the end
- player B tries to set up all of these fancy, complicated approaches to squeeze out a little more quality
player A is gonna get a lot more legendary stuff a lot faster. player B wastes a bunch of time making a convoluted setup based on complex math meanwhile player A's setup has been chugging the whole time
mix of strategies A and B from here is probably the best
player B can buffer stuff and overbuild quality build tho))
Not to mention, some extreme recycle looping early will quickly pay for itself
e.g. getting 1
that affects 8
with expensive modules is cheaper than more expensive modules
That's fine - and I don't even disagree - but it's a distraction from a theoretical analysis. Saying "if you're not careful you may end up playing Factorio for a long time before you win" won't persuade me to not try things.
Even with 2
, this is a huge speed boost
Depends. I thought this too, but JG told me it wasn't always the case.
Also, we don't know if there's some super simple way to do all those complex chains
Last time I trusted JG he unconfirmed my whole existence
Fair, but I think they were opting for speed modules.
bots will crazy simplify a lot of complicated quality setups
Speed modules in recyclers sounds nuts to me
I think it is interesting at least that you cannot use prod in them, even for that recipe.
I hope it is kept that way.
yeah, current state of fulgora is quite unique and interesting
We haven't seen
and Aquilo yet... but we should assume some other interesting mechanics
How fast are BMD compared to recyclers? Can they be easily 1:1ed?
Mining productivity messes with those calculations. And it'll probably require a lot of productivity before recyclers are used at a 1:1 ratio, since the recycling recipe for scrap is something like 0.12 sec
and
though
Unless we choose to
instead
We can
in the BMD and
in the recycler to slow it down
i corrected that number to 45.1, though this hasn't been double-checked by anyone else
that number is ~1024
Actually I've done that.
Recyclers are slow and space on fulgora islands is limited
Also speed modules are cheaper to make then recyclers

