#Quality
1 messages · Page 7 of 1
It's an interesting idea but I'd say you're better off scaling somewhere like Nauvis where you already have infrastructure to scale faster.
Does foundry give another recipe for steel?
I think steel prod might be less important at high levels because the recipe isn't used
Do we have parallel research?
Without parallel research, I think it's still better to have a centralized lab, rather than letting the specialized labs idle when not researching their tech
Maybe we can overbuild labs, and let the sci packs stockpile when not researching, and use them in bursts when researching their tech? But this requires huge buffers, which is especially problematic with Gleba
I think prod research applies to all recipes for an item, so even the foundry steel recipe gets a boost.
but since the foundry LDS recipe uses molten iron instead of steel, steel prod research becomes slightly less relevant then.
What are known values for Foundry and EMP Q1 -> Q5 costs? I get 24.39x and 13.8x for proddable items respectively.
I think it will be wisest to quality up first intermediate which can get productivity boost. This way you can easily make a lot of legendary plates and such and then using exponential productivity boost create a lot of legendary stuff
So this is the idea of "qual in qual out, and qual ingredients make best use of machine craft time"
I think this fits recipes that have low ingredient cost and higher craft time
prod modules are supposed to give negative quality
Not productivity, speed modules...iirc
so, if bottom recycler just uses a bunch of prod modules + speed to go neutral, then the bottom step to first tier of materials is 100% rank 2 quality as output
actually, you wouldn’t be able to do that, because if the prod ratio went that high, then you could use recycler for free materials forever
Recyclers can’t take productivity modules.
what i can say is that this is extremely sensitive to the specific numbers
because of all the high exponents
no matter how you slice it, the difference between a modile getting you to 8% vs 10% is massive
Exactly. Everything exponential is very sensitive
But combining prod and qual modules into assembler will be better than using all qual modules
Productivity is not "exponential"; it's multiplicative.
Yeeeah, but it works
Quality calculator
Quality calculator
This tool calculates how many quality items you receive from a specific input, assuming a 1 input - 1 output recipe.
You can also specify a desired number of outputs and then calculate the required inputs to reach that output.
All unwanted quality outputs a...
the didference of 8% vs 10% quality up is the difference between one legenary item costing 4.1k vs 1.7k of its base item
it’s not exponential, but it is to the 8th power
which is still stupidly fast scaling
Compare 10% and 25%
still at 25% recycling?
25% quality up on assembler/recycler corresponds to 0.345x quality increased output, or one legendary item being worth 70 of the basic version
quality modules in recyclers makes it 8th power scaling. without that, it is 4th power scaling
just generally, it will be a lot easier to balance quality if recyclers reject quality modules AND prod modules
But that is what makes it interesting :D
That would be awful; it'd take forever to get quality anything.
Wait... recyclers cannot be used with productivity modules
they are going to be stuck in a cat and mouse game of optimizing the little digits forever if recyclers can take quality modules. and players will be pretty stuck without a 100% totally maxed out setup
yes. i meant if they rejected both, instead of just prod
If you couldn't put qual modules in recyclers, then quality cycling end products would be the only effective way of making quality stuff.
But that exactly why we have whole thread for quality. This discussion would never happen if it was all so simple
This is what makes factorio so interesting and complex
Recyclers reject productivity for an entirely different reason, not because it would make quality too good
Just to make clear the formulas I’m using:
q = rate of quality up on one machine.
r = ratio of recycled output vs input
Assembler and recycler both have quality-up rate q, then ratio of total quality-up output (with recycling) is:
q [1 + r (1-q)] / [1-r(1-q^2)]
If only assembler has quality modules, then the ratio is: q / (1 - r + rq)
... so? The ideosyncratic nature of quality production is easily the best thing about quality.
that is for one rank of quality up. For going to legendary, take that to the 4th power
I'm not sure I understand what issue you're claiming exists
what I mean is that if recyclers take quality modules, the formulas are so extremely sensitive to the quality up rate, that wube will be eternally stuck balancing the little decimals to get the balance right. And players will be forced to have a completely 100% optimized setup to realistically make things of high quality. Which goes agaisnt having the freedom to do things in a few different ways.
To get what "balance right"? Like, what happens if "balance" is wrong? What does "wrong" look like and why is it wrong at all?
Like the difference between 8% and 10% quality up rate is so astronomical, that you will never see a setup that uses 3 quality modules + 1 of anything else in an assembler
Have you considered any other methods you could use to get quality items outside of recycling them in loops?
And that's... bad?
I don't think WUBE cares about trivial issues like that.
Like yeah, recycle looping is a really bad way of getting quality items, but it's far from the only way
you could do quality up generally across the factory, but if you want a supply of legendary beacons, the end of the road is going to have a mix of qualities, and you’d then need to do the recycling loop to make it all max
afaik, quality modules, and then recycling are the only ways
Snoop, this is the correct formula! One you've typed above. I had adjusted my program and now everything matches.
Have you considered that productivity research also exists and has a far greater effect on the cost of quality cycling? Once you reach 300% on a recipe it doesn't matter what the quality chance is it will tend to zero cost
this formula is correct
Like no, they're not. There are so many ways of getting quality stuff.
Are you making purple science? Guess what? You're always making electric furnaces and prod 1s. You can't prod them, so you may as well stick qual modules in them and collect the good stuff for use in the factory.
You can put quality modules in miners and skim off the quality ore for processing elsewhere.
i do not know about that mechanic
you’d realistically need some other sort of bonus besides what i describe to not burn a whole mine to make some legendary items
This is just infinite research of productivity for many intermediates. So you can get +300% on assembler and even add some quality modules in.
fyi, as far as formulas are concerned, every productivity multiplier would go as a straight factor multiplying into the 1 rank step
then obviously to the fourth for legendary
Using vanilla prods, to make 1K SPM, you need over 60,000 iron ore per minute. If you can get just a 5% quality buff on your miners, that's 0.375 Q5 ore per minute. And you can get even more if you put quality modules in the furnaces you use for the quality ore that comes out.
I will do like that because it sounds very logical
Though I’d have to ask why you’d quality your mines and not just foundry it and quality the casting foundry.
By the way your not wrong about the numbers being sensitive. For some context (assuming all legendary modules) recycle looping normal items into legendary that don't accept prod modules costs:
154x normal for items made in an assembler 3
40x for items made in a foundry
30x for items made in an EMP
Without the machine crafting the recipe back for the extra step, that cost skyrockets to 2727x the cost
Because you'd probably be shipping molten iron everywhere, so that's a lot of different places to put quality modules and siphon off the remains. By doing it at the miners, you can cull them early and ship them to a dedicated quality facility.
yeah, if there is any one intermediate that can be ranked up in quality at a high effficiency (eg +300% prod), then you’d want to exploit the shit out of that to get high quality
It’s a lot of miners to put T3 quality modules in.
My numbers used +5% quality. Qual module 3s give +2.5% quality each, so that's 7.5%. So obviously, not using those.
At the point you will have anything more than +50% you realistically already will make most items legendary. And at point of about +100% you would make absolutely everything legendary
But yes, the downside is a lot more modules. But at least BMDs can lower that a bit.
Would be 10% for BMDs using qual3s
Lot of T2 qualities then.
Those are pretty cheap.
T1 qualities would get you 3%. T2 would get you 4.5%
+300% is absolutely insanely costly research. 6.5 hours of research to get to the level 30. With 1M SPM
it’s like prod modules: the more a given assembler is worth in terms of total resources/sec, the more the one module is worth. eg labs
+250% is the most you'll need out of research before productivity modules are no longer useful on certain items.
Just 1 hour to level 25 with 1M SPM :D
Following up on this if an intermediary accepts prod modules and can be made in the EMPlant, (like all circuits) the cost goes down to 13x, even lower for processing units which can also benefit from prod research
Close enough - it's 24.25 and 13.23 (computed with no fp rounding until the end). Someone else once agreed with my 13.23 to many decimal places; I don't think the Foundry has been discussed enough for 24.25 to reach the same level of consensus.
100% this, and that's assuming there are items that have infinite prod research but can't use prod themselves (e.g. I'd be surprised if there were productivity research for modules).
Once you reach inputs=0.25 you're just saving on UPS as you need fewer cycles to produce your free legendaries.
I really don't think savings on UPS are a concern when we are talking about producing materials for the factory... unless you already have quite expansive mall and factory at hand
I'm not saying it's a concern, I'm saying it's the only benefit of further prod research once you reach the bottom line
Well, overall productivity research is extremely useful for anything really, because we are finally getting someting else than just mining productivity. Which is on itself is most basic and quite boring
Whereas the first level of prod research (+10%) drops the resource requirements by an enormous 21-22%, pretty consistently for all four lines on the graph.
Fun part about prod research is the multiplicative effect a 6-8 production step process will benefit. I hope we can research module productivity but I won't put all my hopes on that necessarily
Why do you need module prod?
To make more modules
¯_(ツ)_/¯
And because we can't use prod modules when making modules (currently)
We already have module productivity at home.
Module productivity at home: Electromagnetic Plant.
Don't get me wrong, it's already more productivity than 1.1 Assembler mk3 with full modules
But we could get more pls
I did the math for the effective output and costs of upgrading to legendary
turns out a legendary setup costs as much as it's benefit for the EMP
(IE - per item/s, it costs the same number of resources to make a legendary setup as it does a basic one - ignoring inputs which are lower as well)
Wait! thats wild. So if you want to make (say) 60 q1t3 modules per minute, and you are considering two options:
- All the buildings and modules in the buildings are normal quality
- All the buildings and modules in the buildings are legendary quality
The legendary quality factory costs the same as the normal quality factory? And what do you mean about inputs being lower? Wouldnt they be the same?
Because it has more prod, it also needs less inputs from external sources. Here's my rough napkin version of the math.
- Modules are 2.5x as strong
- Beacons are 1.66x as strong
- Machines are 2.5x as strong
Overall buff is ~10x
Quality cycling in EMP has a cost of 13x.
Arguably this undersells the buff - because buffing speed and prod have multiplicitive effects.
This also undersells the cost, because not all intermediates can path through the EMP.
It’s a very rough rough estimate because there are a lot of factors I am missing, but what it suggests is that a legendary setup is not monumentally more expensive. Tell me if you see any clear issues.
This also doesn’t account for a quality setup needing less downstream inputs as well because it is at higher prod. It also doesn’t account for any recipe prod.
Fulgoria first chads just keep winning
But Bwuhuo probably has the spidertron
At least I hope so, since IMO it needs something quite powerful to compete
Its funny that we know nothing about anything it unlocks that is useful on other planets
@tall sandal What do you think overall of this analysis?
Because speed and prod multiply, you could argue the difference is even 2.5x what this one is
I dont fully follow it honestly.
Is the goal of this to calculate the cost to build the factory or the cost to run the factory?
to build
cost to build a factory that produces X output/s
I found that legendary only costs 30% more roughly, ignoring prod benefits downstream, and multiplicative effect of speed and prod together. (also ignoring that you can't make everything with EMP)
but most of the cost is modules, and all of their intermediates can be cycled with EMP, so I imagine it's close.
bro, your axis goes all the way to 100 of an infinite research
So then it would only apply to items that the EMP itself can produce right? Ie, we can use to to make modules (hugely important) but not the EMP itself or assemblers or inserters.
yes, but if this is most of the cost I think it's still fair, and I imagine it is. p3s are expensive
The EMP is made at the EMP.
Still doesn't exactly count because I am talking about EMP intermediates, IE circuits.
That's the EMP making it cheaper - but that applies to both basic and legendary quality
What we have are two values: a cost multiplier for legendary, and a benefit multiplier. Divide the two and you get the 'true cost' of upgrading your factory quality. It seems this cost is far closer to one than people thought initially. Could even be less than one given just a few prod researches 🤯
This would have really weird effects because it would suggest that a legendary speed 1 is a better idea than a speed 3 for ROI - that may even already be true.
only have a speed penalty, right?
yes - maybe power too
Quality modules of all tiers have a small speed penalty.
You're interpreting it wrong, it only goes up to 100% bonus, which is 10 levels of an infinite prod research
It's not the most clear graph to be fair
While it does undersell the cost, it's interesting that the 13x applies almost all the ingredients in T3 modules and beacons as they are entirely made from circuits/wire. We'll have to see about the T3 module components but I don't think steel is that bad to get quality of either, just set up an iron mine recycling barrels or something.
Do module penalties scale with quality?
no
Module penalties not scaling tempts me towards making a high-efficiency base.
Would be an interesting challenge imo
I think overly focusing on efficiency would be too much. But I think there's a pretty big transitional period where it would be really reasonable to use higher quality beacons with speed&eff modules that cause no extra power consumption coupled with prods in the big buildings.
Once you get more power, you can speed up your builds by just swapping out the efficiency modules in the beacons.
Yes overly focusing on efficiency would be the point to make it a sort of challenge. I would not consider it optimal given how "free" power is after a certain point.
That transitional period you mention might exist seems quite interesting though.
that period at least exists in some places, maybe indefinitely (space platform)
Yes I expect it to be extremely dependent on the surface you're building on.
we need a youtube tier list of best items to have quality early on for, surprised i haven't seen that clickbait title yet on reddit
You will once the expansion releases I reckon
It's kinda hard to have that a priori, since it depends on many factors: how easy it is to get quality versions of that item, how useful those quality versions will be, when you'll be able to get them, etc.
For example, the purple science precursors of electric furnaces and prod 1s are good candidates due to their ease of manufacture if you're getting purple science (which you undoubtedly will). But even then, you're not saying that "prod 1s are the best item to get quality versions of". You're saying "quality prod 1s are pretty cheap early game."
Though putting some Q3 prod 1s into your first rocket silo is kind of a must...
early on it will be things you are naturally making, and items that just slot in naturally in your bp's and are just better and having more doesn't hurt, and will naturally benefit you.
Q3 prod 2s are about the same as Q1 prod 3s no?
9.6% vs 10%?
beacons, solar panels and labs all come from you just 'playing the game', and every uncommon/rare one that pops out is real nice, and then when you launch your first platform you have a decent base of upgraded equipment for babys first platform
Yeah you've got the right idea there
Even if you don't want to use solar to power your base, you'll still make a bunch for the satellites you need initially. Make some quality ones as well to use on your space platform
Something I realise I haven't considered is upgrading steel furnaces to electric furnaces is my started smelters, mostly because I don't want them to be 1.5x as long.
But with the 30% speed bonus from Q2 that negates the need to expand it as much. I'll have to consider that when I get to it.
On that note: Any news what's going to happen to eff. modules?
They already max out at 80%
That's probably not going to change. With all of the power-sucking machines and lower-power environments in SA, being able to hit that -80% cap while also using prods and/or speeds is going to be very useful indeed.
The more interesting issue is that most other modules need 2 quality levels to match the bonus from the next highest tier. But efficiency modules don't work that way; a Q2 eff1 is almost as good as a Q1 eff2. And a Q3 eff1 is almost as good as a Q1 eff3.
As far as I know efficiency is staying the same, but quality actually makes efficiency modules far more appealing. With higher quality modules only the benefits scale, the negatives don't. This makes the relative effectiveness of efficiency modules drastically increase.
E.g. one
cancels out ~71% of a
power increase, but one
cancels out ~178% of one
, legendary or not.
It also gives you a reason not to immediately switch to higher tier modules. I could see some setups just using higher quality prod 2s instead of trying to upgrade to prod 3s ASAP.
I'm definitely interested in utilizing quality like this early on. Regular prod mods are fine for most things like furnace stacks, but higher quality ones would be much better in places like rocket silos, processing units and science. That and the new beacons being more viable early on, it'll be awesome to play around with.
this is something interesting to consider, because if you go the quality ore route, you definitely get material in a way that it's viable to upgrade everything to quality versions
but it's going to be much more rate-limited than building
materials, to the point that the time it'd take to kit a whole factory in
might take long enough that youll want to be slotting lower tier modules to get their benefits here and now
cause if youre going the quality ore route, you wont ever even be making
modules unless its for science (and in that case, youre not making
t2/t3 modules)
Meow. How would you make it better? It's split into two halves (levels 0-10 and levels 10-25) otherwise it's not clear what's happening at high levels of bonus prod.
It's just the bottom label, I can see how it was misinterpreted. I would make it clear it's talking about the productivity % instead of just mentioning research.
Things do turn out cleanly (with almost straight lines) if you take logs of the y axis; this will look better for some people and worse for others
Oh that actually shows the interesting relationship between quality and productivity there.
You can see that the lower productivity in the EMP outweighs the productivity in the asm3 for a while due to having a significantly higher quality upgrade chance.
But as you increase the productivity, the asm3 with prod mods approaches 300% faster, asymptoticly increasing the number of quality rolls you get with the same amount of materials.
The rolls you get approaches infinite at 300%, at which point chance to upgrade quality doesn't matter as it will upgrade eventually without loosing material.
Also the kinks in the lines (e.g. the asm3 one between 90% and 100%) represent strategy changes; in this case going from P3Q1 to P4Q0
I’m very surprised nobody has analyzed how much stronger a quality setup is. For many items I have found that their cost of being upgraded is virtually free.
We’ve been comparing the costs - but this is pretending like a legendary item in the same. In truth you need less of them.
It is an interesting comparison. Going by raw ore costs, an
costs around 6x as much as an
while only being 2/3rds better
If an uncommon
could be considered "free" depending on how you make it while being 3/10ths better.
A legendary one costing ~20-160x (depending on how you make it) while being 2.5x better (more than ~10x better when combined with other legendary items) isn't that ridiculous considering possible production scaling in space age.
A legendary setup overall will cost about 15x cost. It’s >12x better by my rough math. Has to be done on a case by case basis.
The napkin math however is that quality is not expensive at all. We were totally wrong about it.
Faster speed can be achieved by placing more machines, but higher qual have better prod
You should still consider that it's only "not expensive" once you can take advantage of max quality items, scaling to get those items will either be expensive, take a long time or be somewhere in between.
Probably not a super long time, and I wouldn't think it would be very expensive, but not as cheap as it winds up being once your quality engine is fully up and running.
It’s a lot less than we expect though. One you have your first quality quality modules you’re off to the races.
I have made more breakthroughs - but first I must ask the chat a trick question.
How much more expensive is a
compared to a
? Assuming you start with
.
Ballpark guess 60x instead of 80x while looping because you get the upgrade step from crafting the plates into gears so you're starting with ~25% of your gears being higher quality. 
idk, it depends on what outcome you want I suppose.
wdym exactly?
Are you okay with sending the normal gears to make something else or do you want to recycle those into legendary as well? would cut the cost down a lot. Not sure how much I haven't done the math.
Problem with the question is that the answer depends on the methods you use, and I don't know what is optimal.
All of everything must become a
.
It's a black box, iron goes in, gears come out. The question is how much more iron do we have to put in this box to get a legendary gear out compared to getting a normal gear out.
also depends on how much prod research you have. the obvious assumption is "none", but the research required to unlock
is probably more expensive than at least the first level of gear prod research, so why wouldn't you have it by that point?
Let's assume no gear prod.
Gear prod research? Is that a thing?
Not to our knowledge.
maybe! we don't know yet.
From common knowledge, it's just shy of 80x the input of normal items to legendary items.
Although that assumes you're starting from the item and recycling first I think, with the extra quality step starting from the ingredients it might be less?
That common knowledge is correct, but is not correct for the question I asked 😉
That assumes the alternative is using no modules at all to make basic gears.
It costs 80x more than making basic gears with 0% prod...
Or, prased another way, a legendary gear requires 80 inputs.
80 normal gears, yes
not quite.
You could have made those gears with prod instead.
80 normal gear-inputs.
That makes 160 gears actually, best case. (100% prod)
So it is actually 160x more expensive than a basic gear.
But that's not the modules used in the recipe for optimal recycling, you use two prods and two quals
correct.
I am comparing it to making basic gears.
A basic gear does not cost 1 basic gear of ingredients. it costs 0.5 basic gears of ingredients.
Yes, which would have 50% more productivity than the first step in legendary gear production.
or 33% more item output
That leads to a 160x cost difference between the two.
Gear costs 2 iron.
A legendary gear costs 80 * 2 = 160 iron
A gear made with max prod costs 1 iron.
80 * 4/3 = 106.7x
this is much simpler - I have no idea where your math goes wrong - probably with one of them being looped and one not being looped, but this is the correct analysis.
I mean I assumed that we were always dealing with normal inputs of the product itself when talking about the 80x number. In which case this just doesn't follow.
If that isn't the case then it reframes the costs of certain items and makes looping non-prodable items more appealing in comparison to prodable ones.
I wonder how you get legendary plastic. Just, you need a ton of additional petrolium?
Well, that is not a big problem I think
Just
still needs to be crafted normally
It is the case, but it’s 80x more expensive than handcrafting basically. We have cheaper ways to make basic quality stuff so the real difference in costs is much larger.
A gear can be made for 1 iron, a legendary gear, 160 iron.
That's another reason why fluids are infinite
Where are you getting the 160 number from
If you start from gears, recycling them into legendary would get to 80 normal per legendary.
If you start at plates, that's an extra step you can use quality modules instead of prod modules, making it cheaper, not more expensive
How assembler with both qual and prod modules will function when fed legendary plates?
Unless I'm misunderstanding where the 80x number comes from in the first place
As I get quality modules turn into prod ones when fed legendary stuff??
Do you take into account that qual can increase by more than 1 tier at a time?
No, the case when quality modules give you more legendary items if you already craft from legendaries
How that works, I didn't researched that mechanic
When a speed module is inserted into a machine, it gives a negative quality bonus, so will the product decrease its quality then? (i guess no)
Quality cannot decrease, thankfully
Well it kinda can if you mix qualities together in an assembler, which isn't reccomended
it only counters positive quality from quality mods yeah
I believe the 80x number is the cost of ingredients -> end product, but the difference of one more loop is minimal I believe anyhow. The way I am getting that number is by comparing the cost to the altnerative cost of making a gear, and not the material cost. See this list of costs:
Cost of gear (no prod): 2 iron plates
Cost of gear (max prod): 1 iron plate
Cost of gear (optimal legendary): 160 iron plates
A quality loop will cost 80x more than a machine with no modules, but 160x more than a machine full of prod modules.
I think the point is, we forgot that when we make normal quality products, we can have full prod which makes the cost be 0.5x instead of 1x
yes exactly
so 0.5x relative to 80x is 160x
Not that 80 is a relevant number though - almost all will flow through the EMP route
beacons and modules being such a significant cost of every late game build yeah
But the principle of comparison here works nonetheless. - the cost difference is not the difference from the base recipe, but the difference from the best other way of making it.
Yes, which is why I assumed the 80x number was from product inputs, not ingredient inputs
In which case this doesn't apply.
It still applies because you had to craft them, it’s like replacing the first step in the loop with full prod. The difference in cost remains the same I believe. I can see how that makes it way more in the weeds
It wouldn't because then you'd be counting the bonus prod in both methods
I'm going to need to run the calcs again before I can be happy with the numbers now
My tool produces output like
--------------------------------------------------------------------------------
free prod 0%, 4 modules: input (1.0 x normal) -> 0.0125190042245584 legendary outputs (reciprocal 79.8785575963231)
legendary outputs are 159.757115192646 times the expense of a normal output```
as both 79.9 and 159.8 are useful depending on what you're thinking about. [I think of 1 input as being '1 set of input ingredients' to avoid complexity from what the recipes are - so '1 input' means 2 plates in the iron gears recipe.]
Okay I've redone some numbers (extremely poorly) and I'm happy to agree with you @frank warren. The 80x number is from inputs.
This does recontextualise these optimised intermediate loops. Although I've been moved in recent weeks to caring less about the cost anyway due to the immense production scales that seem possible with space age and quality.
Well, I'm doing some math right now for how much more output you get out of a prod setup, because I realized everyone is calculating the cost very wrongly.
First, we should measure the cost difference from our best alternative route, not handcrafting (this is where 160x comes in)
Secondly, we should normalized this cost based on the benefit it gives us - if quality items are 100x better, but 10x more expensive, they are actually 10x cheaper.
It's easy to think about one legendary inserter/assembler/etc. costing 200x a regular inserter or something and dismissing quality as too expensive, but I don't think I've ever put effort into mass manufacturing anything other than modules and science.
A typical hub making ~2 assemblers per minute is fine for almost all my use cases. Bumping that up to 200 assemblers per minute sounds like a cool challenge tbh.
I'm currently working on a calculator for the benefits of quality, and I am still getting very favorable numbers. A legendary setup should still cost < 3x what a normal one does given this metric.
It's hard to put a number to it due to fairly forgettable benefits like lower power consumption or benefits that don't translate nicely between quality levels like productivity
My 2x number is not accounting for decreased input values.
At the very top the value easily goes sub one. (legendary being cheaper than normal)
For a one beacon EMP setup, I currently have a legendary setup outputting 12.7x more than the same setup but normal quality.
Yes, the decreased input requirements for the same output provide benefits outside of the setup, so now you have 2 different metrics, the relative cost of the setup compared to normal setups for the same output, and how quickly that cost sees ROI with higher quality prod mods.
Yeah, the downstream effects aren't possible to directly measure because it depends how you make those downstream things.
It's a stronger effect when your downstream production is lower quality.
This means when you're first getting started, quality at the very top is probably far beyond free.
It's likely in the order of 2-3x cheaper I would guess. (than base quality)
So this idea that quality is something you need to wait for at all is not neccesarily true.
Getting high quality into expensive science production will have massive benefits while requiring very few high quality items for sure
It suggests that you could recycle some of your downstream production and turn it into a higher quality end machines, and end up with more output.
replacing 10
assemblers with 3 fitted with
modules, beacons, etc. would probably make more while consuming less input
yes, but the fact that it will go sub 1 means that if you removed the now 'extra input' - that is more than enough material to pay for it 🤯
Basically negative cost quality upgrades; you end up with more than you started.
reframing it this way has big implications for speedruns, right?
It means on resource counts alone, you will have to do quality
We thought before it was a way to scale, but this suggests that it's not a more expensive high density option, but cheaper.
That said, it's still a lot of hassle to actually make the items.
So we can't really be sure if they will actually use it to any appreciable degree, and say, recycle loop - but it's at least in the search space now I think.
If making quality was as simple as paying for it, they would 100% use it in speedruns and recycle loop a lot.
With all the possible strategies discussed I expect something to come out on top as "best"
Even if it isn't necessarily
Interesting fact is that quality becomes more impactful the more speed modules you apply, but speed modules themselves become less impactful.
Intuitively I feel it would be pretty easy to stick some quality modules into module 1 production and some circuit assemblers to make some quality T2 modules, which are very good even in small quantities
I feel like they'll do that for sure.
This math suggest there's room for full fledged recycling though.- that surprised me.
Speed modules are easy to get more of their effect, just use more beacons. Within a limit of course.
I'm more interested in quality prod and qual modules, maybe some eff modules for a space platform.
that is not what my math is suggesting. They multiply with everything else.
Making me want to go to fulgora first just to get my hands on a recycler
Fulgora is really looking good. Reminder that these cost calculations rely on the EMP route for resources.
So it's not just the recycler.
I'm agreeing with you, speed is powerful with quality as it multiplies other qualities, but you can also substitute higher quality speed modules with more speed beacons.
And that is somehow more expensive...
I believe that is because of the quality beacons as well.
Legendary beacons with legendary speed are generally a bit cheaper than base beacons with base speed, when you account for it all.
Yeah getting the EMP for cheaper circuits/modules/beacons and the recycler for dealing with stockpile buildup seems really nice for playing around with quality more...
If you want to lean into quality, you want to instantly get fulgora setup to make Q mods.
But also, I think this is why they restricted the other qualities behind some sort of unlock.
You would instantly go for legendary following the math. It is optimal.
Oh yeah fulgora is also where you get Qual 3s
That sort of makes it a no brainer if you want to play around with quality
Yeah, and dramatically cheaper modules directly. Reminder that EMP doesn't just make the circuits. It makes the modules too.
That's a decent point, getting a lucky legendary beacon right off the bat would be pretty nuts
Same with equipment, especially power armour
It's not even luck. This suggests that you'd be better off to explicitly recycle for it.
IE if you are building a new line, it is cheaper to build a small legnedary line than a large normal one (in resource cost)
That's the math for when you already have a legendary recycling setup though
that is frankly absurd.
Expensive, but not so expensive.
It's a problem like kovarex
So if you somehow got lucky with some early legendaries it would skip so much progression
in the bootstrap phase? yes.
Yeah it would be like if mining uranium ore had a 0.001% chance to give you 40 U235, except far wider reaching.
'and u235 could be crafted into prod 3s'
somehow still wider than that
this thing looks realistic to me
play with this if you want to see how much better legendary setups are
edit: added automatic beacon calculation https://www.desmos.com/calculator/twvyxezlwu
Most of our setups are 12-13x better when all legendary. This is roughly the base cost via the EMP as well, so in general, legendary setups have a cost premium of the EMP's prod - so 1.75x cost premium.
They generally require 0.75x input compared to a normal setup.
So, in conclusion, any time that your input machines cost 2.33x more than your current machines, upgrading to legendary is break-even.
I would say for the majority of the top of the crafting chain, this is the case.
I wonder whether the speedruns will actually take the hassle of starting the quality engine
only the 100% achievement runners maybe
Quality looping: no. Using quality: yes.
Or maybe actually they will.
Because a quality looping machine will only require going to fulgora, then building some assemblers, recyclers and some belts.
And once you’ve built one, you can blueprint it and then copy it for everything else you want.
"Starting the quality engine" means making enough
and
to cheapen
items, so it certainly needs looping
And a device that makes quality quality modules can be blueprinted and used for quality other modules.
Similarly a machine that makes quality assembler 3s can be copied to make quality electric furnaces.
While I don’t think speed runner would be making a bespoke quality loop for every item, or running a quality cascade through an entire crafting process, a generic quality looper that’s built once, copied and used everywhere else would probably be useful.
Assuming the recipes for every module stays the same
Feed in common modules, recycle them, feed the recycled ingredients into assemblers.
A lot of our speculation is based on 1.1 recipes. I wouldn't be surprised if mk3 modules require planet specific resources.




Speed makes sense for Gleba since you have resources that have an expiration
Using speed at gleba makes sense.
Having it require, say, vulcanus to make would be :fun:
Might just be 1.1 recipes, but it would be an interesting opportunity to include a bit of Holmium/Tungsten/Green Goop
Honestly gleba making materials for eff modules makes more sense to me
... why though? Speed modules on most planets are just more buildings with less stuff. But on Gleba, they're can do something that "more buildings" couldn't do: have less stuff. A larger setup takes up more space and thus can't make ingredients as freshly as a smaller one. "Less stuff" means more on Gleba than on any other planet.
You're talking about usage of modules.
I was talking about making the module and the ingredients for it
I agree: speed module usage on gleba makes a lot of sense
What ingredient for modules would suggest efficiency rather than speed? I mean, Fulgora's qual module 3 uses superconducting wire, and that doesn't really suggest "quality" to me.
Nauvis making eff modules from
makes a lot of sense for me
are basically mini fusion reactor 
It almost certainly won't be from UFCs. It would likely be from some new uranium derivative (uranium needs more uses if it's going to be Nauvis's special thing). The "bluranium" could be an RTG intermediate which gets used to make eff3s as well as some PFR-like device.
That's the energy part.
But what about the pollution?
Bio reactor that eats pollution and generates electricity.
Also aren't superconductive wires part of superconductive magnets which are used in devices like MRI? So quality module could be a sort of high tech imaging to find defects
that makes quite a lot of sense, and decent reason to visit 
I'm not sure I understand the pollution question. Nothing has been confirmed on whether pollution is a problem on Gleba, and there's certainly been no statement about "Bio reactor that eats pollution and generates electricity". So I don't know where any of that is coming from.
From all of the (admittedly quite limited) evidence we have, speed is a much more natural fit for Gleba's mechanics than efficiency. Just as productivity is a natural fit for Vulcanus, whose primary building is all about getting stuff cheaper. And quality is a natural fit for Fulgora which is all about recycling stuff (and has a building that makes module recycling way more cost efficient).
Also, if there is a mechanic of pollution being a problem for growing things (thus encouraging you to put your farms farther from your main base and thereby stretching your freshness logistics), it should be noted that the Biochamber is at least partially a burner device. It may not produce pollution at all. But the first step in any of the fruit-processing we've seen are not Biochamber processes: red mash is done at an assembler, and baked pinecones come from a furnace.
So it could be that the Biochamber itself is quite eco-friendly; efficiency modules would be about reducing fuel consumption.
I meant the pollution reducing aspect of the modules.
Yes, but why does that matter specifically on Gleba? To the extent that non-Nauvis planets have enemies that key off of pollution, the pollution-reducing effects of efficiency modules will always matter. So why would they be of particular importance on Gleba?
Molten metal processing introduces an additional step in the refining process which allows prod modules to be even more effective. The recycler makes producing quality goods a matter of resource throughput rather than some carefully calculated process, also giving you an additional step that can use quality modules. In both of those cases, the modules have particular interactions that wouldn't exist without the special buildings/mechanics on those planets.
How do Gleba buildings or mechanics interact uniquely with efficiency?
I still think it should be speed, not only because we need to handle products in a speedy manner but also just seems like the plants might keep things fast and lubricated
What I'm trying to say is tgat adding gleba product to a speed module doesn't make sense to me thematically.
Also why do you need to have the module that uses hleba specific stuff to be hyper relevant on gleba?
It's just a shower thought. They haven't actually said mk3 modules will change their recipe. Odds are it'll all be

I don't think we know enough about "gleba products" to say one way or another. We have no idea what any of these things are or do, nor do we know all of Gleba's intermediates.
I like to think
is just a special exception because of what it can do
As to the design question, you can design a game however you like, but it's usually a good idea to make the design make sense.
Prod modules on Vulcanus make sense, as its mechanics make iron/copper processing more productive (X ore in, 2.25*X metal out, minimum). Quality modules on Fulgora make sense, as the recycler really opens the door to hardcore quality usage.
You don't have to design this way. They could stick the efficiency module 3 on Gleba. But it wouldn't be as good of a game design fit as speed modules.
The main reason I feel that efficiency module 3s are on Nauvis is that efficiency modules get increasingly less important the farther you get into the game. Power constraints matter early, but slowly bleed away as you trivialize enemies and can expand at will. Space platforms will always care about power, but the other planets increasingly won't care.
So if eff3s are on Gleba, then a player who goes to Gleba last is likely to pick up a module that's basically worthless. Maybe Aquilo will have extreme power constraints that necessitates its usage. But nobody's going to be thinking "Great, I just got eff3s. Now I can do something cool!"
aquilo as the speed module planet... playing devils advocate for a moment, I definitely think thats the most fitting T3 module for the final planet. you still get T1-T2 before that, beacons are buffed, and of course there is
, both in the modules themselves and in the buildings for faster crafting speeds. so still plenty of speed boosts mid-mid late game
even if it doesn't require some special material like holmium, just having it as an unlock there (with the same recipe as 1.1) might make sense
No matter where you put eff3:s the uselessness of them doesn't change.
Personally I think it would be good game design on going to one planet to get something that makes a second planet easier, which has an item that makes a third planet easier.
It would connect them together atleast somewhat and push people away from routing everything though a single planet
The utility of eff3s change over time. There is a point early on where their utility is high, and it goes down with time. That's why it should be on Nauvis, to maximize their usage at high utility.
That's eff:1s and maybe eff:2s
Eff3 is too expensive to be be worth it when pollution is a consideration when making them, which it might not be on gleba
You shouldn't think of efficiency modules as a pollution control mechanism. First and foremost, they are a power control mechanism.
The main issue with eff3s as the currently known numbers stand is that quality beats them. A Q3 eff1 is almost as good as an eff3. So if eff3s are going to be useful, they need a buff.
And unless we're massively limited on power generation, that power just isn't a factor.
Unless you have a machine that eats hundreds of MW before modules, I don't see using eff modules to reduce power usage.
To me they're a pollution reduction primarily.
Exception might be the space platforms due to how cramped they are
But unless a single eff module can remove the same amount of resources needed to generate that much power, it's just not worth it.
Both Vulcanus and Fulgora start off "limited on power generation". Being able to run 5 Foundries for the price of 1 is a game changer for your initial Vulcanus start. You can use that calcite for more lava processing, which means you can switch over to solar sooner. Your infrastructure can be better and tighter. You can climb the tech tree faster because you're not throwing calcite into a neutralization plant.
I don't see the issue personally with them, they have their niche use
as for lategame/postgame, maybe their primary use will just remain on space platforms
Fulgora is a similar story. Until you get Mk2 collectors, lightning isn't likely to be a great power source, so you're going to have to be careful about how you use it. And recyclers and EMPs are not cheap buildings to run.
But as each planet matures, you'll rely on efficiency modules less and less.
Do I need to remind you that eff1:s can hit the cap and eff2:s can hit it with one less module
You don't need eff3:s to make meaningful progress at the start
Nor can you if the module is unlocked at the planet
‘can hit the cap’ misses the point because other modules effectively raise the cap.
thats when you can combine speed/prod with them and cancel out or largely reduce their power demands
If fulgora and vulcanus are as power starved as you say, I would rather have gleba be the place for the eff3:s so I can get them sorted before I go to fulgora/vulcanus.
Not hammer my head through a wall without enough power to get the good stuff, only to not need it anymore
The latter sounds like worse design to me
a big part of the game is increasingly more efficient/effective technologies and builds as you progress. nothing is stopping you from just building more power, but you just pay for it with footprint size, pollution, related infrastructure, fuel demands, etc
I'm not sure I understand. You're saying that you can see the justification for earlier eff3s, but you use that as justification for gating them on Gleba? That doesn't make sense. If it's good for the player to get them early, if those modules are at their most useful early on... then just give it to them early on.
If eff3:s are made on fulgora, that doesn't solve vulcanus issue and vice versa.
Gating them away from one of the planets is just as big of an issue
All that said my original argument was thematic and yours was gameplay.
I still don't see thematically a better option than gleba materials for eff3:s
And I don't understand how efficiency modules fit with anything thematically on Gleba as has been revealed to us. Is power a particular problem on Gleba? Is pollution a special problem on Gleba different from other planets? Besides the fact that plants are involved on Gleba, what is the theme that links Gleba to efficiency?
I'm open to the possibility of pollution on gleba affecting fruit grow speed/harvest rate
Like I said earlier: advanced organic material that could plausibly make a bio reactor which feeds on pollution to make power
Thus the reason why efficiency modules reduce power usage/pollution amounts
So the reason you think Gleba has a theme of efficiency is because of a machine and process that is purely speculative? A thing for which there is not one hint from the developers that it is in the game?
in all fairness, we know far less about gleba than any of the other starter planets
I get that we don't know as much about Gleba as we would like. But you can't take that unknown and say "that's where the efficiency theme is". Especially since the current knowns pretty consistently point to a theme of speed.
For another example of that theme, Gleba has small-but-rich mineral patches. Patches that would definitely benefit in throughput from speed modules. Wouldn't it be nice to have an even faster speed module for those?
We don't know much about Gleba. But what we do know is just not pointing in that direction.
in case I haven't made it clear, I've never said my guesses are the way the game will be. I just enjoy speculating based on what we already know. mostly it turns out wrong, but sometimes I've been proven right. and based on what we know so far, assuming planets each have their own T3 module unlock,
seems like the place for it. if for nothing else than the fact its a green lush planet, plants on earth don't grow well in polluted areas, and efficiency modules reduce that.
I see zero reason why Eff. modules wouldn't be on Nauvis if we follow the 'each planet has it's own' idea - It's clearly the weakest module, and also most useful early on. Think gameplay instead of thematics, and it seems to be the obvious conclusion.
I give up. Everything goes back to gameplay reasons within few sentences
I understand that, but we still have T1-T2 efficiency there before even leaving the planet, not to mention uncommon/rare quality. Going back to my guess earlier #1215078107334057984 message , maybe there is some more pressing reason to use them on gleba, such as combining them with speed/prod while still keeping close to 20% power/pollution
I do agree with you that on thematics, Gleba seems like a good fit.
I can see this being fair.
We know that in some cases they use rails on Gleba, and that the team generally loves rails.
There's no good reason for stuff to be far apart unless.. you have to make it far away
and that plays in to the spoilage challenge as well
either you have lower fruit yields and have your processing machines closeby, or you have orchards on the outskirts, and you must design a rail network to quickly transport goods to your processing far enough away from it
Further more: if orchard require a specific conditions to function and you have more than one type, you might need to transport longer distances
"lower fruit yields" can be solved by overbuilding unless the yield approaches zero. it'd be interesting if polluted trees gave you partially spoiled fruit.
As previously mentioned, efficiency modules are useful on every planet at the start. The only thing this might change is why. On Vulcanus and Fulgora, it's about power consumption. On Gleba, it could be about pollution control. But even then, the best control measure is distance.
There's also the issue that faster consumption of highly fresh nutrients may result in less pollution generated than slower consumption of less fresh nutrients.
If pollution is going to be a factor, I doubt it would reduce freshness. The reason being seeds.
Mashing even nearly spoiled fruit still returns seeds (and presumably seeds don't spoil). And it would be a more interesting challenge if pollution could make it difficult to get enough seed stock to plant the next crop.
That being said, there seems to be a simple way to trivialize that pollution problem: don't harvest fruit from some farms. Basically use some farms as a pollution barrier by just not letting the Ag tower harvest stuff. Those trees will (presumably?) absorb pollution, shielding those behind them from the pollution spread.
if thats the case, I could see their pollution absorption nerfed vs normal trees, just so that isn't as viable of a strategy
In any case, we should probably move this to the main SA channel instead of the quality thread.
i think that explains why epic substations cover 24x24 while legendary ones cover 28x28
interesting that legendary is 2 tiers higher than epic
That's how it's always been. Q5 is a double-bonus. That's why it goes 100%, 130%, 160%, 190%, 250%. Internally, base quality is Q0, then there's Q1, Q2, Q3 and Q5, with Q4 being skipped.
The wanted legendary to be more special
That's how Q5 provides a double-bonus.
that's great, i initially thought it was like tier 0, 1, 2, 3, 4
We will still call it Q1-5, but internally, it's [0-3] and 5.
Just say
and make sure to enunciate the dots when you speak
five dots substation
There are 3 parts to quality that give the final number.
The quality bonus defined in the item. e.g. 30% speed bonus for assemblers, +1 tile radius for power poles, +0.2 transmission efficiency for beacons, etc.
The quality levels, which each item is able to be upgraded to in order. e.g. normal, uncommon, rare, epic, legendary.
The quality power, which is defined independently for each quality level. e.g. 0, 1, 2, 3, 5 for normal, uncommon, rare, epic and legendary respectively.
I should clarify that this is what I know from dev comments on this discord.
And for mundane items like chests and belts, quality increases hp
so quality is 1-dimensional? there's no way for different tiers of quality to give different kinds of bonuses?
that would be a coding nightmare
Also a balancing nightmare. Instead of different kinds of bonuses they give the same bonuses just in larger values with each tier
The problem with eff3 is much more severe than that
Even if it's unlocked for free, it still sucks at its intended usage: speed/eff mix
not on space platform
In a speed/eff mix, 1 speed3 = 1.66 speed2 + 0.75 eff2, but 1 eff3 = 1.25 eff2
Upgrading speed2 to speed3 is much more important than upgrading to eff3, even if you're aiming for max eff
And then we get fusion reactors that reduce the power issues
@little orchid the problem i have with quality is one of game design philosophy
i am of the belief there should be no amount of randomness in factorio
Ok the expansion of biters is random should we now remove them?
There is randomness in the map generation
you guys are nitpicking what im saying
there should be no randomness in the actual factory part of factorio
Why though?
Law of large numbers successfully eliminates randomness and turns it into ratios
We had these discussions in the past, and it just takes a while to see it's not a big issue
because i do not believe it leads to a fun experience
Have you played with it?
But it’s pretty much functionally the same as a non-random implementation
none of us have played with it
Not really true
and also, we are working off of numbers we dont even know
We do, actually
Yeah we know the numbers
We have played with a close analogue to the real thing
We know almost all the numbers
does it use the actual numbers space age will use
As far as we know, yes
confirmed by a developer?
By information provided in the fff
Streamers like ColonelWill have some nice huge megabases using quality
A quality module 3 gives a 2.5% quality chance, this goes up to 6.2% at legendary
Also confirmed by dev after fff yes
Oh cool
But the numbers aren't the issue for you, but rather the whole idea
Just admit you hate quality because you can't build big
And are scared that random numbers will not play out
Chill man
And the mod is janky, giving even more "random" results, and you can still build around it
I just think summers is severely underestimating the law of large numbers, and there’s not much else to it
Lets keep discussion civil, no need for ad homs
yes, i dont believe that randomness should be a part of a factory in a game design sense
as it adds a level of uncertainty previously foreign to the experience, which i believe is good that it was foreign
So if there was an implementation that had several progress bars, and at the end of each one you would be guaranteed a certain rarity item, you would be satisfied?
Quality has 2 phases: early game skimming of resources (big numbers) and later game recycling (big numbers)
In practice it’s simply too small a level to make any impact
Do you dislike uranium processing now? That's random, and it adds an interesting complication
There are methods to reign in that randomness. I find them quite interesting!
no, because uranium is insanely simple
its a pratically infinite resource that you just leave it there and it will make enough uranium for 1 reactor
Building for quality early on is a trap, you're better off letting some intermediary assemblers with quality modules run in the background to stockpile some ingredients you can use to make quality machines.
You can also put the modules into mall products and get a few higher quality machines that way as well to use in space and power constrained environments like space platforms.
And quality isn't???
It outputs the same exact resource by its uses, just that the final output will be inherently better at its job
It's the same.. percentage chance of different product ..
can you let me fucking finish saying my thoughts please
Mind you you don't need to do this, it would just be slightly "better" if you wanted to do it.
and yet kovarex completely removes the randomness
also lets not act like uranium and quality are on the same level
uranium is a very low level mechanic, 1 centrifuge will always make enough enriched for 1 reactor
meanwhile, i might be waiting for hours for 1 legendary tier 3 assembler, even with dozens of recyclers running and tier 3 quality modules
depending on the numbers
Ok they’re really not that low
I mean you won't be waiting hours for a legendary assembler, I expect you to have significantly higher production by the time you unlock legendary quality
I think it's more similar than you think. You won't be waiting for hours
Legendary is a big feat
Legendary is also not the only level that has major benefits
You're not expected to have any of those for a long time, and definitely not a lot of them
Even just
is great
There’s just as much “uncertainty” here as there is with quality. It’s statistically possible for the ore processing to get bad rolls long enough for your reactor to turn off, but you don’t seem to consider a possibility
if 12.5% of the modules you make are
or better (you've been to fulgora and got the T3 modules and EMP), thats great! you can use them in the most resource intensive recipes like science and rocket parts to great benefit!
so is speed 2s or prod 1s, but almost everybody uses speed 3s and prod 3s because they are the best
Well time to change that line of thought
just because you dont need the best, doesnt mean the best should be a pain in the ass to get
But those are expensive, so are high quality machines
It's exactly to give you a longer progression
You're not expected to switch to
once you get it
I would encourage you to try using the lower tier modules as well, they're getting a significant boon in 2.0 with the beacon changes imo
High quality is for post win runs
by artificially padding out the playtime, due to the fact quality takes longer than making speed 3s or prod 3s?
1 centrifuge will “always” be enough for a reactor in the exact same way a quantity of materials will “always” be enough to make a certain quality item
It's not artificial. It's a progression. Something to work with.
quality takes no more time if you just realise that using
and
stuff is also really useful.
Might as well use the quality modules when you're making mall items to get some that are better!
except uranium doesnt cost me processing units or flying robot frames
yknow, valuable resources that cost alot
Personally I'm excited for the soft-requirement to make hundreds of times more mall items to feed into loops, I've never had to make a full belt of assemblers before
yeah, for good reason
I don’t get what you mean. Do you want buildings to be free?
i dont want a single assembler 3 to cost 8 thousand speed 1 modules
Well good thing it doesnt lol
bad thing that it will with quality
I will ask once again, do you want the results to be made with progress bars as in productivity?
It just won't
Well, if it’s a really good assembler, it’s only fair for it to be expensive. I think this is pretty standard. Thing is good therefore thing is hard to get
no because that defeats the entire purpose of quality
its just a mechanic that if its fixed, isnt random, and if it is random, its terrible
🤯
thats why it should not be in the game
The math has been done, quality items just aren't as expensive as you think they are, and it's not like everything you place down has to be legendary quality
post the damn stats then
You could have just asked sooner if you were interested…
what are the actual chances of a legendary item being produced
10% if you feed an assembler with epic ingredients
if a legendary assember 3 is 100x as expensive as a regular assembler 3, then i expect it to be 100x better
that just isn't even how the game works right now
and how likely are you to get epic ingredients
Lets say there was only
and
, would that be fine?
Yeah this
same thing but one tier lower
And then someone adds
and
as a mod
thats with an assembler using
quality 3s though
so its 10% of 10% of 10% of 10%?
is that correct
Like you said, it’s not quite as simple as uranium. This is a relatively complex mechanic, there’s some nuance to it
The point of quality is that you have 3 paths instead of 1:
Do things the regular way
Touch the quality, and make some parts of your factory more powerful if you need, like faster assemblers or more productivity on iron
Or make the shiny legendary factory that is quite literally the best at it's job, but also hella expensive. By the laws of large numbers, if you try enough, you will get everything, not within days, but hours, for the entire thing.
And it's not as simple as percentage of percentage of percentage either
so with legendary tier 3 quality modules, its 31% of 31% of 31% of 31% to get ONE legendary item
then what is it?
If your inputs are common
It's not like the other items don't exist, you still get them just at lower quality
why cant you just post the math equation
If they are uncommon at least, you're 3x more likely to get legendary
If we go by simple math
If you have an "ideal" setup, a legendary item can cost only 13x what a common item does
Technically that's not true, the perfect setup actually has 1x cost, but the 13x number doesn't includ prod research
You're expected to recycle at that stage
13x requires you to be using all legendary modules in an emp and recycler
and for the item you're making to accept prod modules
With the huge prod bonuses, it becomes reasonable
which you are gonna take 40 hours alone to get but go off
It's expected for the average player to take 80 hours to beat space age so sure
Fwiw you're not expected to have a full
in 80 hours, just beat the main game
But hey, you could always just build more production and it'll take less time
Just like everything else in the game
yeah, so whats the purpose of quality existing
Vertical growth as a supplement to the standard horizontal growth, without horrendous recipe bloat
So that you can have verticle growth while playing the game, and get even crazier scaling in the post game
plus wouldn't you have built a number of intermediate quality machines and factories before even unlocking legendary?
thereby knocking down that 40 hours significantly?
if you are willing to afk for hours so that you get enough ledgendaries to make a setup
Who said we need to
Or you could spend your time building more produciton instead of afking
Quality is not for blueprints
You can also go afk for hours in 1.1. Except people don’t do that, they just make their factories bigger and faster
I could make a 10spm base in 1.1 and beat the game by afking, but that wouldn't be very fun
Noone said you can't just slowly upgrade the factory
yeah, which returns me to questioning what is the purpose of quality if its better to just make a bigger factory
A tall factory 
wasting my fucking time praying to god that i will get legendary modules?
To make a bigger factory.
Or just building the necessary setups to know you'll get one
speed 3s and prod 3s already gave you enough horizontal scaling to begin with
again, ramdom numbers become statistics at a point. so it's not wasted time when you know the ratios
You fool, in factorio the word “enough” has ceased to exist long ago 
at the cost of precious time?
Just make it work faster
You could probably say the same about fusion reactors. Why add them to the game when nuclear reactors do fine enough, just build more of them?
Yes. Playing games wastes time and gives enjoyment.
I think this is a pretty good analogy
id rather wait 5 hours knowing that ill have 500 speed 3s than wait 5 hours not knowing if ill have 50 or 5 legendary speed 3s
Higher quality machines work faster, making you loose less time
Even at uncommon quality, mind you
You're extremely likely to have around that number. Law of big numbers.
Why are you waiting 5 hours instead of playing the game 
It all keeps coming back to the law of large numbers… You will never have a range like “5 or 50”, you will have ranges like “498 or 506”
that is simply not true as was stated explicitly in the FFF, where nuclear reactors suffer from the fact shipping in water to the space platform
fusion reactors fill that niche of not needing water
And regular Factorio suffers from not having a 3rd dimension of scaling 
Who said that
thats literally a argument AGAINST quality
????
Do you know the ingredients of coolant and energy cells?
????
no it isn't?
How, just play the game lol
Build your recycling loop and continue playing the game
Expand your factory to produce more stuff
no one will force you to wait for the legendaries to appear before playing more
the FFF posted TODAY
then, as you obtain intermediate quality machines, decide where best to use them
Okay but where did it specifically say that fusion does not need water?
y'know, the act of playing factorio
i want to say such vile things to you right now
How did we switch topics to the water requirements of fusion reactors
I thought we were talking about quality
you guys are seeing things in the theoretical
When it had a picture of it that doesn't have water inputs
of the "just go play the game while waiting for the legendaries" meanwhile im seeing the practical of how you already have to wait for fuckin speed 3s to be made so that you can make your best setups
There's no productivity for outputs other than intermediates or science, therefore i would rather have faster machines than make them faster(as in, making more machines)
Yeah but there are inputs of coolant and energy cells, what are those made of?
I think you are looking at the theoretical more than we are. You’re looking at the unlikely possibility of getting incredibly bad rolls many times in a row just because it’s statistically possible. But in practice, you will pretty much never have such bad luck that it really impacts the state of your game
Guys, this is the quality channel. I suggest you move to #friday-facts or #space-age 
even if its statistically improbable, you are already banking on the statistically improbable nature of getting good rolls
the stupid fucking law of big numbers you love so much
it's statistically probable*
Law Of Big Numbers
why is the law of big numbers stupid exactly?
really what is the issue with it and how it works?
it doesnt matter if its 1/1000 chance to not get a single legendary machine in 5 hours, that should just never be possible in a game about building factories that will always output the same amount of items no matter what as long as the starting conditions are the same
Try one in (not going to happen within the existence of the universe)
Then build more factory
"should"
why? i don't see why random chance shouldnt play a part in the game
thats NOT THE FUCKING PROBLEM IM SAYING
Instead of always outputting the same items, they “always” output the same items. It’s really not such a big difference in practice
THE PROBLEM IS THAT RANDOM CHANCE EXISTS
The larger your number, the lower the probability to get nothing.
NOT THAT ITS NEVER GONNA HAPPEN
random chance is a new genre of problem to solve
yeah, random chance does exist, that is a fact
well actually
I know statistics are hard to grasp, but they work.
#true_randomness
Just admitted to always getting hard pity in gacha games
There's a chance a cosmic ray flips a bit that causes your factory to die.
Just say that you want the hard pity in factorio if you play with quality
In that sense it's possible for someone to build a uranium processing facility and not get 40 U235 in 2 years. Does it happen? No.
Can you not
@real crown you can make use of quality by cycling low intermediates like ore and then crafting stuff with 100% chance of quality output
i hope, i pray to god jesus buddha every fucking deity under the sun that quality is not as bad as i am saying it will be, but i know for a fact it will
how do you know that?
i would genuinely commit seppuku before playing a gacha game
it was revealed in a dream
tbf that's why hard pity exists in gacha games. But Factorio is not gacha. It trusts the players understand statistics well enough to play it.
you knkw leople have been running these statistics for months now right?
But isn't that what we get to hear here? Summer hates the fact that there are chances involved and they may need to spend far too long because odds don't play out
game design shows how a game will play out
quality isn't an unknown by now
ColWill's base is almost fully 
Has there ever been a case of someone being unable to get kovarex enrichment setup because they didn't get 40 U235 in an engame save?
And only took like 200 hours, without EMP and Foundry
yes (I don't use nuclear)
you people are all either just not reading what im saying or are serially incapable of connecting my messages together to understand my greater point
no thats just it
and maliciously misinterpreting you
we do get what your saying
In that case it will be very good, as the factorio dev team are pretty good at designing their game. They seem to enjoy playing with quality
it's just that you're off base
People who played with the Janky mod enjoyed it
it's just a base disagreeance
So your greater point is that there exists a chance that even with enough production, you will not get the quality, and that's not factorio-like because if you make something, it is guaranteed to produce predictable results, am i right?
Yes or no
We do get what you're saying, I'm connecting your messages together, but I just can't agree that you're making a bigger point than disliking probability
and i do believe the devs are some of the best game designers in the industry, but clearly sometimes even geniuses make mistakes, and they have very clearly made a huge mistake
If no explain why
in that randomness in factorio is straight up, not bad
So it's a disagreement between one person who doesn't like it (which is fine) and dozens who like it and even played with it.
yes, factorio should at a BASE level always be predictable
2 copper wire and 1 iron plate will ALWAYS make a green circuit no matter what
and that's just it
Quality is very predictable, it tells you exactly what you should expect...
it is
since we all like it and you don't, the "very clearly" is debatable since it's not unanimous
Here's the point: quality is a deviation from the base
since an FFF said quality was one of the earliest and most play-tested feature, im hopeful!
even with quality
Quality is an expansion on that base
roll 2d6 10000 times and i will be able to very accurately tell you what you shpuld expect to get
P.S. do you think the same about recycling scrap on
? It's even more random, and required.
there shouldnt be a single significant mechanic that deviates from such a base affirmation that 2 copper wire and 1 iron plate will always make a green circuit and all follows from there
why?
2 uncommon green wires and 1 uncommon iron plate will 100% make an uncommon green circuit
Here's another kick: 2 copper wires and 1 plate will still make a green circuit
what if deviation is interesting and fun?
You just have a possibility for it to be more useful
Nothing changes base Factorio. This is the Space Age expansion, there to bring new things.
because that is not a factor in any other significant recipe in the game
Um....
i do not believe that deviation and relying on chances makes for a good experience
Another thing is that quality does not lock you out from anything, you can still make 50k spm gigabase, no matter how bad your luck is
Have you read the Fulgora FFF?
you are entitled to your opinion.
saying it's objectively bad when most folks disagree is going to result in most folks disagreeing with you

yes, but also, holmium ore is entirely possible of acquiring outside of scrap
so it is not luck based
2 copper wires and an iron plate won't make anything.
You need 3 wires. 
shut the fuck up
where'd you get that one from?
thats not what i meant
No, it isn't
you are all so fucking dense its crazy
what part of "randomness goes against the design philosophy of the game" do you not seem to understand
Scrap is one of two "natural" resources on Fulgora, the other is heavy oil.
Point out the fff, and show us where you see the holmium ore be generated in the map, or confirmed to be generating outside scrap
The part where I just don't think that's true at all
i will literally not buy space age if so many parts of it are luck based
🧌 spotted
i might as well be playing a gacha game if its so depedant on luck
tungsten, baby
Yeah """luck""" based
the part where you're insiting that you know the design philosophy of the game more than the people who are making the game, playtesting the game, and playing mods to replicate the quality mechanics
Luck can be reigned in
this is not going anywhere
no it's not, you're not doing a good job of convincing us
If I roll a dice 12 thousand times I'm not lucky if I get a six two thousand times
why might that be?
Lets finish this conversation amicably
you all just refuse to hear what i am saying and just keep saying that its fun because you can just wait 5 hours for 1 legendary assembler 3
You can, or you can just build a setup that will make it faster!
are you stupid
Nothing stopping you from waiting 10 hours for 10 T3 modules in 1.1
We're saying this is not how we're going to play, as it doesn't sound fun.
you know you're not the first person to make this argument right?
Do you build a single
assembler and complain that it takes days to launch a rocket?
it's already been refuted
Am I wrong to say you're being a bit rude by calling folks names? That's a bad quality™️ interaction
we know we arent going to be doing that
No, you're just projecting at this point. At no point have I said that it's a good idea or fun to wait for slow production instead of playing the game and increasing production.
yeah and im guessing all of you acted the same to all those people who had valid points
the people playing the game with quality are not doing that
im going back to what i was doing since you all are incapable of doing any sort of interpretation
People have already responded to that point…
The problem is this: you don't have to "wait 5 hours for 1 legendary assembler 3". You can just do quality cycling, and it will output "legendary assembler 3s" at a regular schedule. The problem with your argument is that you're ignoring how the mechanic works.
If you describe the mechanic in a way that is not how it actually works, then it's hard to take your position as valid.
Like, I understand in the abstract that you personally do not like the idea of random outputs being a significant part of a factory game. That's fine. But if you're using that to say that nobody can design a factory that consistently produces quality goods, you're just incorrect.
Their entire argument is "i believe that given enough people there will be an unlucky one who will have an extremely bad luck getting any good quality stuff, and that may be me"
I have never understood this argument people keep making that randomness contradicts the DeSiGn PhIlOsOpHy
Claiming you don't like probabilistic recipes is fine. Going on to claim that it is "bad game design", "the worst mistake the devs have made", "will force you to wait 5 hours" is just absurd
I think they actually left, feel free to stop echochambering now 😭
if they are so out of luck they may play for 50 hours and not find any other iron ore patch except the one they started with
JG spitting facts
Even the "bad game design" or "worst mistake" is at least a personal opinion. I don't like the whole "force you to wait 5 hours" bit because it is just objectively wrong.
Has anyone brought up that space platform resource collection is also random, and we don't even get numbers for it? The amount and type of asteroids we get for any given location is not assured
Relying on exaggerations is a clue that someone is dishonest.
I see this all the time.
Random things:
- Uranium
- Quality
- Fulgora scrap
- Asteroid collection
Well apparently they just hate randomness and refuse to think of ways to deal with it.
biter nests, ore patches, cliffs, almost everything connected to map generation
"oh but that's not about the factory part of the game" was their argument
I can scroll up and look for that, they said it for real
uranium processing is the same randomness the quality is
you put stuff in machine and get different product depending on luck
but i kind of understand the difference they try to point out
you can treat uranium processing and scrap recycling like a kinder suprise you need to open to see whats there. while the quality stuff and recycling is a bit different. you are relaying on stuff you made yourself
why are we spending this much breath on the kneejerk quality reactionaries still
Because someone is wrong on the internet and that can't be allowed
let's have the truly important debate
The better question than "why quality is bad" would be "how it would be played if focused from the early midgame"
Because the fewer people with a misunderstanding of the mechanic the better.
how stupid the quality names continue to be
Hell yeah! I love me an epic inserter
it can't be epic it is a mere cog in the machine of my vast empire
the factory is the only thing allowed to be legendary
Every piece of my empire is epic
no your empire as a whole is epic
it's what make the factory legendary 
oh my god it all makes sense now
this is why you haven't been talking about the enemies
the biter libraries and biter movie theaters aren't finished yet
I honestly get the unfactoriness of your average rpg rarity for the quality of components, and feel that letting players edit the names would be the best
Like, some easy-to-access file where you can change the display name of certain quality
oh that would actually be a great compromise
It'll be easily modable. Day 0 mod: "Custom quality names"
Just change the names in the mod startup settings
me playing multiplayer with my friends and all of us refusing to call the quality tiers by the base game names or the names the others chose client side
so i ask someone if they have any superior assembly machine 3s and they have to struggle to remember which quality that is on my end
(just to fuck with them)
if any of you name your
anything other than flawless i will be very disappointed in you
I think I'll name mine 
if the custom names mod lets you use icons like how you can in train stops and chat and such then you could actually name it 
flawless is a bad quality name
why
5hp remaning wall is far from being flawless
it has been analyzed for flaws in its construction and none were found
5hp remaining wall is far from being legendary
not really
I think anything the factorio engineer makes being described as flawless would just be lying 
There was no flaw to let it break from taking that much damage, pretty good name imo
5hp remaning means there is some actuall story behind this entity
a cheap/low quality item irl could still be flawless
95% spoiled agricultural science pack is also far from being flawless
a toothpick could be flawless
by factorio engineer's blueprint it has no flaws
well most things mass produced irl are all 
why is why i dont really think flawless is a great descriptor
a cheap hatchback and a supercar could both be made flawlessly
common quality is flawfull
But can we all agree on calling the
"best"?
For the same reason any other descriptor wouldn't feel great, it requires interpretation
yes everything in factorio can be made
ly
too informal, dorky factorio engineer would never
maybe the quality tiers should just be named based off how effectively it warcrimes
like
deadly
killing
murderous
slaughtering
extincting
I feelawful
slaughtering rapair pack
exactly
"Slaughtering Wall"
grey
green
blue
purple
orange
can we get this pinned
Porpol borglar alarm
orange red logistic chest
it's perfect
There
green red circuit
Blue green circuit
jg your problem can be solved by a mod that colors quality items by the quality icon's color
perfect now you wont be able to tell inserters from each other
Time to place burner inserters at train stops instead of stack ones

what about a mod that just picks randomly from #1263831220756942938
so you never know what to expect the qualities to be called
In all seriousness: QI, QII, QIII, QIV, QV is prob what I'll actually call them XD
Why not just 1-5?
That's roman 1-5
Yeah ik why not just regular 1-5
And objectively cooler way to call them that
come on you know better than that it should be QIIV not QIII
And tis QIIII and not QIV
no roman numeral should be repeated 3 times in a row i don't care what society tells you
QCCXXV
They have to? They don't work otherwise?
Is that some youtubers name
where
show me a number where they have to
I may be stupid

society normalizing III instead of IIV has been a disaster for the human race (/joke)
Real
That's some QIIIII(
) opinion you got there
You've reinvented tally marks
Base 1
even tally marks isn't that stupid IIII IIII II
What's your profile picture from?
A tale about a boy and his friends and a game they play together. About 8,000 pages. Don't say we didn't warn you.
I just like how it looks for modules: Someone fetch me a T3QV prod. module!
well you'll at least make it QIIV right? right?
is it just me.... or is calling something legendary not that hard?
even when I'm on vc with friends, we use the terms when planning out our base, like "when we get the research tier to unlock epic, make sure you adjust your factories to include the new tier prior to researching or you will get jammed up on the Rare production"
It isn't hard. It's just easy to point at being silly as well.
Honestly I see it as a good thing that this is a common topic. Clearly the game has few glaring issues.
Yeah terms have def. grown on me. It's simple and recognizable to anyone who's played an RPG. No confusion over the progression.
once you set up your automation to deal with quality you will probably not care about
as those will be taken by the system and sorted, shipped, and crafted until only
and
remain
for the naming, you can call it Q5MK3 Prod module, but it is more awkward to say verbally.
embrace the legen-dairy terminology and be grateful this game is on Steam and not 
Green blue logistic chest and blue green logistic chest
Or green blue inserter and blue green inserter
Qual logistic chests are useless, but qual inserters will actually show up in a real base
only if you're megabasing
lower qualities have plenty of use before that
is just so expensive
obviously you will still want some things
before that
for sure. In the early game right when
unlocks, I plan to put them on machines on my bus and have only the normal intermediates go back onto the bus while I use a filter splitter to store any
I get into a storage chest. When it comes time to start making my personal equipment and first space platform I'll probably use those stored up rares to make them
even normal mk1 quality modules have a 1% chance and on assembler mk 2, that's 2 module slots for a 2% chance, which is actually pretty good considerinig how many materials you'll probably make for your bus anyway
i will not settle for anything less than
guns and armor
i must be ready to rip and tear when i get to bwuhuo
rip bwuhuo
rawket lawnchaaa in one hand and concrete in the other
How many of which materials though? Assemblers, sure; you made those by the dozen. But oil refineries? You might make 30 before the mid-game. Pumpjacks? The same. Chemical plants? Do you make that many that early?
You have to pick things you make in bulk. Belts (for making quality labs), inserters (because green science), maybe stone furnaces (for eventual use in quality boilers). If you want the rest in any quantity, you'll need to do something else.
while you have a chance to produce
, you can also use your stored up uncommon
to make them by default and even go for rares. Early game quality management might not be hyper automated and optimized, but storing quality products for later does give you a boost when making personal gear
they meant intermediaries like
and 
so that you can then make quality assemblers or such
until I get access to higher than
I'll probably let my base run on normal machines and stockpile quality ingredients for solar panels and more modules
But that's where prod modules go. I say put them in your miners, so you can siphon off quality ore and prod your way up from there.
here's my mentality, most machines require 3-5 steps from ore to make, modules can go as high as 8 steps if you look at it from the copper side. If you go for quality on ever step you can, your 10% chance for quality is actually the inverse of 1/(0.90^x) where x is the number of craft steps
Well, you get quality modules before electric furnaces, so I'd probably stick with those for a while. But even with electric furnaces, you only need to quality module the ones that get Q2 stuff, since you're capped at Q3 early-on.
Let's go gambling!
You can use your stored up
to attempt for
and even if a craft fails for quality, you at least end up with an uncommon red circuit
In a vacuum, that sounds great. But you now have to design a way of doing that that won't mix qualities of inputs (ie: make a green circuit from Q2 copper cable but Q1 iron plate). That adds a lot of complexity to your mall. To every step of your mall.
There's a big difference between having a large mall with a small mall and having a single highly complex and integrated mall.
train interrupts and stations dedicated to certain qualities
more of a mid-late game idea thouugh
early game I'm just sortinig anything greater than
to a chest to store and I'll manually load assemblers myself going for quality armors and guns
so the bus is still all normal ingredients and the mall is still makinig normal machines, but I can then take my stockpile of quality steel, copper, and circuits to try for some quality solar panels
no i just use
runoff accrued over a long time
Also, how do you get quality iron plate if you don't start from quality ores? At least, before electric furnaces (which are blue science while qual modules are green)?
oh see that's a super late game idea I have. All of my product train loading stations will use
instead of
to load trains. If a
lands in a logistics storage chest, a robot will grab it up and take it to a bot mall that needs it. It'll mean that I'll rarely see my legendary intermediates accumulate, but it also means that my legendary mall will have access to any luckky rolls
electric furnaces AND foundries can have quality modules. Totally easy to get quality plates
The tech for modules might only need green science, but modules themselves need oil products so I would say it's reasonable to say that by the time you start thinking quality modules, you already have chem science automated.
so my trains can still pick up all the varied plates I've made and are stores in the chests, but robots can see and access them if they need them for the mall. Means my product stations have both trains and bots competing. This means I'll have to make sure I put an OR condition on my train to roll if inactivity > 5 seconds
A splitter seems easier tbh
absolutely. I will say though that if you're an experienced player you can design your early base to include quality filters long beforre you even make your first quality modules
if you build for the future then you can just simply slot in your modules when you get them
For myself, I tend to go for modules early, and for SA, I plan to beeline for qual modules. Even if only a handful.
The problem is that once you hit late game, you are better off making dedicated quality setups I believe.
yes, my mall will not be a long standing feature in my game
i meant bus
I will transition to a rail grid base because I find I enjoy the modularity and with stackable green belts and faster legendary machines you can squeeze a ton of production into each rail grid
I believe this is optimal given what we've seen so far. My preliminary quality cost math was showing that higher quality items are actually cheaper than normal items in a lot of key places.
However each planet will probably have a different strategy considering each one has different production goals and resources
by the time you go to space you'll have access to
as well as
so each planent will have different goals and strategies
I would say limited access to them
sure, if you only have a handful, use them on the machines that run the MOST often
also people forget too that we can take modules out and move them around. One redditor suggested if he only had 20
he would set up chest buffers to feed each step and store the resultant, then move the modules to a new factory to process to the next step. Time consuming sure and not a great example of automation, but he was technically correct that he could reuse the same modules for the whole process
I could imagine someone making a system with recipes being set by circuit condition that could use this philosophy
Is qual multiplicative w productivity?
to some degree yes
Hmm I wonder if it's better to get multiple rolls on the same input resources (e.g. roll on iron, on the plate, on the GC.. same iron rolled more than once) or to focus where you can get max productivity and let the productivity do the extra rolls
the way prod CAN be multipliciative with qualit (in the late game) as you unlock special buildings that give +50% prod and you get legendary prod modules and you research levels of productivity bonus for intermediates, you approach the 300% prod bonus, or getting 4 items per craft. You then cycle those 4 items through a recycler with legendary quality modules and get back a quarter of the ingredients, which since you're recycling 4 items you get back enough (on average) to craft 1 item
this becomes a mostly neutral transaction that gives a chance for quality on every recycle step
(uncertainty for RNG)
@jaunty citrus @daring siren @gloomy torrent sorry for my actions earlier, i suffer from some pretty bad anger management issues and it got out of hand, and i regret being such an ass to you three in specific
Hope you will enjoy the expansion even if it's not your cup of tea
At least enjoy 2.0 which requires no purchase
Steel always recycles into iron, does it? Even if created from molten iron
It always recycles to itself, never to iron
i will still purchase the expansion, but try to just not interact with quality
Quality was designed to be optional
ive spend way too much time playing this game to not play space age frankly
(though to play Space Age, you still need to activate it)
I think it's a really clever design decision
you can engage with it if you want to optimize your factory, but you don't have to
If anything, the
recycling is the more controversial part, as it is required to beat the game
. What about the foundry gears?
and asteroid catching as well
Recycles to iron plates 🙂
Iron plates.
Because it's an assembly recipe
Well, no, as you can craft gears from iron plates in an assembler
pretty sure
all recycle back onto themselves at a 25% rate with your module affected chance for quality
Remember recycling only returns 25% of the value. Think of it like cutting up the gears to find the parts of the gears that can be reused
turns into 
No
Who was responsible for the wiki again?
Part of the upcoming expansion pack. Gives a 25% chance of returning items created from some types of recipe. Smelting and chemical processes cannot be reverted.[1]. For items that can't be reverted, the same item is returned instead with a 25% chance.[2] All fluids get lost on recycling.[3]
connfirmed by devs. Plates turn into plates, period
so steel stays steel, plastic stays plastic, but anything crafted like gears and cables can be recycled back into plates
honk
Can't even read no more
I think the randomness is not the main problem, as you will be dealing with them in millions, but they usually won't be giving items in the desired ratio
LoBN doing work again
LoBN does work with such big numbers, but it won't work with a wrong ratio
Suppose you need Fe/Cu in a 2:1 ratio, but the recycling gives 50%/50%, so you need either voiding or HUGE storages
I think it could be a good challenge to try optimizing
Void them if you don't want the hassle, but if you want to efficiently use those materials, then you need to think about what to craft with the overflowing resources
I think you'd be able to brute force a solution with train stop priorities.
If every item produced by scrap has a recycling stop with lowest priority, with it's outputs also having lowest priority, then everything will be consumed unless the ratios are off
so here's 2 things to consder when dealing with inexact ratios due to quality. first you can set up overflow of items to go to a recycler. You can either build it locally or you can set up a central recycle yard for any and all excesses. Train interrupts will make it easy to deal with 40 different items as a result of mass recycling. Second if your excess of items made its way all the way up to Legendary quality, you can in fact use them in lieu of lower quality ingredients if you set the assembler to accept any quality item. This means if you wind up with too many
you can set up an overflow train station at the
plant and using priorty splitters use the excess legendary cable instead of the epic. You can do this all the way down to the normal circuit plant, though if you're still overflowing to these stations by then, you REALLY need to increase your
production
trains are a heck of a balancing tool in this regard. If all of your
demand stations are full and you have inactivity for 5-10 seconds, your train can decide to go to a recycler because you're over producing normal copper and you might as well try for 
alternatively you can just replace the
for
anytime you get too many quality items jamming your system and just let it starve itself down some before changing it back. It is a loss of potential quality though
Anybody tried to calculate something about early quality?
I can define some stages that can be interesting:
- Nauvis (maximum modules are T2, "quality" max level I don't remember but not more then 3. No new assemblers)
- Fulgora (maximum Qmodule is T3, Pmodule is T2 "quality" is likely up to 4. EMP unlocked)
- Fulgora + Vulcanus (maximum Qmodule and Pmodule are T3, "quality" is likely up to 4. EMP and Foundry unlocked)
- Endgame (maximum modules are T3, "quality" is up to 5. all unlocked)
Last one was discussed a lot but early ones are likely more interesting for non-gigabase game
Really, I would say that the meaningful phases are "pre-recycler", "post-recycler" and "end-game".
Before you get the recycler, you generally can only get quality from some process for which the base quality product is being constantly or frequently consumed. Quality mining (putting quality modules in miners and skimming off the higher quality stuff) is a good technique for handling quality because you always have a use for the base quality ore.
Upsides:
- You can make quality anything, since you're making them from raw materials. This is especially important for one-off items like personal weapons or armor.
- It's simple to do.
Downsides:
- You don't get all that much quality stuff. You get some, more if you're consuming a lot, but not a huge amount.
- You need a separate infrastructure setup to make the intermediates you need.
Also quality in mall items
Of course, even before the recycler, there are clever tricks. The inputs to green and purple science cannot be prodded, and they're actually quite useful. Quality belts can be used to make quality labs (and can be recycled for plate/gears when the time comes), and quality inserters can be used for quality fast/bulk/stack inserters later. Quality furnaces and prods are obviously extremely useful, and even when you have "enough", once you get the recycler, they can give you quality green and red circuits relatively cheaply.
Even just a couple of quality assemblers and power poles are worth it
Also, there are a lot of infinite techs that use purple and green science, so you may as well do something with it.
Quality pipes will eventually be recycled for a guaranteed 1/4 ratio for higher quality
are quality science packs more durable?
We believe so.
🙂
and
then siphon off the quality plates into a chest
can turn into
can be recycled