#Quality
1 messages · Page 8 of 1
i believe consumables should be designed like this, more durability
It would be the case that none of them would be remotely worth making.
well when it comes to consumables, i think the optimal way is to plugin in some random quality modules and don't recycle the output, when you get high quality modules the prod and quality will multiply
i might do a calculation later
For consumables like ammunition, you should always use 


Trying to get quality science packs makes a lot less sense than just increasing the amount with 


no, tier 1 prod +4% while tier 1 quad +1%(10%*0.1)
Gray science too. Quality walls and quality ammo are pretty useful
I've thought a bit about
recipes plus productivity. It feels like "if you put
items in for the crafting cycle that triggers an additional prod, you get legendary items out" would be an emergent puzzle. It's automateable using circuit networks, after all. It rewards advanced players who design a circuit to generate legendary items much more quickly, and allows less skilled players (like myself) to just brute force quality by quantity.
Don't you think that behavior is a problem?
Yep. It's going to work very nicely specifically with the +50% prod buildings
However, there's some chaotic behavior that makes it not consistent
Feels far more like a hack than an intended mechanic though
Like how you can stop all expansions by killing all biters on the map using artillery/spidertons
Plus it has the potential to be a massive noob trap
Better to have production lines for each quality in my opinion. Might feel wasteful to have a whole line dedicated to making
but as you scale up (especially if everything is delivered by train) that line will get busier as you go without having to build another line
Probably don't need to worry over much about end game designs until you unlock the 3 intermediate planets since we need cliff explosives, recycler, and whatever benefit from Gleba (what exactly I don't know) before we start reshaping the worlds to our benefit
Why do we need
anyways? What good does it serve?
More durability means you can just replace them with quantity, which makes them pointless
A repair pack costing 56x but only having 6x durability is not going to do any good
in situations where amount of items is restricted for example launching a rocket, i believe it makes sense to compress them
and in rocket each item counts their weight separately, so the problem that different quality items occupy different slots doesn't exist
and it's not necessary to recycle them
Sometimes quality exists but irrelevant i.e.
, but removing that option is more expensive than just letting it exist
buildings last forever so it makes sense to recycle them to make
, but consumables are not
For rockets, I think the cheap consumables can be mostly produced locally, and expensive consumables will have costs outweigh than the rockets
I think the main motivation for quality is
, which simply can't be replaced with quantity
And
can improve the utilization of those
, the same does
and 
And buildings being permanent means they will eventually pay off, while consumables don't
How many of consumables can be prodded? Cause if they cant be, its not like you really lose anything by putting qual mods there
Price is that you dont get that many of them
most of them are under the intermediate products category, and ammunitions are under combat, but most of the time, insert prod modules if you can. #1215078107334057984 message
just realized
cannot use prod, so if you want to get more, you have no choice...
Quality consumables can offer gameplay because resource scarcity is not the same across all planets. On Fulgora, you might have a consistent excess of LDS or whatever, so turning that into quality consumables makes them easy to ship while using something that would have been voided otherwise
Only intermediates can be productivity boosted but if you prod the ingredients, consumables are effectively cheaper
It's like upgrading to T3 modules from T1 but better and cheaper
I mean 'any quality' recipes (the thing being discussed)
see here
I'd say the main reason it exists is to reduce the need for learning circuits. Kinda.
It also acts as a way to get rid of higher quality stuff if for some reason you're fine with using to create lower quality goods. It's an extremely rare need, but its not unreasonable.
How is this thread still going?? 
Why wouldn't it be?
There's not that much to the system
Yeah but people come with occasional questions and didn't know the thread is here
If moderators want to delete the thread, those questions will be out in space Age chat
also discussion of how quality affects x new item(s) in FFFs
I’m not entirely sure how you can reason that. Can you defend your justification?
I mean, I’m just saying we had to write code to even remotely understand the implications of quality cost, so it can’t be that simple :P
we love quality
every so often we get a new believer of the
faith and they come with questions. They've been lied to by the
pushers and must be shown the life of the quaint 
wat about e-quality?
epic quality? its nice, but not as good as l-quality
what do you do when you have too many high quality copper wires / too many low quality iron plates to make circuits? 
answer in less than 2000 characters
you have 4 hours
Not all items are made equally, some are made like all the others and some are a higher class. Do not worry though, as all are made equal in the eyes of the recycler who will cleanse their lack of quality
only 3/4 of the time :p
First of all, you send excess
to recyclers to go for
and beyond. Second, if you wind up with excess
you can substitute your excess legendary in the epic and down recipes since the recipe relies on the lowest quality item and they allow you to substitute one of the items with higher quality. Thirdly, if after all that you STILL haven't fixed the issue of too much quality cable, then you're not paying attention to your plate production
no way I'm using recyclers
Personally I'd sink
in science packs
I'd rather short-circuit
assembling machines with
ones to feed more low quality items where it's needed
That's great too
Those ideas work too
So glad there's not just one "correct answer" I hate games that have one linear answer
that's where the fun of factorio is
reminds me when they mentioned how they purposely made nuclear ratios not even for this very reason
Also consider that if you do recycle your excess cables and put the resulting copper plate on trains some of the quality plate might go to make low density structures and the like
It doesn't necessarily stay in the copper cable route if you keep your train bases modular
right, the logistics gonna be insane
most sane quality enjoyer:
now that I think about it, quality is like a difficulty setting without being one
It is and one issue you might have to solve is how do you distribute your limited
between your uncommon green circuits and steel and I think the answer is that if you're going to set up automatic recycling you'd need to be selective on what items are allowed to recycle so that product will build up until needed and not kill your supply of ingredient
I plan to start with just end products and pick and choose strategically what items are clogging the system due to over production and Imbalance
I feel it's fine to have one intermediate that takes plate is fine to auto recycle if you get too much as a means of keeping the flow of iron plate running but if I'm recycling all excesses from iron plate then I might wind up with a huge shortage. As long as I have one pressure release item then the plates can continue to flow. Even if it's wasting normal materials, it allows the machine to keep rolling for quality with each craft
So probably stuff like
since that releases pressure on iron, copper, and plastic
Not a huge fan of
any quality crafting because you can exploit how it works with productivity
If you research closer to the 300% cap, it definitely is an exploit since you can get back all (on average) of your starting materials and just upgrade via recyclers
I'm taking two weeks off for the SA release, I'll have time to figure out 
Wish I could
By the time I get home from work you guys will have theory crafted the best blueprints
I have enough to take 7 weeks rn 
I'm going to avoid blueprints from the community at least for the first week with the exception of rail
yeah, better enjoy the expansion to the fullest
Can't wait to have reversible refineries
It'll feel so satisfying to have a legendary spidertron with legendary equipment grid
% speedrun
the size of legendary grid omg 😵💫
Honestly, I'm not sure if a Q5 Spidertron will matter that much. Q3 gives you a 8x12 grid, which allows you to put in more (quality) PFiRs. Sure, Q5 is an 11x15 grid, and if PFuRs are bigger than PFiRs, that could be quite helpful. But at the same time, high quality exoskeletons and PFRs are going to be more important than a higher quality Spidertron.
And way easier to get.
Q5 Spiders feel more like a cool thing to have rather than something you should "go for".
grid is 20x14
thats some serious griddage
wait am I right? 
10×6
11x7
12x8
13x9
15x11
having odd amount of rows sounds cursed
I think it's 14x10 at max level
at least for the vertical row its a convenient place for batteries
not sure what to tell you about the horizontal one
yeah odd columns isn't that much of an issue (except who would like to multiply the cost of their armor by 60 just to get a few more batteries) but the rows... 🤷
that's why I assumed "each direction" to be up, down, left and right
but I guess it's just x and y
I guess put some solar panels in there for 2% more power generation lol
Who in the world starts with 1?
Pascal-man?
Excel, matlab... all things to make quick transitions between Python and other often used programs as confusing as possible
i wonder how viable shipping 
on platforms might be
you tend to have an excess of the stuff on nauvis
very viable I'm sure
Shipping it for what purpose? Making quality plastic?
Rockets will cost 20 times less, so not very cumbersome
It might be useful for Vulcanus, where quality LDS can be made on the cheap from just quality plastic.
vulcanus already has coal I thought
Vulcanus has coal
coal, calcite, tungsten, (and sulfuric acid)
You need that coal for oil products. Whereas Nauvis has a lot of coal but no real use for it outside of making plastic and explosives.
What even is
?
How would you make one
Also, cargo space is not the limiting factor
Yes; the main reason not to ship coal (quality or otherwise) is platform storage space. So if your goal is to get quality plastic somewhere, it's better to ship the plastic rather than the coal.
Also, Nauvis has plenty of cheap petrol to make plastic from. So you may as well ship plastic.
ship barrels of petroleum to save on water on vulcanus 
That's even less stack-dense than coal. One stack of petrol barrels only uses half a stack of coal. Unless you have more than 100% productivity for plastic (if there's a plastic prod research, a super-chem plant with 50% prod, or both, that's possible), it's better to just ship the plastic directly.
electricity

is more wh per rocket
I don't know what "wh" means. As far as we know, quality of fuel doesn't effect the energy stored in the fuel. It can affect train acceleration and top-speed, but that's it.
I think a wh is 3.6 kJ
watthour and quality affects item durability so 
would last longer in a boiler
also even if quality does effect fuel value, 
is still less energy dense than 
(assuming you can fit the same amount of each in a rocket)
Fuels don't have "item durability". They don't get burned the way science packs do.
oh
Well, I guess nutrients have freshness, which is a form of item durability. And those are biochamber fuel, so...
then i guess my 
really will just be for 
and, of course, 

(throw a single one of those in your base on accident!)
this is why i will put them in my hotbar right next to power poles and belts
unfortunately according to my calculations it wouldn't deal enough damage to oneshot any particularly expensive buildings
except possibly things caught by 2 or more of the cluster explosions
if it's only for electricity then why not go for

lvl 13 prod research is not cheap, and probably not reachable before SA endgame
Why not use fusion instead
will probably be useful in trains
I wonder whether
will have a fusion version
IIRC damage upgrades also apply to friendly fire
idk really 😅
inb4 hypersonic trains
Either you are one of the privileged few to beta test SA or you're driving the cost based on an educated guess. We don't know if the infinite scale is going to be the same in SA or even what the starting cost for each prod research will be. I imagine higher grade intermediates will have more expensive research costs and earlier tier stuff will cap at 300 first if we follow the "upgrade the cheapest" rule. I base my arguments on 1) confirmed information either by FFF or stated by a dev we can quote and 2) late game arguments because if 1M SPM becomes normal, those costs aren't going to be insurmountable.
Saying something is too expensive to worry about is missing the fact that it's an eventual goal we can build toward and that even as we approach the limits we will see some major improvements. I personally guess we can research it so high we won't need prod modules after a couple thousand hours of researching.
Didn't a dev say level 30 is like 200 billion? or was it million
Ah 200M yes
And someone had an educated guess on the curve
Even if most players only achieve 200% prod it's still a good return on investment.
But I think thats referring to researching a natural 300 without use of modules or special machine
Oh that's actually not unreasonable at all
Given 1M spm is possible
It goes out to be around 1000 * 1.5 ^ N
Which is cheaper than all infinites other than mining prod and followers
for 4x science (and other prods)
I just hope research prod is one we can research, not just research speed
I think they said it is
Nice
It's definitely prod research. It's in FFF-376
That's how you creep toward 1M, prod everywhere you can
Seems like science prod can be an infinite tech with no cap
Well the logic behind prod bonus should be we are wasting less of the raw material and we can produce extra items
You might be able to put modules into the collectors themselves (though might only be eff or speed)
Can't imagine quality asteroids
Considering that the Ag tower doesn't allow modules, and asteroid collectors are a similar kind of resource generator, it's likely that collectors don't require modules either.
Do modules have quality?
Yes, but this was clearly stated in the quality FFF.
do you get that by launching high quality science pack into space?
... that's an interesting question. In SA, launching science packs doesn't do anything special. But presumably the behavior hasn't changed in a vanilla run.
A better question is this: if you launch a high-quality satellite, do you get an equivalent quality of space science back?
High quality satellite does give high quality science. That was confirmed iirc
I wonder if consuming
is available in base 2.0 with quality enabled
i.e. is it a spage achievement or a quality achievement
It's kinda a pain in the ass to make high quality u235 right?
Yeah you need to recycle it
Once you have 40 you can
with quality 238 though, which you can get from fuel reprocessing
If you don't prod it
It's probably easier to just recycle loop it though
As
makes u235 "free"
Makes it no freer than iron plate
You'd have to loop either the u238 or u235 though, so the u235 is easier (denser)
Does the rocket also need to be quality or just the launchee
There's no quality rocket. Just the payload.
It’s been pretty much confirmed that quality fish can only be got by recycling spidertrons.
In SA at least. Unless they get rid of the "launch space science to get fish" thing in 2.0, then you could make quality fish by making quality space science.
they did
Does the BP item have quality?
I think this could be a cursed mod idea though
Also upgrade planner and BP books
The problem is, they are not crafted in any way, so it's not possible to obtain quality variants of them
Maybe if you put a BP into a recycler, you get 25% BP back, so qual cycling works on it?
We still don't know how to get fish in SA, do we?
If there's a way to automate fish in SA, then it should be on Gleba
feed fish your 
launch space science pack to get 
Doesn't work in Space Age
Was that established?
I don't remember where a dev confirmed it
Well except JG confirming and uncofirming it
But I don't consider uncofirming as a confirmation of the negative
At the very least they removed the space science from launching fish. It only makes sense that they would remove the reverse as well.
That and JG's "confirmation" #friday-facts message
Hmmm, Maybe I'm imagining the space science from fish
I could've sworn I've tried it before though
It's fish from science, but a more realistic yield
Good question
In vanilla it's a reference to Hitchhiker's Guide, similar to the "Thanks for all the fish" achievement. It supposes fish live in space, so when you give them science they come.
Actually. Wouldn’t you be trading with dolphins? 1 satellite = 1000 science, 1 science = 1 fish.
Dolphins are the previous civilization on Fulgora.... confirmed
what if engineer is actually a member of the fulgoran race who lived long enough away from the dead planet to forget it
i wonder if the 'space station starter pack' they mentioned has a quality bonus besides hp
I wonder what that could do- send stuff back to planets faster?
More cargo space?
or if/when they show us the method of transferring items from orbit to the landing pad has quality, quality drop pods?
i figure it's probably not worth, just more hp, but it's neat to think about
definitely. it would be cool if there was some benefit/use case that justified getting it
If you're referring to the platform hub, probably not. It's mostly just a container.
yes. they scale up to +150% (or 2.5x) positive effects @ legendary
🤯
Every item has quality
We knew about modules with quality before we knew about quality.
It was part of a joke post for plausible deniability.
That was in an old April Fools joke about "quality modules"
The real joke was that all of those blueprints in that image were referencing real things coming in SA
anyway try the janky quality mod and have any functioning designs to make legendary stuff?
That mod is good for simulating intermediate production
I've played with it a lot, but my designs are utterly unusable spaghettie at this stage, as I was mostly interested in what quality gear early would be a good thing to work on.
The train interrupt system for sorting materials through stations will make spaghetti disappear
the best lesson I learned from ~100 hrs of janky quality is theres a time for quality, and theres a time for horizontal expansion. hours I spent messing around with it were hours I could've done more things to progress the game (more science, more outposts, more production, etc). excluding ammo and a few other things earlier on, unless I'm playing with multiple people in which one can work on it, I won't be going deep into quality until lategame
it basically confirmed my ideas on what was good(modules, labs, assembly, solar etc) and it was good, the surprises were some weird things, like gun turrets/laser turrets. That extra range is amazing for expansion/defense.
And beacons, beacons are great and the are rediculous even at uncommon/rare
putting 
in
will actually be pretty neat
i hope foundries and emp are really expensive to make to incentivize moduling
I've been trying to figure out ways to handle varying ratios of higher quality over lower ones without resorting to recyclers
here you'll find two solutions to the study case of electronic circuits assuming T3Q5 modules and only
and 
I have yet to compare them but I need sleep (unlike sheldon)
white boxes are using quality modules, red boxes are using productivity modules
assuming T3Q5 modules
feels weird using ^ w/o recyclers
why so? 
Also assuming you're not researching any tiers of intermediate prod bonus
Your research is more interesting early in the game where you don't have access to higher tiers imo.
The fact is that the math is going to be janky the entire way through and ever changing. Setting up recycling for imbalances is going to be common
Easy mode. Go for
the entire way and quality loop at the end to make machines
Hard mode, go for
and balance as you go
the first solution wouldn't suffer from that
the idea is as easy as firing a prod-only factory if low quality items are missing
because having too much high quality items only means you could produce more high quality of the other, meaning you'd have too much low quality of the other meaning you don't have enough low quality of the former 🙂
I think bot malls are going to be great for handling quality machines. Logistics of various quality materials can be done via bots and request chests
wait I put the same factory twice on the second solution
what if I'm mad enough to not go the easy way tho? 
I'm going to setup a train mall using lowest priority (excess) to cycle train -> recycle -> recycle -> .... into lowest intermediates of set Qual X and feed these into a mall.
Okay, I have a really dumb question that I've yet to have explained. How on earth does Quality not cause desyncs?
The randomness of production has to be synced such that when I get a rare circuit, you also see a rare circuit produced.
One of the first bits of advice when modding for avoiding desyncs is "Factorio is deterministic. Be very careful with randomness"
google: PRNG
but I'll ask you a question: How could a computer generate a random number in the first place?
By generating a random number on 2 computers with the same seed, you’ll get the same result.
I'm aware of Pseudo-Random-Number-Generators. But I wasn't aware that Factorio initially had a global random seed, nor how you would "catch-up" a random number generator when someone joins the game.
Yeah it's used for uranium processing as well
And terrain generation.
Ah, of course. The tech was already built in for global randomness.
A PRNG gives the same sequence of values every time. Because the 'catching up' player calls it in the same order, the same thing happens.
the PRNG is determinstic code like the rest of the game - nothing actually special about it
It's a totally not random number generator that just seems random and is distributed
Wouldn't that require calling the number generator an almost arbitrary number of times on load? I started playing at 10am and had something random going for 4 hours. Then my friend joins, do they just churn through 4 hours of generation?
the state of the random number generator is sent when they initially join
think of an RNG like this
def get_next_output(value):
The seed is just the first value we pass in
for every subsequent output, we pass the previous output back in as input
Except of course we don't, we modify the state in some way with an expectation of avoiding loops. Often performing the operations on that state to get the output in whatver manner we've decided our interface outputs at.
I'm familiar with PRNGs, I'd just not encountered one which was syncable. Though it does make sense that there's no reason you couldn't serialise its state, they are fully deterministic after all. Interestingly I can't find much on syncable PRNGs, most game dev stuff focuses on the host/server informing the clients as to the result rather than syncing up their PRNGs.
I wonder if Wube made their own that was a little more amenable to serialisation than your standard implementation
This is how I have always implemented a PRNG, as a function of (state) -> (next_state)
You can convert any mutable RNG to be written this way
instead of modifying the state, simply return a new one
It would be the functional way of doing it, serialise that and send it across. Why not
Of course you don't pass in an input value / output value directly, but a state which has more information - which can be turned into an output, or derived from a seed
but that was implementation detail as far as I was concerned
but that is why you couldn't find anything - if you convert any of these state transition algorithms to be immutable they are also (trivially) syncable
It's probably because I've never bothered to actually implement one from scratch.
The Modding API does provide a random generator but it interestingly pushes you away from using it in it's own description. "If you aren't sure if you need to use this over calling math.random(), then you probably don't need to use this" which at least implies it has notable overhead costs to use. Probably because it immediately forces the other clients to be aware of it or something.
not really how it works
all mod code is ran by all clients
idk why they suggest not to use it, maybe just complexity... but there is no 'syncing' or 'awareness'
even when you open a gui - every other player has you open that gui
Factorio's multiplayer straddles the line between stupid and genius in my mind
I kinda agree
"just make the game fully deterministic and have everyone simulate it" sure is a solution
The reason why it's discouraged is because it's actually really easy to accidentally make a non-random number generator like this. For example, if you create a new random number generator every tick, you're starting with the same seed every time. This means that it'll always give the same series of outputs.
Do you happen to know if the modding engine sets a synchronised lua random seed when it loads? math.randomseed
If you create a new one with no parameter, it uses the starting map seed as the random seed
I meant the default lua one that it encourages you to use instead
Here, it also starts with the map seed (in the control phase)
However, the random number generator is shared between all mods
and also the core game
math.randomseed() does nothing in Factorio
the quickest answer would be: like uranium randomness
Bonus unrelated question: We're not expecting different tiers of the same item to stack in a slot are we? So if you have Uncommon and normal circuits on a belt. They do need to be sorted else you could get blocked assemblers as it holds 1 uncommon and has nothing but normal to scoop
afaik yes
that is correct
Additionally, extending the above scenario, if the assembler those uncommon circuits are being fed into have no quality modules, we're expecting that you will always get normal products out and that the quality of the input was effectively "wasted"
output quality cannot go below the smallest input quality
basically if all your ingredients are uncommon, the result will be 100% uncommon
no quality modules required
Interesting, do we know if it's guaranteed to be the smallest input quality?
You choose the specific quality you want
And only that quality input items are accepted
Ooh, that sounds like it could do sushi belt shenanigans.
Mixed quality input line on a sushi, Assemblers pulling from with quality set
Whole belt reading helps this too
Ooh, true and cursed. Setting the recipe for the assemblers based on what's available
I think I have some ideas why they did this
First and foremost, it removes most forms of latency from multiplayer, which just overall makes it a much better experience. As to why they didn't use a predictive networking scheme to deal with this instead, well...
it also greatly reduces the amount of information that has to be sent back and forth. You're no longer communicating the entire game state every tick. You're just communicating player inputs. Given just how large the game state can get (all the maps with factories on them!) and the fact that it has to simulate all the time, as you cant really section off and unload far away parts of the map when they contain active machinery, the devs might have just found out that the network requirements for sending the game state are enough to consider going deterministic
and you cant just send the nearby chunks of a state to a player, cause that wouldn't work well with remote view, which is going to become even more important
now I did the math properly
the results are unexpected
the quality ratio is the same for both
they make 11/9 or about 1.2 times more
than 
that's super convenient because I'll thus be able to compare the ore per circuit regardless of the circuit quality
solution 1 requires 0.8 iron ore + 0.37 copper ore per circuit
solution 2 requires 0.8 iron ore + 0.3 copper ore per circuit
in short, I haven't found a better way to match quality ratio than to apply the same amount of quality steps to each intermediate
yeah, i dont think theres any way around that one
i wonder how manipulatable factorio rng is
the tas might actually get crazy speed boosts from quality
been trying to get the maths sorted for each quality level and different properties, but i'm having trouble getting the negative amounts, like power consumption decrease or the big drill's resource depletion rate, I can get to the 17% but only with weird numbers
Well, we don't know what those are, so there's not much you can do about it. We're unlikely to have all of the numbers for these things before release.
i'm mainly trying to intuit a sensible range of numbers based on the
50% to
17% we have
It's 6.6 percentage points per quality level.
yeah i calculated that, but it just seemed off and i thought there was a more elegant formula to have a more normal number
17 isn't a normal number, so I don't know why you would expect the mechanic to yield a "normal number".
17% corresponds roughly to 1/6
and it might even be a written approximation of an actual in game chance of 1/6
so like, if modeled as a rational equation, it could be modeled as the divisor increasing by 0.4 per quality level (1/1 to 1/3, and then multiplied by the 1/2 for BMD)
It's 1/3rd of 50 though. So if we think of it as a multiplier, then each level gives 1.0-Q*(1/15) (with Q5 being a double). That suggests that regular mining drills have the following depletion scaling: 100%, 93.3%, 86.7%, 80%, and 66% (not that you'd really bother with Q5 mining drills, unless it's vanilla).
...No?
The order would go 1/1, 1/1.4, 1/1.8, 1/2.2, 1/3 (100%, 71.4%, 55.5%, 45.45%, 33.33%)
there's no addition/subtraction, only multiplication
and that would multiply with the BMD 1/2
Um, why not? Other bonuses add (wire reach, armor grid increases, etc).
i mean
technically you're adding something to a divisor
there's something to be said that all the other quality bonuses do produce a linear relationship with something that appears on the tooltip, and this relation wouldnt
but it does give sensible numbers mathematically
I was going to say that it'd be ridiculous for a Q3 regular mining drill to have almost the same depletion bonus as a Q1 BMD... but then I remember that this is basically true for a lot of upgrade items. A Q3 assembler 2 is almost as fast as a Q1 assembler 3 (for way less power). Q3 module 1s are usually close to as good as Q1 module 2s (and for efficiencies, they're better).
also if we decide to dig into higher (modded) qualities...
this would avoid singularities
The important question for depletion bonuses is this: how long do the resources last. At 50%, the patch lasts twice as long. 33% is 3x as long, and 25% is 4x as long.
Your upgrade progression is non-linear in percentages, but linear in patch duration extension: 1x, 1.4x, 1.8x, 2.2x, and 3.0x.
yep, that's what I'm expecting and is what is shaping my theory of its equation
Quality mining drills are super cheap though. I'm not sure they're going to let you get nearly a 2x ore patch extension with those.
Admittedly, running out of resources while off planet and without Spidertrons to expand isn't ideal, so being able to curtail this even before leaving Nauvis isn't a bad thing. And Vulcanus is where you get the BMD. And Gleba's patches are already super-rich. So really, the only place where this would really matter is Fulgora with its less rich larger island and rich smaller ones. And then, only if you didn't go to Vulcanus before or just afford the power cost.
There's divisors and additions
Like how innate prod is +50% and other prod adds to that
What I can say for sure, is even if the base has innate reduction of 99% down to 1%, legendary won't bring it below 0%
Legendary regular drill would be 33% in my speculations
Also, remember that
go 1.5-2.5, which is "weird"
i think we only have the 17% number for legendary bmd
Hmm, I see - and what to interpret from that is the debate?
more or less
is it the actual % number that goes down linearly, with a cap to ensure it doesnt go below some threshold
or does it go down with some nonlinear relationship that makes the patch life linear
We know %50 on
BMD and 17% on
BMD
it also serves as a fascinatingly effective anticheat
because if someone cheats, right
they break determinism with the host and the other clients
and then they desync and get kicked out
haven't we calculated the prod scaling for everything
and it's like 1/2/3/4/6?
for each respective tier?
with modules following different patterns
I remember packs are that
if this is the case, then the formula is probably 1/(1/2/3/4/6) * base drill consumption?
granted this is all speculation
nah
We don't have enough points to make it make sense
We know 0,1,2,3,5 is the multipliers, but we don't know how they apply to ore consumption reduction
It starts with 50% for BMD, and gets down to 17% i.e. 1/6
We need at least one more point to figure it out
Either
in
or BMD in e.g. 
For some reason, I think the actual values are inverted i.e. normal is 0 or 100, while 50% is actually "100" or "200"
And then quality adds to this
if this were the case, then I'd expect it to cap out at 14%, not 16%
hmm
100 + 500
Unless there's an inherent halving of the bonus here
Yeah
so it's 0/.5/1/1.5/2.5
add 1 to it, then multiply by base bonus...
but even that doesn't line up
I'm gonna bet on 50%, 43%, 37%, 30%, 17%
what formula for that are you using?
it's just a linear regression 🤷
50% is 15/30
17% is about 5/30
just subtract 15 with twice the quality bonus
- 5/30
Whatever the "actual" numbers are depends on how they implemented the consumption modifier.
I would have implemented it as something akin to "depletion efficiency", where 100% efficiency is 1 item from 1 ore, 200% is 2 from 1, etc.
So then the bonus would be as simple as 200% base efficiency on the BMD, then an additional 80% per quality level.
good catch 
1/6 * 50% doesn’t give u 17% tho
Mining drill efficiency doesn't have to be +150% anything. We know legendary tesla turrets only get +50% range, while the rocket turret is said to get "+10% for each quality level", which is probably also +50% at legendary, ignoring the double-bonus from going from Epic to Legendary.
Mining efficiency could be something like 100%
/ 83.3%
/ 66.7%
/ 50%
/ 33.3%
; with every number halved for big drills.
That's just a 1 - (Q/6) progression. That would give 8.3% for Q5 because it is a double-bonus; you can't just ignore that.
Tell me if I'm off my rocker but I had an idea of how to deal with excess
intermediates in a quality modules only base. I plan to have two pickup stations per modular base, one for non upgraded items and one for upgrades. Using filter splitters I can filter legendary to one chest, epic to another etc. As a side thing I'm also taking averages of the priority scores for demand stations with is a circuit condition of how full on a scale of 0-100 how empty the station is with 0 being full. I was going to use it for an alert system elsewhere but I realized I can use it for holding certain qualities back from loading into output trains. If my demand priority score for
> 0 then let the inserter put from the chest to load and go deliver to the legendary station. This way it will not be in the trains trying to deliver if destinations are full.
Alternatively for inserters loading normal materials, a combinator would check if
priority > 0 or if
> 0 or any grades higher is in demand, then go ahead and load. If destination for normal is full and 5 sec elapsed it would then go to the recycle station.
The idea is that if the legendary, epic, rare, uncommon, AND normal stations are all full with a priority of 0, then there's no need to load up, even for recycling purposes since there's no need. It's self regulating and only recycles if there's demand for higher quality versions and will not load even for recycling unless there's demand for that grade or higher
It's a bit vague but I'd want to recycle any time my destination for delivery is full and to stop loading the material if I'm full on that quality and higher
Yeah this is sort of what I expect
But then I also got thinking…
What do you want to be linear with quality? Patch life, or how often the player has to build new patches?
Cause if the % to deplete is linear with quality, that’d make the rate of mining expansion linear as well
As with other turrets, higher quality tiers give the turret more range. The base range is 30, and the range at legendary is 45. The Tesla turret is special in that higher quality also increases the chance for the secondary chain lightning to fork and hit additional targets. The base fork chance per jump is 5% and increases to 30% if legendary.
The forking chance doubling at justseems really good
Making me think if you're going to use the tesla turrets you'll want to use quality ones
nah it'll be 5/10/15/20/30
braxbro i think xe knew that
re-reading the recent fusion power FFF, is it reasonable to assume quality reactors are more efficient for fuel, while quality generators are more efficient for coolant?
Reactors are more fuel efficient, but generators just increase the power generation cap. They consume coolant based on the heat and how much power they generate. So a higher power generation capacity means using more coolant. They're purely space compression; they don't offer a productivity bonus on top of the reactor.
I see. so coolant consumption is directly coupled to reactor power output with no way of changing that if thats the case. The last line of the FFF is what triggered me to ask: In many cases if you maximise the efficiency of the fusion system then you end up with way more power than you need, and that's part of the fun. so thats referring to productivity in the processes to create the fuel and coolant itself, as well as higher quality reactors.
assuming it's unlocked on the final planet, by that time quality should be relatively easy to achieve and we can reliably get some quality reactors and when legendary unlocks, upgrade to that
thats why I'm thinking
first to start making higher quality quality modules ASAP so I can hit the ground running with quality once its the right time
By that point, getting quality raw materials for most intermediates will be pretty easy or cheap. But for the fusion reactor/generators, I assume those things are going to require a ton of the planetary intermediates from every planet. And making those in quality is going to be harder. So unless you find a way to overcome this hurdle, your only choice will be to ship massive volumes of the things and quality cycle reactors and generators on Aquilo itself.
theres a decent likelihood each new planet's main crafting resource will have productivity research (carbon fiber, tungsten, holmium)
True, but unless you choose to delay your Aquilo visit for a while, how many levels of that do you expect to get? Maybe 2-3 each? There's going to be a lot of competition when it comes to infinite research, and it's going to be way easier to research the Nauvis ones.
yeah. these wouldn't be researches to go deep on, but a little bit would go a long way especially if you're shooting for epic+ fusion items
I'm looking forward to being overwhelmed by infinite research choices
Now I want a quality of life mod, which will upgrade buildings to higher quality automatically too
There was that idea of progressive upgrade planner. Where you can set a list of compatible items, and it'll try to get the highest available item of that list for your buildings, automatically upgrading when something new is available
that would be very nice one, I didnt need to wait for items to be available in network, just set and forget
this is an interesting twist when quality cycling to get better biochambers lol
Apparently you can automate egg collection in some manner.
Raises the question of if there are other recipes that require alien eggs.
Actually, i'm reminded of the space platform we saw with turrets in odd places.
And the fact that other planets have recipes that take Gleba spoilables.
Not that pentapods are at all likely to survive in space, but it's an interesting thought.
Not egg "collection"; my understanding from the text is that you'll be able to create eggs from other eggs with a Biochamber recipe.
But that means if all your eggs "spoil", then you have to either recycle some Biochambers or find more.
since there likely has to be an expansion mechanic to pentapods, the solution might just be automatic farming with turrets
I'm curious what would be used for collecting the eggs. robots are an easy way to do it but the pick-up task can't be automated... or could it? 🤔
Inserters. You pull eggs out of the Biochamber from the Biochamber recipe that turns eggs into more eggs. That's almost certainly going to be the process. I highly doubt the devs are going to make you build some kind of pen for natural egg production.
the issue with this is that it has to be manually restarted if it fails
eh, I guess you could do it with Spidertrons killing nests and picking up eggs
Sure. And there are two options: go get some more eggs, or recycle some Biochambers to get some more eggs.
yeah. what I'm saying is that pentapod farming might be a way to get the eggs without venturing out into the wilds
with emphasis on the "might"
true chads coat their egg processing facilities in turrets and just let everything spoil
i love the idea that things can spoil into monsters (or maybe even buildings?) so cool
It's going to be a fun circuit challenge to make it work.
One interesting point is that the Biochamber is a non-spoilable. So when you recycle it, you get completely fresh eggs back. So at least you have the maximum possible time to use them.
Hm, is there on_item_spoiled event?
i wish i knew!
Everything entity has a unique name, enemies included, right? I assume you would just set the spoil target to be an enemy, and the game would detect this and respond accordingly.
I think they'll sorta spawn capsules
yes, but the pentapods expand their bases somehow
Noone said that
If they don't, then managing them is going to be really easy: just push their nests out of your cloud.
entities cant use spoil mechanic, only items
Unlikely, but there's probably an item spoiling trigger (which is how I suspect they made the eggs spoil into spawning wrigglers)
Everyone having a
Monday?
We will on Oct 21st 😉
Yep, makes sense to release at the start of the work week. I'm sure wube is going to spend the week fixing bugs
gotta fix that nauvis to aquillo speedrun skip
I'm doing the anti speed run option. Every time I unlock something, I'm not researching the next thing until I've automated the last thing. Exceptions will be stuff like bullet damage, research speed, prod bonuses
I'm taking my time
Machine unlocks
There's so many times I won't even make all the power armor stuff until I've built my rockets because I'm just chasing the science
trigger techs probably do the thing for u already
where it stops u from researching too much before u get handle of certain things
Do we have an Idea of whether a quality module inserted mid craft would still yield quality products? My though for a tedious exploit would be to swap prods for qual, right before the craft finishes.
Leaving one in the machine if it has no other sources of prod
From what's been said, it appears that at a low level, the quality of a recipe cycle's outputs is determined when the cycle starts. If there is a quality roll, that's when it happens. Inserting modules after this point won't help.
Now, you could do the opposite by removing the qual modules right after the craft starts. But there may be things that prevent that too.
In 1.1.110 they made it so the prod bonus bar disappears if you force remove ingredients and I think replacing your modules will do the same. You might as well keep your
or your
for the whole craft and don't try to exploit the system
i will exploit the system
you could even put your assembler on a separate electric grid powered by a single 
with a bunch of
constantly running to starve the assembler of power so it runs slower so you can modify the modules at more precise times during the craft
OK: how would that exploit anything? You put prods in, you wait for the bar to mostly fill up, then you change the recipe... and the prod bar gets reset.
You'd have to get over 100% prod to be able to exploit it without halting and restarting the recipe.
remove qual modules right after the craft starts
so you lose the chance to quality as well as lose the small gap of prod bonus you could have had if you had hte prod modules in from the start
the quality chance rolls at the end of the craft, not the beginning
I was fairly sure the roll happened at the beginning. That allows any productivity products that happen along the way to get the same quality as the output.
I have zero proof, but I seem to remember someone else had the same idea and devs said "no, that's not how that works"
if i'm wrong, expect that particular exploit to be patched out day 1 once someone posts it on Reddit
The roll is determined when the craft starts, all prod outputs afterwards use that roll. I wouldn't be surprised if removing all the quality modules mid craft stopped this, but even then you could just leave one in and stick prods in the rest
Hmm, this could be a way of using speed beacons with quality modules, turn off the beacons until the craft starts
Well if that's true, expect that to get patched out as a bug
'turn off' beacons is not so easy
they only do electricity checks every so-many ticks
maybe they get circuit connections now? as many things do
the only reason to allow circuit connections for beacons are exploits
You can do a batching process to ensure all the beacons turn off before craft. It would definitely still save time on recipes with long craft times like modules.
Are you expecting to run quality on modules specifically? Wouldn’t it be much better to do their intermediates?
I'm expecting to do both so I can better understand each process
This kind of exploit doesn't work if you use it on fast recipes. It needs to be slow enough that you can turn on and off the beacons while running.
But I have a feeling that recycling T3 modules will be far easier than recycling circuits due to throughput requirements
Processing units are a 10s recipe, while T3 modules are a 60 second recipe, but need 30 processing units. So you'd need ~5x the quality cycling machines to match the same throughput by recycling the intermediaries.
This doesn't count productivity bonuses lowering the multiplier or any other intermediaries increasing the multiplier so I'm just assuming it's roughly 5x.
The other side of the coin: recycling the intermediaries gives you some base set of quality ingredients that can be used to make other quality items. So it may end up being easier in the long run
The only thing I know for sure is that in all the screenshots we've seen of quality setups from the devs none of them are recycling intermediaries.
The devs have shown us very little of substance overall anyhow.
Most builds are to show off/test certain mechanics, not be optimal or metagamed in any way
True, but I also don't think we've seen trains with more than one cargo wagon either. That's not going to stop me from using 1-4 trains or even 2-8 trains if it is prudent.
well its not like you can productivity them so its better to do quality on them than to not
Also, module 3s are likely to take a special, planet-specific resource. Because this resource isn't used in nearly as many recipes as others, making quality versions of them are going to be somewhat difficult. So quality cycling the module 3s themselves makes more sense.
I do agree that each module 3 will probably take a special resource, and with 4 types of modules and 4 outer planets I imagine speed for Gleba, quality for Fulgora, productivity for Vulcanus, and Efficiency for Aquilo
I do want to see each planet get a productivity research for one of their planet-specific intermediates though. It'd be a bit strange if the only prod researches are for the generic intermediates.
I wish there was researches on every intermediate but I think Klonan said that would be too OP and they weren't doing that
Still 7 weeks 6 days out so anything is subject to change
I think there's something to be said for having a well-chosen corpus of researches compared to a shot-gun approach.
That being said, it might be interesting if there were a small number of productivity researches, but you choose which item from that group to make more productive. But each step is still exponentially harder. So you might have to choose between plastic and steel or gears and green circuits. Or blue circuits and LDS. There could be more choices.
The problem with choice is that it'll only take 2 hours for the community to have mathed out the optimal choice
Big reason why some game developers only give choices for ways to play rather than how the game plays.
I'm just glad that this game has many different ways of solving the same problems and as long as fits the definition of "good" then it works
It doesn't seem like it now because of its known uses, but I wonder if
calcite will have any kind of use
Well, it could be used to create quality stone from lava processing. But I don't think there are any other calcite-consuming processes that produce a non-fluid.
hmm. concrete has uses outside of flooring that require pretty large amounts of it (silos and reactors, and to a lesser degree centrifuges). you could always just recycle loop stone bricks to use as a component for that concrete, but if you're producing a lot of the stuff I listed, looks like quality modules in miners could be a nice boost to increasing the output of them.
shipping it will be costly I'm sure, but might be justified since its being used for permanent buildings, and not being consumed endlessly
Concrete is rather more widely used in SA. The Foundry recipe even uses refined concrete (I think the EMP does too), and I'm fairly sure the recycler uses regular concrete. I don't think the Biochamber will though (already requiring two seeds and eggs, they'll probably make the rest of the inputs fairly simple to get).
we won't know til we know all the possible uses of calcite, but considering the only known uses so far is making fluids, I doubt quality calcite will be useful
Given how much stone lava foundries on Vulcanus will be spitting out, there's a good chance that you can make quality bricks for concrete just by cycling the stone directly as a way of getting rid of it.
at least with what I know so far, quality modules in calcite miners will depend on how much quality stone bricks I'll produce vs my demand for stuff I'm building with it
if I'm producing vast amounts of stone just from my planned production on vulcanus, that might be all I need without going any further
The longer I've been theorycrafting my endgame quality base, the more I realize that 1) It's so much easier to just do productivity instead and 2) I'm doing quality based production on each step for the meme and solving the inevitable problems as I go will be the fun part.
I'm not going to act end product recycling loops won't be a part of my strategy- they certainly will. Perhaps stone on Vulcanus isn't the best example because its a relatively easy item to source elsewhere for this point. But if theres an opportunity to source quality intermediates from other planets that are inexpensive, I'll be fitting that into my quality strategy. Or heck, even processes where you can exploit the recycled products from items with productivity research. Like you said, figuring all of this out and making some autonomous system to produce all of this if one of my primary goals. I'm not trying to just beat SA and be done with it. I want to go as big as my computer can handle, and enjoy the journey along the way. 👍
It's important to note that recycling an item into itself is an order of magnitude worse than crafting it into something and recycling that. To get quality stone bricks you're far better off recycling walls than just recycling the bricks/stone.
Assuming all legendary modules - recycling something into itself has a ratio of
2727 :
1
crafting it into something using 4 quality modules (assuming it can't be prodded) has a ratio of
154 :
1
So you'd end up with almost 20x less by removing the crafting step
So maybe craft and recycle stone furnaces using the stone from your Foundries.
Also, does that ratio take into account that you don't actually want the item being crafted, so they all get recycled even if they're Q5?
No, it does not. But the efficiency difference would be the same
Looking at the possibilities, landfill would be a better quality cycling product.
Definitely, it would be the highest throughput recipe for sure
I just settled for 1:1 prod:quality in all my buildings with empty slots occupied by speed/productivity
how about assembler mk3
Not sure what you mean
oh I didn’t realize the context was for just stone
Is it more efficient to do multiple production steps with quality modules instead of recycling one step over and over?
So instead of building an assembler 1 with quality modules and recycling any that are bellow the quality you want you'd put quality in very step from ore, plates, gears, copper wires, circuits, sort after every step to use the highest possible quality recepie and then only recycle what's left over at the end.
That is potentially more resource efficient. But it's way more logistically complex. Beyond that, there's the fact that you're still losing resources through opportunity costs. Every intermediate you make along the way using quality modules is an intermediate that could have used prod modules. And thus, you could have had more for the same resources.
Except that that breaks all the ratios
Anyone done the actual math for that?
Not Alfonse, but yeah it has based on what was known at the time. A lot of convos took place 4-5+ months ago breaking down the numbers. Its also worth nothing there still may be major buildings/mechanics that can affect things. Such as this statement from #417: There is one more building typically combined with foundry and electromagnetic plants, which will be covered later.
one thought, assuming that u want to get some quality
, ignoring the possibility that u can get quality
by recycling other things (such as
), is it more efficient to get quality
instead of quality cycling
, given the latter is a much slower recipe?
The issue is that you’d end up with a quantity mismatch between quality circuits, wire and plastic.
As circuits, from plate, have 2 crafting steps, wire has 1, and plastic has 1.
only apply quality at the specified recipe, not to the basic productions
If you’re qualitying miners and furnaces, that goes to 4, 3, 2.
Maybe? But you’d probably have to run 3 quality, 1 productivity on your circuits and wires?
Or you’d have a mismatch again.
Depends on whether you want to backlog on quality ingredients.
what I mean is u quality cycle the intermediates instead of the final product
if the final product is a much slower recipe
u can, in a wasteful manner
doesn't plastic have prod research?
but I’m only comparing the local infrastructure cost here
Shrugs.
It’s also just made from coal and oil. So near useless and infinite.
on
u probably have plastic made from resources that never runs out
True, but it's not useful in the same way that blue circuit prod research can make quality blue circuits free.
It's not like it grows on trees you know
well my current speculation is that green cube is made from wiggler eggs
and u need green cube to make plastic
definitely, its a much more expensive item. this research would likely be most beneficial on vulcanus if you're manufacturing plastic there, since coal is used more heavily
quality arcospheres
They are turned into normal arcospheres because the player accidentally mixed them up with low quality ingredients
That's a good point though, if you keep cycling the same 238 or something with kovarex is that an easy way to get legendary 238?
and also legendary 235 cuz most of it is recycled?
You can’t put quality in kovarex.
really? Did they say?
If catalysts are not affected by productivity, I think they can let them not affected by quality
Though this is difficult to code, so might just as well ban qual there
I believe devs have acknowledged this in the last few months and indeed prevented quality from being used in it
They have. After I mentioned it was tough to get working in Janky Quality
I still hope to see catalysts and non-catalysts split in outputs
say you are aiming to obtain legendary productivity module 3s, which of these is the superior option?
intermediates fed into EMPs to directly make prod 3, and then standard recycle loops with your prod 3's until you reach legendary- recycle loop
until you reach legendary, and then use them for your legendary modules as well as recycling them as needed to obtain legendary
/
for the modules as well
wouldn't it be #2?
The problem with 2 is that prod 3s in SA likely require a planet-specific intermediate.
Which won't be able to be quality cycled in an EMP.
yeah thats at least a possibility based on what we know with fulgora
What will quality nightvision goggles do?
Give you quality vision of course.
But unless they have a power use modifier unlike every other piece of quality equipment, I guess quality night vision will be about as useful as quality belts. Or chests.
What is quality vision? Less green color distortion?
Makes it so you can’t see anything of lower quality than the the night vision goggles.
It’s too inferior to be visible to you.
That's a big problem because I certainly won't be using quality belts and pipes
Not sure about power poles, I think they are not worth their cost until post endgame
I can see myself making quality large poles to take to fulgora. To see if I can bridge a gap between islands.
Makes sense
what does more HP do for personal equipment
Nothing.
But then again, what does more HP do for belts and chests?
biters take longer to eat it
By the time you get to quality, especially belts and chests, if biters are chewing your base, you’ve already failed.
What about pentapods ? They could sneak a hit here and there.
that's what bots with repair packs are for
Tank a few hits from accidental car collision?
This is not going to heppen after getting spiders, though
Actually, on this point, who remembers when armour, including modular and power armour had durability?
I
In Janky Quality, having better NVG made it closer to daylight.
How upsetting would it be for your legendary power armour mk2 with legendary modules to just break and lose it all?
In solo game? Not at all, up to 10 minutes of progress 😆
And when the steel axe was an item
Remember when you had to craft iron axes?

did they prevent qual from being used in it, or is it impractical because Kovarex enrichment is 40 235 + 5 238 -> 41 235 + 2 238
It's impractical given a single output slot.
sure qual looping the 235 is easy enough, but you need to consistently have 5 Q5 238 to perform a Q5 process.
Which I personally think should change.
wait so it's just recipes that output multiple products can't be qual'd?
You can get quality 238 from reprocessing
No, it's specifically kovarex that can't be
That seems very odd
because getting a consistent stream of high-quality 238 to make high-quality 235 would be difficult
Because catalysts are not handled in a way conducive to this
It always spits out the same quality as the inputs
No. It means you can put Quality modules in it
You just can't use quality modules
By crafting anything else out of 235 and recycling it, using quality modules in miners and uranium processing, starting with quality U235 and U238 for kovarex, etc.
is nuke fuel prod-enabled?
Yes
should be recyclable
it's an assembler recipe iirc?
oh no, centrifuge
maybe not then
wiki says it's a centrifuge recipe funny enough
Ah, wrong nuclear fuel
I'm thinking of nuclear fuel cells
Which would be better because you could use more modules
Nuclear fuel is 90s, which is too slow for cycling
I'd want something faster
Either fuel cells or nukes are ok
Fuel cells are what you want
it's a shame, qual cycling kovarex via fuel cells would be so fun
It has very high throughput of U235 and U238 which you can then use for quality kovarex enrichment
For 

Also, if you're trying to use kovarex to turn quality 238 into quality 235, then you need 40 more U235 for each quality, not just qual 1
yep
yeah you do
If you use 40legendary 235 with uncommon U238, then you'd get 41 uncommon U235 out of this
Why would you do that?
Yeah it's avoidable
Use the legendary 238 you're getting from quality cycling fuel cells
The medium quality U238 are just untouched and thrown back into the loop directly
No need to kovarex them
So you'd just build up a stockpile of
U238?
I don't see the point
You only need kovarex for normal quality and the highest quality
you use the 238 to make the 235 for nuke
Exactly
so you need leggy 238
So the medium quality U238 doesn't need to be kovarexed, and
U238 goes into the kovarex
^
There are 4 uses for quality uranium: Fuel cell; Train fuel; Rounds (use U238); Nukes; And they could potentially be involved in modules, so it could be 5 instead of 4
Fuel cell for fission plants certainly won't use quality
I expect to be using it for train fuel
Yes, and if it doesn't show up in modules, then train fuel will probably be its only use
Legendary nukes are probably for memes only
more fuel per fuel isn't useful when you consume so much of it to make the quality varient. A nuke is a nuke, it doesn't really need to be better. (having a few would be fun though) and I don't expect to be using the machine gun for long
The train fuel getting bonuses to speed/acceleration for quality would be very funny to watch
Trains are already ridiculous as is
Yes, unless they get a superior tier like the fission plant
But they don't get anything from quality
So better fuel is the only thing they get
I get why they don't get quality, replacing trains would be a chore
what does fuel get from qual again?
Science packs get a pretty significant bonus but it doesn't compare to productivity
Science is where quantity beat quality
It's not a matter of steps, prod will always be better than quality for science
Green science could make use of quality, but the logistic will be too complex and probably not good for UPS either
Basically the unproddable steps
you get x2 from prod (+100% prod from 4x
) but less than 1.3x from quality (+100% per quality level, 24.8% chance to upgrade with 4x
)
Using quality modules also forfeits the use of speed beacons, so it's necessarily lower throughput
yep
though I’ve seen speculation that qual might be worthwhile on the spoilable science(s)
So only quality in the factory, not the products
since quality iirc also affects spoilage?
I think it still won't be worthwhile
I expect quality on science ingredients to be useful early on, getting some
, flying robot frames, etc would be quite nice
prolly depends on where you have your labs
However if has something like green sci (2 parallel steps that both reject prod), then it could use qual
But later just mass producing them and cycling would be more compact and higher throughput when you have effectively unlimited resources
And high productivity/qual modules
if prod means 10 packs that spoil in 10 minutes, while qual means 6 packs worth that spoils in an hour…
if your packs have to travel 5 minutes, prod packs lose half their value while qual packs only lose a twelfth
Probably still not enough though
And I believe Gleba packs won't spoil that fast, because the devs said they want 3 planets to be equally viable for first visit
in that example qual is 5.5 packs and prod is 5
1 Q5 pack could be even more expensive than 10 Q1 packs
Without prod research and maxed prod/qual modules, the price is about 13x(?)
There could easily be a situation where it's better to stick quality modules in gleba packs, but the issue is you control most of those situations variables.
You could build a faster processing chain, make a faster platform, or send all the other packs to gleba instead
oh yeah I don’t doubt that gleba will be optimal lab location
so you can prod things where possible
wait, science yield scales with spoilage?
Gleba packs do.
yeah, found it:
On the other hand, the new Agricultural science packs do spoil which reduces their value for research, so you will be incentivized to try to bring home the freshest science packs you can.
had missed this fact
even more reasons to do quality, but cycling spoilabeles will probably be a bad idea
Okay, biochamber can take modules.
I would say the one risk with qualitying biological items is that there a chance for your quality items to spoil while waiting for other quality items to arrive to be crafted with.
So the quality biologicals would be more spoilt and less valuable than the regular biologicals.
One thing I'm pretty sure of is that the first thing you want in higher quality is quality modules
Yup.
The first 4 Q1 modules I’ll make will go into the Q1 module assembler.
Possibly even hand fed, so that I can put the modules in as they’re being made.
yep, quality is a ball that you have to get rolling
Two things:
- Quality goods have longer spoil durations. So if you do have to wait for more quality goods, it's not as big of a deal.
- The final goal in most processes is not to generate a spoilable. Eggs are used in Biochambers, but Biochambers aren't themselves spoilable. So their freshness doesn't matter; the only thing that matters is whether they're still eggs.
That being said, you probably wouldn't bother with making recycling most plant material. It'd probably be better to just quality cycle the non-spoilable end-product, like Biochambers or plastic. Plastic seems pretty inexpensive, so generating a ton of it and throwing most of it away isn't a huge deal.
is it confirmed that quality goods have longer spoil times?
Yes. We see the quality diamond next to the spoil time of nutrients in a recent FFF, and this was mentioned by devs at several prior points.
Which won't help for things other than science unless you have the rest of the items of the same quality
not if farming HQ crops is an option
Ohhh, high qual seed, didn't think of those at all, if they worked as expected, then you'd just have to get them first and that's it, they don't even spoil
Ag towers can't use modules, so that's unlikely.
assemblers can, it's just a matter of whether a quality seed will plant a quality tree and if it will then produce quality fruits
Maybe once you get legendary quality 3 modules, it’d work, but unless quality massively boosts the spoiling time, I think the time spent waiting for quality ingredients could result in more spoilt products.
It depends on what you're making. I mentioned quality cycling Biochambers. It uses a spoilable, but when you recycle a Biochamber, the eggs you get are at full freshness. I could imagine that the spoil time for quality item is a 100% bonus per level, so even a Q2 egg lasts for twice as long as a Q1 egg.
And eggs need to have a decently long spoil time anyway, since early on, you may have to run halfway across the map to scrape together the seeds needed to make a Biochamber with them.
If you can get a quality % and throughput to guarantee that another quality ingredient will arrive in good time, I can see it working.
But if you’re looking at low quality % and moderate throughput, I think it could result in the quality ingredients waiting longer.
As long as they don't completely spoil, it doesn't matter.
Well, no, as the result inherits the spoilage.
Only if it is itself spoilable.
If you're quality cycling a non-spoilable, then freshness of the ingredients doesn't matter.
So the whole farming process is leg in leg out?
I think this is highly improbable
Will it even be worth it to use qulity outside of a few select things (like for spaceships or whatever) until the megabase stage?
In a megabase everything that makes sense will be legendary for UPS, but given the crazy complextiy involved I doubt it would really be worth it to ever have your whole factory be uncommon, rare or epic
Some recipes reject prod, so you might just as well use qual on them
What does "worth it" mean? And given that SA is a bigger game than vanilla, the line between "normal progression" and "megabase stage" will be a lot more blurry.
It costs basically nothing to put quality modules into your assembler 2 and 3 makers. Since you make so many assemblers, then you just get a decent supply of higher-quality ones. Similarly, the ingredients of purple science can't be prodded, so you may as well use quality modules in them and siphon off the high quality furnaces and prod 1s for use in the base.
Also, the advantages of a small number of high quality beacons are sufficiently significant that I would say that finding a way to get quality intermediates early (even just a few) is "worth it".
On a different quality topic, there's an interesting point about Gleba. Apparently, you make carbon by burning spoilage in a furnace (not as fuel, but as an ingredient). Given that, you can make quality carbon from quality spoilage, which you can get by putting quality modules in your nutrient makers; siphon off any quality nutrients and letting them spoil.
yeah, just a matter of if you can get quality seeds
I doubt quality matters for seeds. Yes, they can have quality, but I don't think that planting a quality seed grows quality fruit. If it did, it'd be way too easy to get quality fruit products.
Exotic Industries mod has a recipe: 5 crystal fluid + 1 energy crystal -> 2 energy crystal
If you put in
crystal, then you produce 1
each cycle
If you put in
crystal, then you produce
crystal for no additional cost
It will be ok as this only affects a few products, but for Gleba plant, this will be almost everything
just introducing a recipe that requires something not grown could throw you off
Like ore?
But I think Gleba will have a large amount of recipes not using them
sure, up untill that point you could easily do qual, ensuring freshness, but past it you'd have to decide whether you ditch qual or do way more of it
idk, anything, a plate, or a piece of coal
Has anyone done the math on exploiting this? #space-age message
We don't even know if that's still possible.
I quickly threw together a special case for non-proddable recipes in EMP and Foundry, just wanted to check my numbers.
And how would you prevent it?
Removing
on buildings. Which they apparently did.
Changing the input quality on a machine can only be done manually or via circuit networks. Both of which probably reset the prod bar.
so you mean that a quality has to be set, to use quality ingredients?
or if it's unset, the it will treat all ingredients as normal?
Yes, and the machine will only take ingredients of that set quality.
The default is base quality.
Higher quality ingredient can be used, but it will be treated as equal to the set quality
I don't like this solution
It prevents the exploit, and it makes the system a bit simpler for users. They can't accidentally lose high quality materials by combining them with low quality inputs.
besides, on EMP the cost multiplier went from 30 to 20
The only real downside is that you can't get rid of "excess" high quality stuff by deliberately combining them with low quality stuff.
I would sometimes like to mix qualities just to void them
has this been discussed somewhere by devs?
No, but it was leaked by someone who was at the LAN party.
credible information, thnx
wait does that mean that researching epic or legendary is now guaranteed to break everything build before unlocking them that doesn't account for epic/legendary?
but quality also breaks ratios, you can't just place higher quality assembler willy nilly you have to design your blueprint around a specific quality level (or spend lot of effort and making a staged BP) , and mixing different quality levels in one build just won't work.
You definitely can filter for qualities not yet ulocked, just not directly I believe
TBH I don't see reason to make quality assemblers before you can make them an mass
Maybe to boost some bottlenecks but that's usually speed modules duty
My stance on the this quality exploit is that from a balance perspective, it could remain as the gain is not that substantial and would require a relatively complex signal setup to work properly. One of the things that make it so much more tedious to implement is inconsistent productivity bonus, that is, in some cases when you should fill the prod bar to exactly 100% it will only go to smth like 99.999..% ofsetting your craft cycles, not only would you have to make it alternate the normal and higher qualities but also detect this occurrence, to correct for it.
But on the other hand, it doesn't make logical sense thay it should work this way.
Does the planting require other ingredients? If so, that might be the intended difficulty for getting qual in this way
The devs haven't said, and the only things on the belts we've ever seen feeding Ag towers are seed, so...
Could be then that the fruit products take some other thing that doesn't come from seed.
Again, we've seen setups doing mashing, and they only take fruit (or fruit + nutrients for the biochamber versions).
This can be fixed by giving it 4% purple bar offset
Suppose you have 50% prod, normally you run a
recipe, the prod bar goes 0%->50%, then run a
recipe, the bar goes 50%->100%
If float point precision problem kicks in, it becomes 50%->99.999% and this breaks
With 4% offset, it will be 4%->54%->104%, which won't be affected by float imprecision anymore
how could you introduce the offset for a recipe that does not take prod mods?
Pretty sure boskid mentioned once that it's fixed when i was suggesting such a thing after quality FFF came out
Not sure in what way fixed tho
I looked thoroughly, but didn't find anything on it in discord
at least till the start of the summer
Oh that's not possible, it's only possible for those do take the module
Isn't "any quality" a thing? And then the assembler can use mixed quality ingredients?
It's been said that this was removed for a variety of reasons, including dealing with an exploit.
So the issue is building the productivity meter with low quality ingredients, in a machine set to any quality, then getting the bonus output with higher quality ingredients.
Why can a machine not accept quality above what it is set to, but still output based on the set quality?
With Janky Quality, even when matching quality steps in ingredients, trying to match ratios, everything deadlocks without delevelers.
Don't build quality cycler setups where a few unlucky rolls can lead to a deadlock.
That's not the issue. But the solution seems to be destroying the excess in a recycler instead of using it like it's lower quality
They werent talking about lowering quality, it was about using it like it as lower quality
guys, hear me out. How much would quality break space expansion? 
There are many quality intermediates that can't be used directly
Really? It was removed? Source on that claim?
if so, then that’s a shame, because it makes quality a significantly less interesting mechanic
example? of one
Janky Quality has a deleveler for this job ^^;;;
Boskid didn't like it. #friday-facts message
exploit was removed by requiring quality of ingredients to be selected when selecting recipe to craft. All ingredients must be of the same quality and when changing quality of recipe bonus progress is cleared.
aka "any quality recipe" option is gone
Forgot I summoned him. Do Splitters support the condition: Filter for AnyItem equal/at least/lower than quality Y
wonder if it would be possible to change "any quality" recipe to have no prod bonus so there would be no exploit
That would be very difficult to communicate to the user what exactly is going on and why their modules don't work. And a lot of people would want to know why they can't prod it even though it's the same recipe.
this sounds like it makes machine config really annoying and flattens the mechanic. a shame
K2/Space Ex are already annoying enough w/ furnaces
the hardest part on mys solution is for devs cause I dont know if it is possible to exclude just part of recipe (the one that have any quality and leave quality type) from that system and communicating why it doesnt work to player cant be easier with how factorio is made especially with tutorial it have ingame. Just put that info with pop up one player use first time any quality type
not sure where idea that it would be very hard to do comes from
yeah, it feels bad (though we haven't played it, so who knows). there might be a better way to do it, but I understand why it was done this way :<
Not terrible since Ctrl+ c exists.
You mayhaps have to engage in belt/train sanitation
Depending on your base setup
good to know especially about the bonus progress, i'm sure we all remember the fresh bonus exploit that was used by Hendricks in 1.1
i like how some of us find ways to complain about a yet unreleased game
it was fun to theorycraft ;-;
why not ">=uncommon", which accepts anything other than common and outputs as if all inputs were uncommon. or is there another exploit?
actually, there’s no exploit there… 🤔 can anyone think of one?
my guess: propping up production on common stuff, then putting in legendary
doesn’t work here
This is a recipe that requires >= uncommon, but it acts as if all of the inputs are uncommon.
It doesn’t have the switching problem that any quality does.
Maybe performance reasons? Since each inserter would have to perform max 5 checks each tick
One >= check
Does that work with their quality implementation?
I thought it might be set as an Enum?
Didnt know intEnum exists. Neat
I would very much appreciate a way to have a recipe take in any quality and just always put out a baseline
quality, even if all ingredients in that pass were better quality
It’d make sinking excess quality material into science much easier
So basically bring back
but it always puts out
instead of looking at the minimum of input qualities
I really feel like "excess quality material" is just never a problem you should have 😉
I suppose I just bite the bullet until recyclers
Because those are proper item voids
It probably won’t be a problem until then.
Probably.
yeah, the only way to scale quality is trough recyclers, any excess before that would probly be easy to buffer
and you get them early on one of the easiest of planets
I plan on quality modding miners and using the ore to make a full blown quality mall
So I’ll get it going before fulgora
Early on, a good iron sink could be steam engines (potentially useful on Fulgora or Gleba, depending on how they work). For a copper sink, it'd just be circuits.
if you rush fulgora, you'll get epic quality and T3 quality mods unlocked
I think I’m going to go vulcanus first just because the foundry will be so good to boost holmium output
And bmd to stretch out the convenient scrap
It's not quite as good as you think. The normal recipe is actually an assembler recipe (holmium plate is always made from holmium solution), so the Foundry would "only" have its 50% prod bonus.
fulgora is easy to leave, so it's my first pick, plus quality takes time, so while im tinkering away elsewhere, it can try and print out some quality quality mods for me
If there winds up being a solid reverse relation (emp helps vulcanus science in some way) I’ll 100% go fulgora first
But 50% prod on a rare key ingredient is uhh
Kinda good
You need to make circuits on Vulcanus too, so the EMP is always helpful.
But just how important will they be 
As of right now I get the impression I’m gonna need a lot of scrap mining for any reasonable pace of electromagnetic science, and I don’t see a similar gate for vulcanus
and you can apply productivity to module manufacturing with an EMP
That’s the big thing I’m looking at for fulgora
But I can always do quick and dirty vulcanus -> fulgora and then go module crazy
That's kind of the question with smash-and-grab. The EMP itself is a trigger tech; you don't need to be making science packs to research it. But at the same time, will the EMP have the ability to make circuits and modules when you get it, or do you have to research that?
recycler is a trigger tech too, no?
A very early one.
Of course
Assuming we can see what triggers each tech in the tree when we start the game
A lot of this is just speculation that might get upended the moment I open the 2.0 tech tree
So you could always drop down, trigger that, then call down a rocket silo and some basic infrastructure to leave. But if you want the EMP, you have to trigger more.
recycler and EMP coulnd't be anything else but fulgora trigger tech, as you can't even progress without them there
For all we know agricultural science unlocks something hilarious enough that
first becomes a serious choice 
I’m 90% sure I’m going to finish a production line for the planets science pack before leaving though
One thing I was thinking of with Fulgora smash-and-grab was to just set up on a medium-sized island and basically mine it out (using higher-quality miners to prolong things). Even after getting 200 EMPs, just leave the factory running making more EMPs and go elsewhere. By the time you come back to complete Fulgora, you should have a good pile of resources on hand to work with.
I'm sure they'll buff Gleba to make it more enticing, but I doubt that it'll be easy without imports from other planets, so it'll probably be best to leave it for last
recipes could also interfere with quality added by mods
Suppose a mod adds a mechanism that allows assemblers to level up with crafting, and the level is implemented as an additional dimension in quality
So we can have Q5E5 assembler3 for example
The question is, which is higher, Q3E2 or Q2E3?
Depends on the multipliers
If they use the same values (30% speed per level) then it would be the same
It also depends on the implementation
If they are same, then output should be which quality?
What? I'm not following
Because output is based on highest input
There is only one "dimension" in quality, if a mod added a different type of quality it would not be capital Q Quality
But Factorio allows mods to hae 255 qualities in total, and a single dimension of quality certainly doesn't need this many qualities
Yeah, that would be far too many
But they're using one byte to store the quality value, which gives you 255 different possible levels
In my example, the quality are 2 dimensions, Quality, and Experience
Yeah so the output would be whatever quality the item is
Experience is implemented using the quality system, but obtained in different ways
It wouldn't be implemented "using the quality system" because quality is one dimensional
The crafting output should probably be decided by the mod
If a mod actually uses all the 255 qualities, how will the quality selection screen be?
I think a suggestion was made a while ago to make only quality level 255 do something useful
Anyway no 'serious' mod will use all 255 quality levels
5 is fine
I'm sure there will be mods that expand that to 10, 20, etc. but each would be less popular than the last
Py devs want to use more qualities.... But I doubt it will come to fruition
are you doubting the dedication of devs that created a 1000h long modpack?
Melon is insane (in a good way)
He wrote a whole mod for Space Age before Space Age is even out.
I could see it being interesting if the quality chances were way higher but the bonuses were more incremental
Without
, a mod with a quality level down machine is going to be essential without it you'd have to sort 5 ways after every single machine. Like if you design blueprints around
you don't really want
machines because they'd mess up ratios so you'd end up with a bunch of
stuff you can't use effectually so it get's stuck in chests or you'll have to delete it by recycling. I mean
is fine to use for specific cases but it dosn't really make sense to ever build you whole base out of
, becouse they you end up with wasted
(and higher once unlocked) stuff you can't use.
Ok, I have been reading parts of this and I want to see if I understand correctly. Are believing right now that they removed the ability to use quality items as if they had a lower quality (e.g. using a rare item in a uncommon recipe)? And it is this way because they needed to fix an exploit? Are we sure we this is not just a misunderstanding because I see no way Wube would ship quality in that state.
Or you make enough that it doesn't really matter
Even with any-quality, you can't really "level down" everything. You can only "level down" something that you use as an ingredient in something else.
Let's say we're talking about medium poles. If you're making quality medium poles by putting quality modules in the medium pole assembler, if you get some Q3 medium poles, how would any-quality deal with them? Medium poles don't get used for anything else, so... what do you do?
Technically, "using a rare item in an uncommon recipe" was never an option. What they took out was using a rare item alongside an uncommon item to produce an uncommon output.
There are other ways to fix quality unbalances e.g. using more or less quality modules...
Ok, thanks. That was exactly what I meant. For some reason I thought you used to be able set an assembler to only accept >= quality but I might be wrong. So we seem to be certain that that is how it works right now, but do we have any reason to believe it will stay like this for the SA launch? The wording "exploit was removed by requiring quality of ingredients to be selected" makes it sound like it was removed to quickly stop an exploit, but if that exploit is fixed in another way we should be able to have any quality be added back in.
doesnt need to be
(which allows boosting the productivity bar with low quality and then getting the bonus item with high quality items) ">=
" if it was added, would work as a sink for extra
. you could mix
and
but the default output would be
. currently you cant mix qualities, or lower an items quality
That would still allow the exploit to exist.
if the assembler allows >=
, and you put in all
(without quality modules) it outputs 
That sounds good to me
That doesn't make any sense.
which is why you put
in an assembler set to craft 
but if your
is missing
because the
is backed up at the
assembler because the
is blocked by

you can >=
the
and use the excess
to fix the deadlock
Or you can recycle the Q4 plate to try to get Q5 plate.
and now youre missing Q4 plate for the Q4 green circuits
Are Q4 green circuits the goal for some reason?
But can you fix it without a recycler? I don’t like the idea of needing recyclers to do quality
Q4 green circuits go to the Q4 red circuit production, which has a chance of producing Q5 red circuits
but the Q5 green circuits produced by the Q4 green circuit assembler, go directly the the Q5 red circuit assembler
This is why each quality will have their own stations and when destination is full and inactive for whatever timer, go to recycle station
That way if you wind up with a full buffer of
it'll go on to try to make
which can then feed any other demand for copper and it'll keep your line continuing to make more
in the hope some will quality up to 
I'm going to have my loading inserters only load if demand for the current quality is > 0 OR high quality demand > 0
If my legendary and epic stations are full, the epic cable can just sit in the chests and wait for a demand
Can't
just work as a >=
that treats outputs as
. That's how I thouht
worked anyways.
Yes it can but it's a loss of quality. I'd rather my stations eventually go idle if I get too much quality of something and wait until I start getting quality of my other ingredients
Any quality meant that there was no quality filter on the assembler's inputs at all. Therefore, it's possible for inputs to have different quality and the minimum quality among inputs is used to determine the base quality of the output.
Having too much legendary sounds like a wonderful problem to have
better that then having to recycle and delete stuff that's to high quality
If you build your quality base before unlocking legandary any legenary at all is to much legendary,
Recycle loops is how you deal with overflows. Honest you kind of want to keep your
line running even if you're recycling half because 1/4 of new products made are upgrades and so keeping that production line cooking is great for higher quality acquisition
that wastes way more resources then if you could use higher quality ingredients for lower quality recepies or had a qualty downgrader assming you want to target anything bellow legendary (or the higest unlocked quality)
If you're going to downgrade one ingredient to match a lesser ingredient to keep that flow going, you might as well have put productivity modules on making that step which is by definition a potential loss of resources. If you're trading quality for productivity, downgrading is a shame and a waste
Also I plan to have circuits measuring my demands and reporting back. If I have a high demand for
and I have low demand (near full buffers) for
and
then it'll alert me to build more
production
The alternative is that you never use any quality besides the highest unlocked quality so
then
then
(depnding on your tech level), with the way quality currently works that's the best solution becouse you can't save on resource or build complexity by going for a lower level, trying to use
is completly pointless.
Honestly the quick and easy solution to "not enough
ingredient" for production to set up a block that uses prod modules, and circuit it to only turn on if demand is high
That's true for
but not for
(or anything else bellow the highest unlocked quality)
I plan to go for quality on every step, the more steps a product needs, the more quality chances I get.
Nonsense. You just store or recycle it and use it somewhere else.
If you're trying to make Q2 power poles, you'll get some Q3-5s too. Your setup can treat those as side-effects and deal with them like side products in any other build setup with side products.
So there is also a much easier solution for people who get frustrated with quality. Go for Productivity bonus for intermediates and then make a quality loop for the very last step. It's not a waste of resources if you're pumping out a huge prod bonus to counteract it
then you have to rebuild every step the moment you unlock
and
so you can add recepies for thos qualites everywhere
Would you have to rebuild it? Couldn't you just have the infrastructure in place and just set the filters when you research it?
Well yes, but my inserter for
checks for demand for epic before loading so it'll save the epics until I set up factories that demand then
That still won't help with the to high qualty problem, I can still get random rare/epic/legandrys even if I only want uncommons if my blueprints are build around uncommens, and the only thing I can do with the to high qualty ones is to recylce until nothing left.
Make each build modular. One for normals, one for uncommon, etc. If the block stays inactive for a little while then that means you should set up more normal production, not only for the chance it'll spit out some uncommon upgrades but also if you overflow and recycle, you get the chance to get uncommon ingredients
Or you recycle them to their base materials and use them elsewhere. Again, treat them as side-products, a resource to be used, not a thing to throw away.
Also, just because you're using Q2 stuff now doesn't mean you want use Q4-5 stuff later.
If you're looking for a 100% efficient every machine runs all the time factory, quality is not a fun thing to chase
You're going to have an overbuilt factory that won't necessarily run all the time until you increase production and manage to get your hands on legendary modules
I want my factory to be an one uniform level of qualtiy at any given stage of the game, I want a progression like this to be viable Everything in the factory (or everything that handles significan't production and isn't like an assembler in the mall) is
=>
=>
=>
=>
but since you get
from the start you end up with a bunch of stuff you can't use in the
so you either recycle
and above or skip the
stage since an
dosn't really make sense when you can't save on complexity by only producing
(only having 2 version of every step instead of 5).
It's going to be rough though one idea I've seen passed around is to recycle loop plate until it is the quality you want then bring it back to your factory
I'll definitly use a quality downgrader mod or even better a mod to set the maximum output quality (if that's possible)
Mods certainly solve logistical problems and im sure there will be a day 1 mod that'll upgrade every craft automatically to legendary
Personally going to go in vanilla and solve through modular production blocks on a train grid. I have the idea mapped out but it'll alert me when to build more
or any other intermediate that I have enough ingredients for, including for quality alerts if I have too many of a quality ingredient and a demand for the quality product
I just can't test any of it until we get the game
If you go trough the effort of all that modular production with 5 modules for every single production step in the game that can be made with quality, why would you ever use ther intermediary quality.
Like let's say you have a green circuit blueprint build to use
if you randomly used
and above in that build becouse that'd be pointless the ratios won't work anymore or inputs/outputs won't be enough anymore so it don't make sense to use
assemblers for that build. and if your build is designed for
you don't want
or
machines in that build. Having 5 blueprints and picking depending on what quality you have in storage also seems like way to much work for the benefit. The only reasonalble option is to only use the highest availible quality of buildings when designing blueprints which means you nver really use the intermidate qualitys.
I'm not taling about what quality recepies are used (for maximum efficienty you should probably use all 5 at every step and use quality modules at every step) I'm talking about what qualites of builings/modules are actually worth using/desinging blueprints around.
I'm confused by this whole "the ratios won't work if I use the wrong quality" thing. A green circuit setup is built out of two things: copper cable makers and green circuit makers.
If I design the logistics between the machines such that the ratios exactly work when used with Q2 assemblers, then they ought to exactly work with machines that are faster than that. The only way this would not be the case is due to some insufficiency in logistics transport between the machines or into/outof them (inserters too slow, belts too slow, etc).
And even then, even if it doesn't output much faster with higher quality... it still works. It works just as well as it did. It won't produce less than it did before; it just won't produce more. It'll even be more power-efficient because the machines will spend more time idling.
Even just upgrading some machines and not others won't fundamentally break most setups. I know many setups are highly tuned to specific ratios, but even if you untune them, they still generally produce and consume what they used to.
My problem with no ”any quality” is that ”any quality” was the ONE thing that seperates it from normal factorio logistics. Without it different quality items are effectively just different items with similar icons and cool guis. I know the logistical challenge will still be fun, I will just be a little disappointed that’s all :c Especially when I would personally rather have the exploit in the game than losing the any quality
setting things up without "any" quality is 👺
I don't think they understood what I was getting at, but quality is either a love it or hate it feature.
The only point I was making was if you are downgrading quality items then there is the waste, considering you at that point should have used prod bonus instead of quality bonus. Better to either let it buffer and wait for the other ingredients of the same quality or recycle the excess so start filling up higher and higher quality buffers and only when they're all full do you tell your inserters to sit on the buffer until there's a demand again
I think the ”use prod module instead of downgrade” is a really good point that I didn’t consider before. But I still feel like downgrading has a serious use in an optimal factory. Besides that, the downgrading solves the excess high quality items problem in a much simpler way than switching to prod modules which I think is a reasonable tradeoff for many people.
My circuit logic is basically going to work like this. Each of my production blocks that goes for quality is going to have one station for expected qualitiy and a 2nd station for upgrades, that way I don't have to hit every quality station just to drop off a train load of
products. In my upgrade station, there will be 1 chest for legendary, 1 for epic, rare, and then 3 for uncommons. Each one will be wired to a combinator that can read global demands for items (for my own alerts, but I can piggy back off of it here) Basically if the demand for legendary is 0, either because it is full or because I haven't built it yet, the legendary chest's inserter will not be enabled and will save those items for another day. My epic chest is also checking for epic demand, but it's also looking for legendary demand since I can always tell my train to go recycle if destination is full trying to deliver to an epic demand station. This logic goes all the way down to rare, uncommon and finally my normal. If I have demand for legendary for that product, all the inserters will be enabled for loading trains.
Eventually yes I will overfill one of my ingredients with legendary first, then the epic will fill up then the rare and eventually even the uncommons will be full and will not load onto a train because there's no need for upgrades beyond that point. This may junk up my normal production cell which may have too many upgrades jamming the belts, so I need a way to keep the flow of normal items moving. In the far distant future where this becomes a problem, I would build a cell that creates normal product, but with productivity modules instead, just to keep that flowing and it will only activate if the demand for every upgrade quality is 0 and the demand for normal is > 0. This solves my backing up problem, though getting full buffers of legendary and epic seems like a far away problem.
yeah. Also the exploit wasn't even trivial to exploit, and honestly was fun to theorycraft and probably would be fun to implement independently. Though I guess they probably fixed it because it would just get blueprinted and handed out like candy anyway.
To be honest, the theory crafting will die when we get the first "quality base in a book" blueprints
I'm sure Nilaus is working on it 🙂
You're right and I hate it
gave more cargo space
