#Quality

1 messages · Page 8 of 1

final nimbus
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Quite a lot.
(it's not worth it for any of them except maaaybe agriculture science)

quick rampart
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i believe consumables should be designed like this, more durability

frank warren
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It would be the case that none of them would be remotely worth making.

quick rampart
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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

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i might do a calculation later

final nimbus
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For consumables like ammunition, you should always use quality_modulequality_module_2quality_module_3
Trying to get quality science packs makes a lot less sense than just increasing the amount with productivity_moduleproductivity_module_2productivity_module_3

quick rampart
gusty trench
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Gray science too. Quality walls and quality ammo are pretty useful

young bison
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I've thought a bit about quality_any recipes plus productivity. It feels like "if you put quality_legendary 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.

frank warren
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Don't you think that behavior is a problem?

daring siren
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Yep. It's going to work very nicely specifically with the +50% prod buildings

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However, there's some chaotic behavior that makes it not consistent

jaunty citrus
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Feels far more like a hack than an intended mechanic though

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Like how you can stop all expansions by killing all biters on the map using artillery/spidertons

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Plus it has the potential to be a massive noob trap

half raptor
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Better to have production lines for each quality in my opinion. Might feel wasteful to have a whole line dedicated to making quality_epic electronic_circuit 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

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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

frank warren
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Why do we need quality_any anyways? What good does it serve?

fallen urchin
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A repair pack costing 56x but only having 6x durability is not going to do any good

quick rampart
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in situations where amount of items is restricted for example launching a rocket, i believe it makes sense to compress them

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and in rocket each item counts their weight separately, so the problem that different quality items occupy different slots doesn't exist

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and it's not necessary to recycle them

daring siren
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Sometimes quality exists but irrelevant i.e. quality_legendary repair_pack, but removing that option is more expensive than just letting it exist

quick rampart
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buildings last forever so it makes sense to recycle them to make quality_legendary , but consumables are not

fallen urchin
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For rockets, I think the cheap consumables can be mostly produced locally, and expensive consumables will have costs outweigh than the rockets

fallen urchin
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And quality_any assembling_machine_3 can improve the utilization of those quality_any productivity_module_3 , the same does quality_any speed_module_3 and beacon

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And buildings being permanent means they will eventually pay off, while consumables don't

chrome mauve
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How many of consumables can be prodded? Cause if they cant be, its not like you really lose anything by putting qual mods there

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Price is that you dont get that many of them

quick rampart
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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

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just realized repair_pack cannot use prod, so if you want to get more, you have no choice...

gusty trench
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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

half raptor
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Only intermediates can be productivity boosted but if you prod the ingredients, consumables are effectively cheaper

merry spindle
frank warren
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I mean 'any quality' recipes (the thing being discussed)

obsidian crescent
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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.

tall musk
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How is this thread still going?? trianglepupper

frank warren
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Why wouldn't it be?

tall musk
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There's not that much to the system

half raptor
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Yeah but people come with occasional questions and didn't know the thread is here

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If moderators want to delete the thread, those questions will be out in space Age chat

kindred crater
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also discussion of how quality affects x new item(s) in FFFs

frank warren
tall musk
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No

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I already have half a headache trianglepupper

frank warren
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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

half raptor
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every so often we get a new believer of the quality_any faith and they come with questions. They've been lied to by the productivity_module_3 pushers and must be shown the life of the quaint quality_module_3

uncut helm
tall sandal
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epic quality? its nice, but not as good as l-quality

dense kraken
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answer in less than 2000 characters

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you have 4 hours

half raptor
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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

half raptor
# dense kraken what do you do when you have too many high quality copper wires / too many low q...

First of all, you send excess quality_uncommon to recyclers to go for quality_rare and beyond. Second, if you wind up with excess quality_legendary 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

dense kraken
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no way I'm using recyclers

daring siren
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Personally I'd sink quality_uncommon in science packs

dense kraken
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I'd rather short-circuit quality_module_3 assembling machines with productivity_module_3 ones to feed more low quality items where it's needed

daring siren
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That's great too

half raptor
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Those ideas work too

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So glad there's not just one "correct answer" I hate games that have one linear answer

dense kraken
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that's where the fun of factorio is

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reminds me when they mentioned how they purposely made nuclear ratios not even for this very reason

half raptor
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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

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It doesn't necessarily stay in the copper cable route if you keep your train bases modular

dense kraken
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right, the logistics gonna be insane

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most sane quality enjoyer:

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now that I think about it, quality is like a difficulty setting without being one

half raptor
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It is and one issue you might have to solve is how do you distribute your limited quality_uncommon iron_plate 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

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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

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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

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So probably stuff like electronic_circuit advanced_circuit processing_unit since that releases pressure on iron, copper, and plastic

jaunty citrus
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Not a huge fan of quality_any any quality crafting because you can exploit how it works with productivity

half raptor
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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

dense kraken
half raptor
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Wish I could

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By the time I get home from work you guys will have theory crafted the best blueprints

dense kraken
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I have enough to take 7 weeks rn ChibiYelling

half raptor
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I'm going to avoid blueprints from the community at least for the first week with the exception of rail

dense kraken
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yeah, better enjoy the expansion to the fullest

half raptor
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Can't wait to have reversible refineries

dense kraken
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can't wait to play for more than 36 hours straight

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just to get an orange spider

half raptor
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It'll feel so satisfying to have a legendary spidertron with legendary equipment grid

jaunty citrus
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quality_legendary spidertron % speedrun

dense kraken
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the size of legendary grid omg 😵‍💫

obsidian crescent
# half raptor It'll feel so satisfying to have a legendary spidertron with legendary equipment...

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".

kindred crater
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thats some serious griddage

dense kraken
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wait am I right? engithink

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quality_normal 10×6
quality_uncommon 11x7
quality_rare 12x8
quality_epic 13x9
quality_legendary 15x11

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having odd amount of rows sounds cursed

warped obsidian
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I think it's 14x10 at max level

dense kraken
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nah, legendary is quality 6

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unless you start at 0...

kindred crater
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not sure what to tell you about the horizontal one

dense kraken
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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... 🤷

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that's why I assumed "each direction" to be up, down, left and right

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but I guess it's just x and y

kindred crater
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I guess put some solar panels in there for 2% more power generation lol

dense kraken
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wait, direction or dimension? engithink

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can't be more clear than that

merry spindle
dense kraken
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LUA

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also regular human beings

grizzled lagoon
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Excel, matlab... all things to make quick transitions between Python and other often used programs as confusing as possible

kindred crater
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i wonder how viable shipping quality_anycoal on platforms might be

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you tend to have an excess of the stuff on nauvis

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very viable I'm sure

obsidian crescent
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Shipping it for what purpose? Making quality plastic?

half raptor
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Rockets will cost 20 times less, so not very cumbersome

obsidian crescent
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It might be useful for Vulcanus, where quality LDS can be made on the cheap from just quality plastic.

kindred crater
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vulcanus already has coal I thought

kindred crater
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coal, calcite, tungsten, (and sulfuric acid)

obsidian crescent
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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.

half raptor
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It's your rockets

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Would be nice if quality_any rocket_top gave more cargo space

daring siren
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What even is quality_any willlocoRocket ?

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How would you make one

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Also, cargo space is not the limiting factor

obsidian crescent
# daring siren 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.

keen igloo
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ship barrels of petroleum to save on water on vulcanus expansionbrain

obsidian crescent
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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.

kindred crater
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quality_uncommoncoal is more wh per rocket

obsidian crescent
burnt reef
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I think a wh is 3.6 kJ

kindred crater
burnt reef
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also even if quality does effect fuel value, quality_legendarycoal is still less energy dense than quality_normalsolid_fuel (assuming you can fit the same amount of each in a rocket)

obsidian crescent
kindred crater
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oh

obsidian crescent
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Well, I guess nutrients have freshness, which is a form of item durability. And those are biochamber fuel, so...

kindred crater
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then i guess my quality_legendarycoal really will just be for quality_legendaryplastic_bar and, of course, quality_legendaryclustergrenade

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(throw a single one of those in your base on accident!)

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this is why i will put them in my hotbar right next to power poles and belts

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unfortunately according to my calculations it wouldn't deal enough damage to oneshot any particularly expensive buildings

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except possibly things caught by 2 or more of the cluster explosions

dense kraken
fallen urchin
fallen urchin
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quality_legendary nuclear_fuel will probably be useful in trains

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I wonder whether nuclear_fuel will have a fusion version

fallen urchin
dense kraken
half raptor
# fallen urchin lvl 13 prod research is not cheap, and probably not reachable before SA endgame

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.

daring siren
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Didn't a dev say level 30 is like 200 billion? or was it million

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Ah 200M yes

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And someone had an educated guess on the curve

half raptor
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Even if most players only achieve 200% prod it's still a good return on investment.

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But I think thats referring to researching a natural 300 without use of modules or special machine

warped obsidian
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Given 1M spm is possible

daring siren
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It goes out to be around 1000 * 1.5 ^ N

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Which is cheaper than all infinites other than mining prod and followers

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for 4x science (and other prods)

half raptor
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I just hope research prod is one we can research, not just research speed

warped obsidian
half raptor
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Nice

daring siren
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It's definitely prod research. It's in FFF-376

half raptor
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That's how you creep toward 1M, prod everywhere you can

daring siren
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That's a given

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1MSPM is likely at max prod

half raptor
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Seems like science prod can be an infinite tech with no cap

daring siren
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It is

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fr fr no cap

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does mining prod affect asteroids?

warped obsidian
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Probably not

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It would be weird if you could get unlimited rock per rock

half raptor
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Well the logic behind prod bonus should be we are wasting less of the raw material and we can produce extra items

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You might be able to put modules into the collectors themselves (though might only be eff or speed)

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Can't imagine quality asteroids

obsidian crescent
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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.

cold wadi
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Do modules have quality?

obsidian crescent
daring siren
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Of course. Every item has quality.

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Even fish.

gloomy torrent
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do you get that by launching high quality science pack into space?

obsidian crescent
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... 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?

daring siren
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High quality satellite does give high quality science. That was confirmed iirc

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I wonder if consuming quality_legendary thefish is available in base 2.0 with quality enabled

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i.e. is it a spage achievement or a quality achievement

frank warren
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It's kinda a pain in the ass to make high quality u235 right?

daring siren
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Yeah you need to recycle it

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Once you have 40 you can kovarex_enrichment_process with quality 238 though, which you can get from fuel reprocessing

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If you don't prod it

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It's probably easier to just recycle loop it though

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As kovarex_enrichment_process makes u235 "free"

frank warren
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Makes it no freer than iron plate

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You'd have to loop either the u238 or u235 though, so the u235 is easier (denser)

warped obsidian
daring siren
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There's no quality rocket. Just the payload.

solar osprey
obsidian crescent
frank warren
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they did

fallen urchin
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I think this could be a cursed mod idea though

daring siren
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I don't see why not

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Also decon planner 🙂

fallen urchin
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Also upgrade planner and BP books

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The problem is, they are not crafted in any way, so it's not possible to obtain quality variants of them

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Maybe if you put a BP into a recycler, you get 25% BP back, so qual cycling works on it?

winter saffron
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We still don't know how to get fish in SA, do we?

fallen urchin
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If there's a way to automate fish in SA, then it should be on Gleba

half raptor
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feed fish your spoilage

quick rampart
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launch space science pack to get thefish

jaunty citrus
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Doesn't work in Space Age

daring siren
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Was that established?

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I don't remember where a dev confirmed it

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Well except JG confirming and uncofirming it

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But I don't consider uncofirming as a confirmation of the negative

jaunty citrus
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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

daring siren
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He uncofirms the uncofirmation

jaunty citrus
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Hmmm, Maybe I'm imagining the space science from fish

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I could've sworn I've tried it before though

daring siren
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It's fish from science, but a more realistic yield

jaunty citrus
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Good question

daring siren
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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.

solar osprey
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Actually. Wouldn’t you be trading with dolphins? 1 satellite = 1000 science, 1 science = 1 fish.

half raptor
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Dolphins are the previous civilization on Fulgora.... confirmed

kindred crater
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what if engineer is actually a member of the fulgoran race who lived long enough away from the dead planet to forget it

wary beacon
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i wonder if the 'space station starter pack' they mentioned has a quality bonus besides hp

kindred crater
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I wonder what that could do- send stuff back to planets faster?

wary beacon
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or if/when they show us the method of transferring items from orbit to the landing pad has quality, quality drop pods?

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i figure it's probably not worth, just more hp, but it's neat to think about

kindred crater
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definitely. it would be cool if there was some benefit/use case that justified getting it

obsidian crescent
grand igloo
cold wadi
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🤯

jaunty citrus
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Every item has quality

final nimbus
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We knew about modules with quality before we knew about quality.
It was part of a joke post for plausible deniability.

half raptor
lyric yacht
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anyway try the janky quality mod and have any functioning designs to make legendary stuff?

half raptor
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That mod is good for simulating intermediate production

keen igloo
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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.

half raptor
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The train interrupt system for sorting materials through stations will make spaghetti disappear

kindred crater
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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

keen igloo
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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.

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And beacons, beacons are great and the are rediculous even at uncommon/rare

kindred crater
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putting quality_anyspeed_module_3 in beacon will actually be pretty neat

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i hope foundries and emp are really expensive to make to incentivize moduling

dense kraken
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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 quality_normal and quality_uncommon

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I have yet to compare them but I need sleep (unlike sheldon)

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white boxes are using quality modules, red boxes are using productivity modules

winter saffron
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assuming T3Q5 modules
feels weird using ^ w/o recyclers

dense kraken
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why so? engithink

half raptor
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Also assuming you're not researching any tiers of intermediate prod bonus

winter saffron
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Your research is more interesting early in the game where you don't have access to higher tiers imo.

half raptor
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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

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Easy mode. Go for productivity_module_3 the entire way and quality loop at the end to make machines

Hard mode, go for quality_module_3 and balance as you go

dense kraken
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the first solution wouldn't suffer from that

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the idea is as easy as firing a prod-only factory if low quality items are missing

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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 🙂

half raptor
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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

dense kraken
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wait I put the same factory twice on the second solution

dense kraken
winter saffron
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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.

dense kraken
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shit my values are wrong

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I guess I'll have to crunch the numbers again tomorow

pale wraith
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Okay, I have a really dumb question that I've yet to have explained. How on earth does Quality not cause desyncs?

rotund egret
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how would it?

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whether an item gets an upgrade in quality is rolled on craft start

pale wraith
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The randomness of production has to be synced such that when I get a rare circuit, you also see a rare circuit produced.

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One of the first bits of advice when modding for avoiding desyncs is "Factorio is deterministic. Be very careful with randomness"

frank warren
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google: PRNG

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but I'll ask you a question: How could a computer generate a random number in the first place?

solar osprey
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By generating a random number on 2 computers with the same seed, you’ll get the same result.

pale wraith
# frank warren google: PRNG

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.

jaunty citrus
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Yeah it's used for uranium processing as well

solar osprey
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And terrain generation.

pale wraith
frank warren
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the PRNG is determinstic code like the rest of the game - nothing actually special about it

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It's a totally not random number generator that just seems random and is distributed

pale wraith
frank warren
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the state of the random number generator is sent when they initially join

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think of an RNG like this

def get_next_output(value):
  
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The seed is just the first value we pass in

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for every subsequent output, we pass the previous output back in as input

pale wraith
# frank warren 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

frank warren
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This is how I have always implemented a PRNG, as a function of (state) -> (next_state)

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You can convert any mutable RNG to be written this way

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instead of modifying the state, simply return a new one

pale wraith
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It would be the functional way of doing it, serialise that and send it across. Why not

frank warren
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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

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but that was implementation detail as far as I was concerned

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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

pale wraith
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It's probably because I've never bothered to actually implement one from scratch.

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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.

frank warren
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not really how it works

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all mod code is ran by all clients

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idk why they suggest not to use it, maybe just complexity... but there is no 'syncing' or 'awareness'

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even when you open a gui - every other player has you open that gui

jaunty citrus
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Factorio's multiplayer straddles the line between stupid and genius in my mind

frank warren
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I kinda agree

jaunty citrus
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"just make the game fully deterministic and have everyone simulate it" sure is a solution

young bison
pale wraith
young bison
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If you create a new one with no parameter, it uses the starting map seed as the random seed

pale wraith
young bison
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Here, it also starts with the map seed (in the control phase)

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However, the random number generator is shared between all mods

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and also the core game

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math.randomseed() does nothing in Factorio

dense kraken
pale wraith
#

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

dense kraken
#

afaik yes

rotund egret
#

that is correct

pale wraith
#

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"

rotund egret
#

no quality modules required

pale wraith
daring siren
#

You choose the specific quality you want

#

And only that quality input items are accepted

pale wraith
#

Ooh, that sounds like it could do sushi belt shenanigans.

#

Mixed quality input line on a sushi, Assemblers pulling from with quality set

daring siren
#

Whole belt reading helps this too

pale wraith
#

Ooh, true and cursed. Setting the recipe for the assemblers based on what's available

iron root
# jaunty citrus "just make the game fully deterministic and have everyone simulate it" sure is a...

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

dense kraken
#

the results are unexpected

#

the quality ratio is the same for both

#

they make 11/9 or about 1.2 times more quality_uncommon than quality_normal

#

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

iron root
#

yeah, i dont think theres any way around that one

kindred crater
#

i wonder how manipulatable factorio rng is

#

the tas might actually get crazy speed boosts from quality

lapis leaf
#

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

obsidian crescent
#

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.

lapis leaf
#

i'm mainly trying to intuit a sensible range of numbers based on the quality_normal50% to quality_legendary 17% we have

obsidian crescent
#

It's 6.6 percentage points per quality level.

lapis leaf
#

yeah i calculated that, but it just seemed off and i thought there was a more elegant formula to have a more normal number

obsidian crescent
#

17 isn't a normal number, so I don't know why you would expect the mechanic to yield a "normal number".

iron root
#

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)

obsidian crescent
# iron root 17% corresponds roughly to 1/6

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).

iron root
#

...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

obsidian crescent
iron root
#

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

obsidian crescent
#

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).

iron root
#

also if we decide to dig into higher (modded) qualities...
this would avoid singularities

obsidian crescent
#

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.

iron root
#

yep, that's what I'm expecting and is what is shaping my theory of its equation

obsidian crescent
#

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.

daring siren
#

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 beacon go 1.5-2.5, which is "weird"

frank warren
#

Don't we already have numbers for quality drills?

#

At least the legendary big one?

iron root
#

i think we only have the 17% number for legendary bmd

frank warren
#

Hmm, I see - and what to interpret from that is the debate?

iron root
#

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

daring siren
#

We know %50 on quality_normal BMD and 17% on quality_legendary BMD

grand igloo
#

because if someone cheats, right

#

they break determinism with the host and the other clients

#

and then they desync and get kicked out

grand igloo
#

and it's like 1/2/3/4/6?

#

for each respective tier?

#

with modules following different patterns

#

I remember packs are that

grand igloo
#

granted this is all speculation

#

nah

daring siren
#

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

grand igloo
#

gotta be a different scale

#

hmm

daring siren
#

We need at least one more point to figure it out

#

Either electric_mining_drill in quality_legendary or BMD in e.g. quality_rare

#

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

grand igloo
#

maybe

#

did they specify it was additive or multiplicative w/ quality?

daring siren
#

Like "how many to mine before something is taken"

#

They have not

grand igloo
#

hmm

daring siren
#

100 + 500

grand igloo
#

Unless there's an inherent halving of the bonus here

daring siren
#

Yeah

grand igloo
#

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

dense kraken
#

I'm gonna bet on 50%, 43%, 37%, 30%, 17%

grand igloo
dense kraken
#

it's just a linear regression 🤷

#

50% is 15/30
17% is about 5/30

#

just subtract 15 with twice the quality bonus

merry spindle
#
  • 5/30
jaunty citrus
#

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.

dense kraken
hoary current
#

1/6 * 50% doesn’t give u 17% tho

wraith moss
#

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%quality_normal/ 83.3%quality_uncommon/ 66.7%quality_rare/ 50%quality_epic/ 33.3%quality_legendary ; with every number halved for big drills.

obsidian crescent
half raptor
#

Tell me if I'm off my rocker but I had an idea of how to deal with excess quality_legendary 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 quality_legendary > 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 quality_normal priority > 0 or if quality_uncommon > 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

iron root
#

Cause if the % to deplete is linear with quality, that’d make the rate of mining expansion linear as well

jaunty citrus
#

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 just quality_uncommon seems really good

#

Making me think if you're going to use the tesla turrets you'll want to use quality ones

open halo
#

It's actually 5, 6, 7, 8, 30

grand igloo
#

nah it'll be 5/10/15/20/30

kindred crater
#

braxbro i think xe knew that

kindred crater
#

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?

obsidian crescent
kindred crater
#

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.

half raptor
#

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

kindred crater
#

thats why I'm thinking fulgora first to start making higher quality quality modules ASAP so I can hit the ground running with quality once its the right time

obsidian crescent
# half raptor assuming it's unlocked on the final planet, by that time quality should be relat...

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.

kindred crater
#

theres a decent likelihood each new planet's main crafting resource will have productivity research (carbon fiber, tungsten, holmium)

obsidian crescent
#

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.

kindred crater
#

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

cold wadi
#

Now I want a quality of life mod, which will upgrade buildings to higher quality automatically too

daring siren
#

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

chrome mauve
#

that would be very nice one, I didnt need to wait for items to be available in network, just set and forget

kindred crater
#

this is an interesting twist when quality cycling to get better biochambers lol

final nimbus
#

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.

obsidian crescent
#

But that means if all your eggs "spoil", then you have to either recycle some Biochambers or find more.

rotund egret
#

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? 🤔

obsidian crescent
#

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.

rotund egret
#

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

obsidian crescent
#

Sure. And there are two options: go get some more eggs, or recycle some Biochambers to get some more eggs.

rotund egret
#

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"

tall sandal
#

i love the idea that things can spoil into monsters (or maybe even buildings?) so cool

frank warren
#

It's going to be a fun circuit challenge to make it work.

obsidian crescent
#

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.

stray marsh
tall sandal
#

i wish i knew!

obsidian crescent
#

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.

stray marsh
rotund egret
#

yes, but the pentapods expand their bases somehow

stray marsh
obsidian crescent
chrome mauve
#

entities cant use spoil mechanic, only items

young bison
half raptor
#

Everyone having a quality_legendary Monday?

daring siren
#

We will on Oct 21st 😉

lyric yacht
#

is oct 21st a monday mufuHmm

#

huh, it is

half raptor
#

Yep, makes sense to release at the start of the work week. I'm sure wube is going to spend the week fixing bugs

pure spire
#

gotta fix that nauvis to aquillo speedrun skip

half raptor
#

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

half raptor
#

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

hoary current
#

trigger techs probably do the thing for u already

#

where it stops u from researching too much before u get handle of certain things

wheat sluice
#

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

obsidian crescent
#

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.

half raptor
kindred crater
#

i will exploit the system

#

you could even put your assembler on a separate electric grid powered by a single quality_normalsolar_panel with a bunch of fast_inserter 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

obsidian crescent
#

You'd have to get over 100% prod to be able to exploit it without halting and restarting the recipe.

kindred crater
half raptor
#

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

obsidian crescent
half raptor
#

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

jaunty citrus
#

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

half raptor
#

Well if that's true, expect that to get patched out as a bug

frank warren
#

'turn off' beacons is not so easy

#

they only do electricity checks every so-many ticks

wheat sluice
#

maybe they get circuit connections now? as many things do

frank warren
#

the only reason to allow circuit connections for beacons are exploits

jaunty citrus
#

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.

frank warren
#

Are you expecting to run quality on modules specifically? Wouldn’t it be much better to do their intermediates?

jaunty citrus
#

I'm expecting to do both so I can better understand each process

obsidian crescent
jaunty citrus
#

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.

frank warren
#

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

obsidian crescent
jaunty citrus
#

Nah we've seen 1-4-1 trains in the reveal screenshots on steam

lyric yacht
obsidian crescent
half raptor
#

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

obsidian crescent
#

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.

half raptor
#

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

obsidian crescent
#

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.

half raptor
#

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

kindred crater
#

It doesn't seem like it now because of its known uses, but I wonder if quality_any calcite will have any kind of use

obsidian crescent
#

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.

kindred crater
#

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

obsidian crescent
#

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).

half raptor
#

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

obsidian crescent
#

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.

kindred crater
#

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

half raptor
#

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.

kindred crater
#

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. 👍

jaunty citrus
#

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 quality_normal 2727 : quality_legendary 1
crafting it into something using 4 quality modules (assuming it can't be prodded) has a ratio of quality_normal 154 : quality_legendary 1

#

So you'd end up with almost 20x less by removing the crafting step

obsidian crescent
#

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?

jaunty citrus
#

No, it does not. But the efficiency difference would be the same

obsidian crescent
#

Looking at the possibilities, landfill would be a better quality cycling product.

jaunty citrus
#

Definitely, it would be the highest throughput recipe for sure

cold wadi
hoary current
jaunty citrus
#

Not sure what you mean

hoary current
#

does it has higher throughput than landfill

#

it takes two modules in 0.5s

jaunty citrus
#

but it doesn't take stone

#

so you couldn't use it to get quality stone

hoary current
#

oh I didn’t realize the context was for just stone

vernal bay
#

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.

obsidian crescent
#

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.

vernal bay
vernal bay
kindred crater
#

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.

hoary current
#

one thought, assuming that u want to get some quality advanced_circuit , ignoring the possibility that u can get quality advanced_circuit by recycling other things (such as processing_unit), is it more efficient to get quality electronic_circuit plastic_bar copper_cable instead of quality cycling advanced_circuit , given the latter is a much slower recipe?

solar osprey
#

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.

hoary current
solar osprey
#

If you’re qualitying miners and furnaces, that goes to 4, 3, 2.

solar osprey
#

Or you’d have a mismatch again.

hoary current
#

just have the same modules setup for all the ingredients

#

or does it matter?

solar osprey
#

Depends on whether you want to backlog on quality ingredients.

hoary current
#

what I mean is u quality cycle the intermediates instead of the final product

#

if the final product is a much slower recipe

solar osprey
#

You cant quality cycle plastic though.

#

Efficiently.

hoary current
kindred crater
#

doesn't plastic have prod research?

hoary current
#

but I’m only comparing the local infrastructure cost here

solar osprey
hoary current
#

on gleba u probably have plastic made from resources that never runs out

obsidian crescent
daring siren
hoary current
#

and u need green cube to make plastic

kindred crater
burnt reef
#

quality arcospheres

fallen urchin
lyric yacht
#

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?

solar osprey
#

You can’t put quality in kovarex.

lyric yacht
#

really? Did they say?

fallen urchin
#

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

kindred crater
#

I believe devs have acknowledged this in the last few months and indeed prevented quality from being used in it

daring siren
#

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

kindred crater
#

say you are aiming to obtain legendary productivity module 3s, which of these is the superior option?

  1. quality_normal intermediates fed into EMPs to directly make prod 3, and then standard recycle loops with your prod 3's until you reach legendary
  2. recycle loop processing_unit until you reach legendary, and then use them for your legendary modules as well as recycling them as needed to obtain legendary advanced_circuit / electronic_circuit for the modules as well
#

wouldn't it be #2?

obsidian crescent
#

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.

kindred crater
#

yeah thats at least a possibility based on what we know with fulgora

fallen urchin
#

What will quality nightvision goggles do?

solar osprey
#

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.

fallen urchin
#

What is quality vision? Less green color distortion?

solar osprey
#

It’s too inferior to be visible to you.

fallen urchin
#

Not sure about power poles, I think they are not worth their cost until post endgame

solar osprey
fallen urchin
#

Makes sense

burnt reef
solar osprey
burnt reef
#

biters take longer to eat it

solar osprey
#

By the time you get to quality, especially belts and chests, if biters are chewing your base, you’ve already failed.

fading fern
#

What about pentapods ? They could sneak a hit here and there.

lyric yacht
#

that's what bots with repair packs are for

fallen urchin
#

This is not going to heppen after getting spiders, though

solar osprey
burnt reef
#

I

daring siren
#

In Janky Quality, having better NVG made it closer to daylight.

solar osprey
#

How upsetting would it be for your legendary power armour mk2 with legendary modules to just break and lose it all?

daring siren
#

In solo game? Not at all, up to 10 minutes of progress 😆

lyric yacht
solar osprey
#

Remember when you had to craft iron axes?

lyric yacht
#

yes

#

I remember when concrete was added

full hedge
grand igloo
daring siren
#

It's impractical given a single output slot.

grand igloo
#

sure qual looping the 235 is easy enough, but you need to consistently have 5 Q5 238 to perform a Q5 process.

daring siren
#

Which I personally think should change.

grand igloo
#

wait so it's just recipes that output multiple products can't be qual'd?

daring siren
#

You can get quality 238 from reprocessing

#

No, it's specifically kovarex that can't be

grand igloo
#

That seems very odd

#

because getting a consistent stream of high-quality 238 to make high-quality 235 would be difficult

daring siren
#

Because catalysts are not handled in a way conducive to this

grand igloo
#

certainly far more complicated

#

so that means Kovarex always spits out Q1?

jaunty citrus
#

It always spits out the same quality as the inputs

daring siren
#

No. It means you can put Quality modules in it

jaunty citrus
#

You just can't use quality modules

grand igloo
#

...then how do you get quality 235...

#

not that I'm sure it's useful but

jaunty citrus
#

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.

grand igloo
#

is nuke fuel prod-enabled?

daring siren
#

Yes

jaunty citrus
#

Yes, I don't know if it's recyclable or not though

#

I would assume so

grand igloo
#

should be recyclable

#

it's an assembler recipe iirc?

#

oh no, centrifuge

#

maybe not then

jaunty citrus
#

No it's an assembler recipe

#

So I would expect it to be recyclable

grand igloo
#

wiki says it's a centrifuge recipe funny enough

jaunty citrus
#

Ah, wrong nuclear fuel

#

I'm thinking of nuclear fuel cells

#

Which would be better because you could use more modules

fallen urchin
#

Nuclear fuel is 90s, which is too slow for cycling

#

I'd want something faster

#

Either fuel cells or nukes are ok

jaunty citrus
#

Fuel cells are what you want

grand igloo
#

it's a shame, qual cycling kovarex via fuel cells would be so fun

jaunty citrus
#

It has very high throughput of U235 and U238 which you can then use for quality kovarex enrichment

#

For quality_legendarynuke

fallen urchin
#

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

grand igloo
#

yep

jaunty citrus
#

You would just keep the highest quality

#

no need to keep 40 of each one

grand igloo
#

yeah you do

jaunty citrus
#

oh also normal

#

normal + legendary would be all you need for quality_legendary kovarex

fallen urchin
jaunty citrus
#

Why would you do that?

fallen urchin
#

Yeah it's avoidable

jaunty citrus
#

Use the legendary 238 you're getting from quality cycling fuel cells

fallen urchin
#

The medium quality U238 are just untouched and thrown back into the loop directly

#

No need to kovarex them

jaunty citrus
#

So you'd just build up a stockpile of quality_legendary U238?

#

I don't see the point

#

You only need kovarex for normal quality and the highest quality

grand igloo
#

is nuke

jaunty citrus
#

You don't use U238 for nuke

#

You need the quality_legendary kovarex to turn it into U235 for nuke

grand igloo
#

you use the 238 to make the 235 for nuke

jaunty citrus
#

Exactly

grand igloo
#

so you need leggy 238

fallen urchin
#

So the medium quality U238 doesn't need to be kovarexed, and quality_normal quality_legendary U238 goes into the kovarex

jaunty citrus
#

Yeah, that was my point

#

Exactly

fallen urchin
#

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

jaunty citrus
#

I expect to be using it for train fuel

fallen urchin
#

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

jaunty citrus
#

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

fallen urchin
#

Yes, unless they get a superior tier like the fission plant

fallen urchin
#

So better fuel is the only thing they get

jaunty citrus
#

I get why they don't get quality, replacing trains would be a chore

grand igloo
#

what does fuel get from qual again?

fallen urchin
#

Vehicle accleration and probably max speed

#

Fuel value is probably untouched

grand igloo
#

i mean science packs get extra longevity

#

even if it's impractical

jaunty citrus
#

Science packs get a pretty significant bonus but it doesn't compare to productivity

fallen urchin
grand igloo
#

yeah too many steps

#

but fuel might get a fuel bonus w/ quality

jaunty citrus
#

It's not a matter of steps, prod will always be better than quality for science

fallen urchin
#

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

jaunty citrus
#

you get x2 from prod (+100% prod from 4x quality_legendary productivity_module_3) but less than 1.3x from quality (+100% per quality level, 24.8% chance to upgrade with 4x quality_legendary quality_module_3 )

#

Using quality modules also forfeits the use of speed beacons, so it's necessarily lower throughput

grand igloo
#

yep

#

though I’ve seen speculation that qual might be worthwhile on the spoilable science(s)

fallen urchin
#

So only quality in the factory, not the products

grand igloo
#

since quality iirc also affects spoilage?

fallen urchin
jaunty citrus
#

I expect quality on science ingredients to be useful early on, getting some quality_any inserter productivity_module electricfurnace, flying robot frames, etc would be quite nice

grand igloo
#

prolly depends on where you have your labs

fallen urchin
#

However if has something like green sci (2 parallel steps that both reject prod), then it could use qual

jaunty citrus
#

But later just mass producing them and cycling would be more compact and higher throughput when you have effectively unlimited resources

fallen urchin
grand igloo
#

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

fallen urchin
#

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

grand igloo
#

in that example qual is 5.5 packs and prod is 5

fallen urchin
#

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(?)

jaunty citrus
#

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

grand igloo
#

oh yeah I don’t doubt that gleba will be optimal lab location

#

so you can prod things where possible

wheat sluice
solar osprey
wheat sluice
#

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

solar osprey
#

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.

vernal bay
#

One thing I'm pretty sure of is that the first thing you want in higher quality is quality modules

solar osprey
#

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.

wheat sluice
#

yep, quality is a ball that you have to get rolling

obsidian crescent
# solar osprey So the quality biologicals would be more spoilt and less valuable than the regul...

Two things:

  1. 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.
  2. 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.

willow rover
#

is it confirmed that quality goods have longer spoil times?

obsidian crescent
daring siren
#

Which won't help for things other than science unless you have the rest of the items of the same quality

grand igloo
wheat sluice
#

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

obsidian crescent
wheat sluice
#

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

solar osprey
obsidian crescent
#

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.

solar osprey
#

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.

obsidian crescent
#

As long as they don't completely spoil, it doesn't matter.

solar osprey
#

Well, no, as the result inherits the spoilage.

obsidian crescent
#

Only if it is itself spoilable.

#

If you're quality cycling a non-spoilable, then freshness of the ingredients doesn't matter.

fallen urchin
#

I think this is highly improbable

vernal bay
#

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

fallen urchin
#

Some recipes reject prod, so you might just as well use qual on them

obsidian crescent
#

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.

grand igloo
obsidian crescent
fallen urchin
#

Exotic Industries mod has a recipe: 5 crystal fluid + 1 energy crystal -> 2 energy crystal

#

If you put in quality_normal crystal, then you produce 1 quality_normal each cycle

#

If you put in quality_legendary crystal, then you produce quality_legendary 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

wheat sluice
#

just introducing a recipe that requires something not grown could throw you off

fallen urchin
#

But I think Gleba will have a large amount of recipes not using them

wheat sluice
#

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

obsidian crescent
#

We don't even know if that's still possible.

wheat sluice
#

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?

obsidian crescent
#

Removing quality_any 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.

wheat sluice
#

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?

obsidian crescent
#

The default is base quality.

fallen urchin
wheat sluice
#

I don't like this solution

obsidian crescent
# wheat sluice 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.

wheat sluice
#

besides, on EMP the cost multiplier went from 30 to 20

obsidian crescent
#

The only real downside is that you can't get rid of "excess" high quality stuff by deliberately combining them with low quality stuff.

wheat sluice
#

I would sometimes like to mix qualities just to void them

#

has this been discussed somewhere by devs?

obsidian crescent
wheat sluice
#

credible information, thnx

vernal bay
vernal bay
wheat sluice
#

You definitely can filter for qualities not yet ulocked, just not directly I believe

merry spindle
wheat sluice
#

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.

grand igloo
obsidian crescent
grand igloo
#

Could be then that the fruit products take some other thing that doesn't come from seed.

obsidian crescent
fallen urchin
#

Suppose you have 50% prod, normally you run a quality_normal recipe, the prod bar goes 0%->50%, then run a quality_legendary 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

wheat sluice
terse lagoon
#

Not sure in what way fixed tho

wheat sluice
#

I looked thoroughly, but didn't find anything on it in discord

#

at least till the start of the summer

fallen urchin
distant eagle
obsidian crescent
distant eagle
#

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.

obsidian crescent
#

Don't build quality cycler setups where a few unlucky rolls can lead to a deadlock.

distant eagle
#

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

chrome mauve
#

They werent talking about lowering quality, it was about using it like it as lower quality

gleaming quartz
#

guys, hear me out. How much would quality break space expansion? engithink

fallen urchin
grand igloo
#

if so, then that’s a shame, because it makes quality a significantly less interesting mechanic

daring siren
#

Janky Quality has a deleveler for this job ^^;;;

winter saffron
lyric steeple
#

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

winter saffron
#

Forgot I summoned him. Do Splitters support the condition: Filter for AnyItem equal/at least/lower than quality Y

chrome mauve
#

wonder if it would be possible to change "any quality" recipe to have no prod bonus so there would be no exploit

obsidian crescent
grand igloo
#

K2/Space Ex are already annoying enough w/ furnaces

chrome mauve
#

not sure where idea that it would be very hard to do comes from

open halo
winter saffron
#

Not terrible since Ctrl+ c exists.

#

You mayhaps have to engage in belt/train sanitation

#

Depending on your base setup

weak vault
#

i like how some of us find ways to complain about a yet unreleased game

grand igloo
distant eagle
frank warren
#

actually, there’s no exploit there… 🤔 can anyone think of one?

open halo
#

my guess: propping up production on common stuff, then putting in legendary

frank warren
#

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.

winter saffron
#

Maybe performance reasons? Since each inserter would have to perform max 5 checks each tick

winter saffron
#

Does that work with their quality implementation?

#

I thought it might be set as an Enum?

#

Didnt know intEnum exists. Neat

iron root
#

I would very much appreciate a way to have a recipe take in any quality and just always put out a baseline quality_normal 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 quality_any but it always puts out quality_normal instead of looking at the minimum of input qualities

obsidian crescent
#

I really feel like "excess quality material" is just never a problem you should have 😉

iron root
#

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.

wheat sluice
#

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

iron root
#

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

obsidian crescent
#

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.

wheat sluice
#

if you rush fulgora, you'll get epic quality and T3 quality mods unlocked

iron root
#

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

obsidian crescent
wheat sluice
#

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

iron root
#

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

obsidian crescent
iron root
#

But just how important will they be dolphinSus
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

wheat sluice
#

and you can apply productivity to module manufacturing with an EMP

iron root
#

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

obsidian crescent
wheat sluice
#

recycler is a trigger tech too, no?

obsidian crescent
iron root
#

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

obsidian crescent
#

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.

wheat sluice
#

recycler and EMP coulnd't be anything else but fulgora trigger tech, as you can't even progress without them there

iron root
#

For all we know agricultural science unlocks something hilarious enough that gleba first becomes a serious choice trianglepupper

#

I’m 90% sure I’m going to finish a production line for the planets science pack before leaving though

obsidian crescent
#

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.

wheat sluice
#

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

fallen urchin
#

quality_any 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?

jaunty citrus
#

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

fallen urchin
jaunty citrus
#

What? I'm not following

fallen urchin
#

Because output is based on highest input

jaunty citrus
#

There is only one "dimension" in quality, if a mod added a different type of quality it would not be capital Q Quality

fallen urchin
#

But Factorio allows mods to hae 255 qualities in total, and a single dimension of quality certainly doesn't need this many qualities

jaunty citrus
#

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

fallen urchin
#

In my example, the quality are 2 dimensions, Quality, and Experience

jaunty citrus
#

Yeah so the output would be whatever quality the item is

fallen urchin
#

Experience is implemented using the quality system, but obtained in different ways

jaunty citrus
#

It wouldn't be implemented "using the quality system" because quality is one dimensional

fallen urchin
#

The crafting output should probably be decided by the mod

jaunty citrus
#

also quality_any isn't a think anymore

#

You have to choose the quality of inputs

fallen urchin
#

If a mod actually uses all the 255 qualities, how will the quality selection screen be?

jaunty citrus
#

A really really long drop down I guess

#

Maybe with a scroll bar

fallen urchin
#

I think this is actually a good cursed mod idea

#

Gonna post it there

jaunty citrus
#

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

daring siren
#

Py devs want to use more qualities.... But I doubt it will come to fruition

wheat sluice
daring siren
#

Melon is insane (in a good way)

#

He wrote a whole mod for Space Age before Space Age is even out.

jaunty citrus
#

I could see it being interesting if the quality chances were way higher but the bonuses were more incremental

vernal bay
#

Without quality_any, 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 quality_uncommonyou don't really want quality_rare machines because they'd mess up ratios so you'd end up with a bunch of quality_rarestuff you can't use effectually so it get's stuck in chests or you'll have to delete it by recycling. I mean quality_uncommonis fine to use for specific cases but it dosn't really make sense to ever build you whole base out of quality_uncommon, becouse they you end up with wasted quality_rare (and higher once unlocked) stuff you can't use.

small egret
#

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.

daring siren
#

Or you make enough that it doesn't really matter

obsidian crescent
# vernal bay Without <:quality_any:1149811674870710365>, a mod with a quality level down mach...

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?

obsidian crescent
daring siren
#

There are other ways to fix quality unbalances e.g. using more or less quality modules...

small egret
# obsidian crescent Technically, "using a rare item in an uncommon recipe" was never an option. What...

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.

distant eagle
obsidian crescent
distant eagle
#

if the assembler allows >=quality_uncommon , and you put in all quality_legendary (without quality modules) it outputs quality_uncommon

small egret
#

That sounds good to me

obsidian crescent
distant eagle
#

which is why you put quality_legendary in an assembler set to craft quality_legendary
but if your quality_legendary electronic_circuit is missingquality_legendary iron_plate because the quality_epic iron_plate is backed up at the quality_epic electronic_circuit assembler because the quality_epic copper_cable is blocked by quality_legendary copper_cable
you can >=quality_epic the quality_epic electronic_circuit and use the excess quality_legendary copper_cable to fix the deadlock

obsidian crescent
distant eagle
#

and now youre missing Q4 plate for the Q4 green circuits

obsidian crescent
small egret
distant eagle
#

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

half raptor
#

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 quality_epic copper_cable it'll go on to try to make quality_legendary copper_plate which can then feed any other demand for copper and it'll keep your line continuing to make more quality_epic copper_cable in the hope some will quality up to quality_legendary

#

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

vernal bay
half raptor
#

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

obsidian crescent
half raptor
#

Having too much legendary sounds like a wonderful problem to have

vernal bay
vernal bay
half raptor
#

Recycle loops is how you deal with overflows. Honest you kind of want to keep your quality_normal 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

vernal bay
half raptor
#

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 electronic_circuit and I have low demand (near full buffers) for iron_plate and copper_cable then it'll alert me to build more electronic_circuit production

vernal bay
half raptor
#

Honestly the quick and easy solution to "not enough quality_normal ingredient" for production to set up a block that uses prod modules, and circuit it to only turn on if demand is high

vernal bay
half raptor
obsidian crescent
#

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.

half raptor
#

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

vernal bay
obsidian crescent
half raptor
#

Well yes, but my inserter for quality_epic checks for demand for epic before loading so it'll save the epics until I set up factories that demand then

vernal bay
half raptor
#

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

obsidian crescent
#

Also, just because you're using Q2 stuff now doesn't mean you want use Q4-5 stuff later.

half raptor
#

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

vernal bay
#

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 quality_normal=> quality_uncommon =>quality_rare =>quality_epic =>quality_legendary but since you get quality_rare from the start you end up with a bunch of stuff you can't use in the quality_uncommon so you either recycle quality_rare and above or skip the quality_uncommonstage since an quality_uncommondosn't really make sense when you can't save on complexity by only producing quality_uncommon(only having 2 version of every step instead of 5).

half raptor
#

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

vernal bay
#

I'll definitly use a quality downgrader mod or even better a mod to set the maximum output quality (if that's possible)

half raptor
#

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 iron_plate 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

vernal bay
# half raptor Personally going to go in vanilla and solve through modular production blocks on...

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 quality_uncommonif you randomly used quality_rareand 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 quality_rareassemblers for that build. and if your build is designed for quality_rare you don't want quality_uncommonor quality_epic 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.

obsidian crescent
#

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.

small egret
#

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

rotund egret
#

setting things up without "any" quality is 👺

half raptor
#

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

small egret
#

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.

half raptor
#

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 quality_normal 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.

grand igloo
half raptor
#

To be honest, the theory crafting will die when we get the first "quality base in a book" blueprints

daring siren
#

I'm sure Nilaus is working on it 🙂

half raptor
#

You're right and I hate it