#Quality
1 messages · Page 9 of 1
I’m almost sad that the API makes everything so robust that there’s hardly ever any exploitable inter-mod jank
it either doesn’t run or it has no jank
but in all seriousness I kinda wish they kept some processes that’d be best controlled/optimized with circuits.
Doable without them, in a reliable way, but optimal with them, y’know?
red belts is a good iron sink tbh
Definitely, considering the free 50% prod.
If the green cicuit assemblers are Q2 and the copper wire assemblers are Q3 it will mess up the ratios. And the same problem applies up/down the chains, if whatever is consuming your green circuits (science of whatever) is designed to consome the exact amount of green circuits your Q2 circuit maker providedes upgrading it to Q3 won't provide any benefit, and if your smelting is designed to supply the exact amout of resources your Q2 maker consumes then it won't have enough iron/copper at Q3.
You can't really use prod bonus instead of quality bonus if you want anything other then commons anything with quality modues (even with common recepie) outputs all qualitys so you can't just "use prod mods instead" if your goal is to have a supply of Q2,Q3 or Q4.
I don't know why your goal would be to only have a supply of Q2 items. The Q3 items you get along the way are strictly better and can be used in places where they'd gain more value
Obviously mixing qualities changes the ratios, so does mixing the levels of modules. Don't mix qualities if you haven't designed the build to do so
It's generally better to prod where possible, and only quality where you can't
And to DW's point if your production lines do not have the correct ratio of different quality levels, then you can remove some of the quality modules from the lines that have a disproportionately high quality level, to bring it in line with the other inputs
fwiw I think doing full quality production lines is a really bad idea, I'd just produce more of the items you want a higher quality of (modules, buildings, etc.) and recycle loop them to the desired quality level.
The point of having a Q2 only supply would be so you woudn't have to sort trough and proccess all the higher levels, if you make iron with quality moduel you need sort trough and proccess Q1, Q2, Q3, Q4 and Q5 seperatly which means anything that needs iron that you want in Q2 or higher now needs 5 assemblers. Randomly using Q3 machines in your mostly Q2 won't really help anything because ratios.
If you could just get Q2 you could get rid of a bunch of that complexity, which would make using cheaper Q2 much more worthwhile.
Why on earth are you "randomly" using Q3 machines???
just keep them for a later build
You're adding complexity and throwing away free value by wanting to process out the Q3 machines
Randomly using Q3 machines would be to use like a >= Q2 setting for placing your builds assuming that's possible.
If you store all the stuff for later builds you could in theory run out of storage and jam your builds even if it takes a long time. I personally like my builds to never jam even if it would take a long time for the storage to run full.
I would never have assumed that >= Q2 is a possible building option
Any production line that isn't recycle looping or has really high level and quality quality modules will produce less than 10% of the next level up than the lower one
so every 100 assemblers you make, using 4 quality 3 modules, you'd only expect 1 of them to be a Q3 assembler
You're not going to run into storage issues
and if you do, you can just up cycle them to Q4
and then to Q5, and at that point why are you even bothering with using Q1 or Q2 buildings? just use the Q3 or Q4 buildings
With high mining prod, you don't care too much about recycling losing a lot of items
Only if it's a 2 step crafting chain that starts with all common
And only with 4 Q1T3 and you haven't unlocked Q4
https://factorio.com/blog/post/fff-375
"There are many internal changes we had to do...In some places, you just select quality, in others we had to allow the selection of a 'quality condition' ...This is a brief list of the places that come to my mind... assembler recipe selection"
Example picture is a requester chest, <rare, it's pretty easy to assume >=Q2 exists
Not for building things
We're specifically talking about building things >= some quality level... somehow
Honestly I'm not sure what his goal is for quality, but I would advise anyone who's confused about quality to play with it but otherwise set up a quality loop at the last step and just be willing to sacrifice a lot of normal ingredients. Keep in mind that with high prod bonus, the "expense" is offset by the sheer quantity you're making
Great example of a final step quality loop, which will work for any machine production
I don't think this design is that good tbh
This loop will be more effective with higher quality modules, but that's true of anything
It's a proof of concept design, not a fully efficient one
Oh. I see
This example has maxed out modules
Yes it does, but it'll work with rare modules too, just not as well. This path is more for people who don't want to mess with complicated quality builds
I'm personally going for a train grid that has production blocks for every quality combination of intermediates, even if the common and uncommon will run more often while others are mostly idle. Mostly for the meme and also just to see how well it works
bot based systems with circuit controlling recipe setting will probably be the most efficient
One "bot mall" design I'm doing is that at my intermediate crafting blocks, the train loading chests will be
with filter set to the item and quality intended for it, so all intermediates waiting to be loaded into a train is available for bots to grab.
At my bot mall, using Assemblers as an example, I'll have all 5 qualities of A1 set with requester chests asking for their quality ingredient. If it comes out the same quality, that A1 goes into a
with filter and upgrades will go into a
so that bots will sort them. Wire it up so it'll only load a couple stacks before turning off, then do the same thing for A2 and A3. I would not recycle anything until the A3 step. This way if I have a lot of
materials on hand, it'll have 3 craft steps to upgrade naturally before any excesses go to recycle at a nearby recycler that goes to another active provider to sort it back out again for further crafting. The belts would just disable going to the recycler once I have my target amount of

By not recycling the A1 or A2, I'm only losing material at the A3 step if it still hasn't upgraded after 3 steps. Also since any upgraded intermediates are available from the rest of the base it's likely that every so often I'll be able to craft it from all legendary ingredients from the start
Requires lots of steel recycling, to match the ratio of A1 for A2 crafting. Though, youd have a foundry if you're doing legendary, so it's fine
Haven't done the math for recycling steel vs only using 2 modules for crafting gears, green circuits, and red circuits, and recycling the additional low quality A3
I only eat A5
My ratios across the rest of the plant are modular and they'll need to balance for every other request so honestly it's just a question for me of monitoring my demands
I'll be editing my interrupts schedule to either recycle excesses or sit on buffers. I need to play the game and test before I definitively decide. I'm designing based solely on speculation and guesses. There might be an awesome feature that blows my idea out of the water
I wonde how long it will take until calculators are updated to support quality
It's kinda vague, it's not clear how they even would support it.
Probabilistically
Putting
into a calculation should change the recipe output to be fractional
Like any recipe with by-products
But it would be weird to click "how to make
?"... What options will it give you?
There are so many configurations of modules that can give that at different rates.
It should probably choose the same
as input, and then if you change the modules and/or input quality, it could calculate it with that configuration.
"how to make
" is a nonsensical statement to give to a calculator
probable answer it would give is 2

which wouldn't really be useful to the user
Very useful, if you then let it be configured like I suggested
You'd pretty much have to do it through a matrix solve:
- craft gear from iron plate, using X modules
- recycle
-
gears, using X modules - craft
-
from
plates, each using X modules
That's not the question. Of course you'll need matrix for it
That's simplified though, in reality there are 9 different operations happening in a legendary from normal recycle loop
P.S. I'm talking Factory Planner / Helmod rather than Kirk / FactorioLab
Yeah FP would work fine for this, I just don't see the need for special consideration for quality
It should work fine with it's existing functionality + quality module support
I want to be able to calculate like we did with gears in FP on JQ
Quality module support is what I'm asking lol
That's the post configuration I meant
Yeah so long as we get that it'll be perfect imo
And an additional method to choose the input quality for the specific recipe so you could see e.g. how many
you get from an
input recipe
I would consider a
to be a different recipe to a

They need different ingredients after all
So a quality selection similar to the existing quality selection interface would make sense
Agreed
Quality calculators are going to be interesting especially if you enable quality looping or if you designate no recycling until final step.
Also most calculations are going to assume you're using legendary modules for the math when in reality a lot of us will start with normal modules and upgrade planner them up gradually as we get better modules
I'm under the influence that this is literally true now, quality select is almost just a UI thing.
There was some exploit found using the mixed quality recipe do now they hard locked the recipes to require all the same quality for crafting
Not sure I understand the full exploit
charge the productivity bar crafting normal items with the
crafting, then when the prod is about the fill up, put in legendary ingredients to guarantee you get legendary items for the prod output
basically you can get 100% prod on legendary items without needing 100% prod in the assembler
Creative exploit. Too bad whoever figured that out didn't keep it under their hat
Yeah
crafting is no more
pretty sure devs had it figured out way before us, IIRC one even made a pretty hefty base exploiting it.
There is still a way to make it work. My new proposal is that recipe of Q(N) crafting should be able to use Q(N) or better items. It will always act as the Q(N) recipe though.
The thing is, quality any was not removed because of exploit, but because it's also a massive footgun. This does not aleviate that one bit.
The issue with that being default behavior is you can’t sushi your quality which is much more common than normal sushi
That behavior could be a checkbox, that's an implementation issue.
You still could if you used a filtered inserter as well.
That behavior is what was intended, but the exploit made it so they want to just set recipe and that's it
On second thought about not being able to easily weave excess quality stuff back into science
I guess it doesn’t matter much cause that excess is going to be such a small volume that voiding it or feeding it into
science doesn’t make a difference
I can't wait to see some interesting quality sushi behavior. I imagine if the whole belt reader reads a certain amount of
on the belt, it'll add
to the list of recipes the selector can set
Combining quality for circuit set recipes for stuff like that is…
An idea
I also wonder what the (fully vanilla) minimum factory size to launch a rocket will be now with circuit recipes
Each quality being by an order of magnitude rarer that the previous means that very rarely you will have a deficit of a lower quality while also an excess of a higher one, and if you do ever run into that issue, you can just void the excess or recycle it into other stuff. Adding a checkbox for Q(N) or better would just convolute the system further.
Just a mix of all recipes sorted by how much demand there is and how much ingredient there is, but the problem becomes if you accidentally put too many. I imagine you'd need a few sushi unloaders. Imagine if you set the limit for
on the sushi network to be like 1k and the machine making
gets lucky and adds a few more. You might need an inserter feeding a chest that picks up if it's over the limit and puts it back to the sushi belt once the buffer goes down
It would be a way to keep the belt from overfilling. Quality sushi belts are gonna be crazy tho
One reason the idea might work better via bots and logistics chests
The imbalances I’m talking about aren’t quality levels, but material types. With quality level imbalanced you can just recycle to kick the can down the road to 
But I plan on mining quality ore for my mall, and shipping the normal stuff to science.
And science won’t exactly use copper/iron/etc in the same ratio as my mall
And once you’ve kicked down to
or whatever the highest level is, there’s not much left to do but void if it’s still an issue
which I am still very sad about
It was not a good feature
I have to agree with the foot-gun sentiment
it was a great feature for setting up dedicated quality lines
since you had a lot less clicking to do
Param BPs
For train stations they’ll be incredible
For anything where it’s “just punch some stuff in a combinator and go” as well
I use them all the time for a simple
where the
is filtered and the
activates when logi amount is less than N stacks.
wouldn't that be better with passive provider or buffer chests
Filtered storage is nice in that you don’t need to worry about checking the “request from buffers” box, and otherwise accomplishes their functions if you set it up that way immediately
Also puts the items back rather than needing an extra
for stuff. Doesn't really matter for
, but helps with organization for
- which take items from the closest rather than by priority.
take items back pretty well as is, but then you need everything to pull from buffers
is earlier and don't need checkmark on 
I'm going to have a generic train request stations using parameterized blueprints. It'll just ask "what item/quality" "max input buffer" and the filters and everything else will just auto set
The only thing I don’t like about
is that it’s horrendously scuffed if you don’t build it immediately, cause chests with matching items are prioritized over filtered chests
Not a big deal either, it would just be like using
.
That said, if you put your general
somewhere reasonable, you could purge them into the other chests and then rebuild.
Param bps will make it easy to set filters before they're even built. Gonna make design so much faster
I use it so much that BP was on my quickbar
It could be more automated by connected a wire to an assembler, but there are so many different things to connect to possibly that I prefer to just select the item in the param BP
assemblers, belts, EMPs, etc...
When a content creator talks about SA in the present tense... makes me so jealous. Do you live close to NC and are you willing to let me come over to hang out?
You could create a BP for everything you'd want to connect a wire to and put them in a book on your quickbar. Would shift the work to scrolling through the book to find the thing you want
Yes, but it's just as easy to select the recipe
Yeah I would never make such a book, would be too restrictive on where you place the chest relative to the machine
That being said it would be quite nice for an assembler bot mall
Most couldn't show you anything if they wanted :(
not that much of a problem in 2.0
https://cdn.factorio.com/assets/blog-sync/fff-402-cut-paste-wires.mp4
There's a mod for that https://mods.factorio.com/mod/reconnect-cut-wires
Looking back at the quality FFF, the article claims that with a simple quality loop between assembler 3s and recyclers, with legendary qual 3s in everything, legendary items are 56x as expensive as normal items on average
My foggy sleep deprived brain wonders where that 56x figure comes from...
✨ math ✨
a year ago, no one could find a 56x
Well, here's some math of my own, that takes into account the opportunity cost of not using prod mods instead...
Disregarding the chance of multiple quality bumps in one craft for the sake of simplicity, adding a prod mod 1 to your machine gives you 104% normal-quality products per batch of ingredients, while adding a qual mod 1 to your machine gives you 99% normal-quality products and 1% uncommon-quality products per batch of ingredients.
This means the choice is between +5% normal-quality products or +1% uncommon-quality products, implying that the uncommon product is 5x as expensive as the normal product.
Since qual mod 2s and 3s are 1.5x and 2.5x as effective respectively, just like prod mod 2s and 3s, this opportunity cost ratio is unchanged when you upgrade your modules.
So by this logic, for prod-compatible items, legendary quality versions are 5^4 = 625x as expensive as common versions.
Why are you doing 5^4?
This is the part where your math goes wrong. The question you're trying to ask is this:
If I have a bag of resources of X size, how many high quality parts Y can I get out of it?
Why are you doing 5^4?
Each quality tier is a 5x cost jump, and there are 4 quality tiers beyond normal, so you apply the 5x jump four times
This is the part where your math goes wrong. The question you're trying to ask is this:
If I have a bag of resources of X size, how many high quality parts Y can I get out of it?
Assume the normal-quality outputs from the quality moduled assembler just get fed into science, and so are not wasted.
The thing about quality is that there are many ways of going about it, so their cost depends on the way you're doing it.
Feeding all of the non-quality stuff to science is one way to go about getting quality stuff, but the downside is that you'll always be limited in how much quality stuff you get by the amount of science you're making.
The advantage of a recycling-based setup is that you have both a 25% chance to get your inputs back to have another go and you get another set of quality modules to do that.
the funny thing about that 56x number
is not even the devs could reproduce it in the subsequent conversations
and i can see where youre going with that math, which is about the opportunity cost (lost prod)
that "56x" was rooted in the outright losses involved in recycle looping though.
And yes, prodding where you can and recycling with quality mods to quality boost and therefore exchanging the opportunity cost for the (possibly lesser) straight cost is... a thing for some configurations
If 1% are green or better, then 0.001% are legendary (if you've unlocked it)
5/0.001=5000x cost.
But this is for one step, you also produced green-purple which you can recycle and recraft, or send to quality specific crafting and continue rasing quality (if your goal item is more than one crafting step).
If they'd bring back mixed quality crafting, you'd only lose the opportunity cost 4% and the legendary 0.001%. 4.001/0.001=4001x
it's actually almost 31% more space because of the squaring. ( I know, this is a super important 6 months later response)
am i crazy or is it really strange that they decided to make fluids qualityless
i mean ig when they were deciding stuff about quality waifu was still clearly in the maybe stage
but it just seems really weird
i dont think theres a nice way to have a quality fluid
especially with all the new fluids
why not
for the same reasons people have touched on in #space-age pretty much
fluid mixing is very unsupported by the game
quality, by necessity, gives mixed outputs
the inputs are for a specific quality
the output is randomized
(if you're using quality modules)
yes i mean quality modules, output is randomized from craft to craft
You set the quality of the inputs and thus the base quality of the craft. But if the machine has quality modules, then it will randomly output qualities higher than the base quality selected
you could, in principal, have five different outputs from a machine, one for each quality
I do not believe this is a good idea
you can get 2 
or 2 
but not 1 
and 1 

right
so how would fluids break it
it seems that someone didnt play Factorio before
but you can get 2 
from one craft, and 2 
from the next one
it might back up if the pipe has different quality fluid in it but i expect waifu makes fully emptying pipes quick and easy
Because you can't have 5 separate fluid outputs. Factorio does not really support multiple fluids flowing in the same pipe at the same time.
the machine's output needs to be able to handle both
you might need quality pumps to maintain high throughput
depends what you mean by that
machine need to output up to 5 different fluids through same fluid boc to one pipe
... hmm. okay I see what you're thinking here. that could work. I still think it doesn't, but it could.
my idea has "concessions" (it's arguably a bit harder than quality items to understand) but qualityless fluids have very real concessions too
which Factorio doesnt support rn
i don't like how it makes for instance 
so cheap
There are plenty of hard quality things to make. And remember, unless you have every intermediate of the same quality, you can't make stuff.
Quality LDS may be able to make quality spidertrons, but you also need quality fish. Which are... much harder to make.
i assume that could rests on the specific numbers involved in waifu?
which is fair enough
no, I mean, I think the fluid system connection rules still excludes jt
i'm like 99% sure pumps can have different fluids on both side
yeah but what about the machines themselves
wdym
the chemical plant, oil refinery, etc.
yes i know you meant machine
sorry that probably sounded rude
i just dk what you mean
can you hook up a water pipe to an oil output
if not, you probably can't hook up a rare oil pipe to a common oil output either
it'd be a 

hooked up to a 
output not a 
output
right, but a
output is effectively a
output most of the time
i think it has the potential to have very poor throughput
but i don't think the engine would prevent it outright
the machine would just get stuck
until the pipe emptied
which waifu makes both quick and easy
the biggest problem i forsee is offshore pumps would need to be rebalanced probably to consume power i imagine
or maybe not
hmm
i thiiink it would be okay if offshores didn't get module slots?
hm. casual accessibility? needing to give each qual modded chem plant five filtered pump outputs is a lot of work for players who aren't in deep
also needing to build five fluid networks sounds painful
maybe Pyanodon's will have it though
that's the thing i suspect modding this would be either super difficult or impossible
sadly so
admittedly i have 0 modding experience
it just seems tragic that vanilla has decided this is likely not allowed to happen
it'd probably break too many factories to have any chance of being in 2.1
i really think quality fluids are in vanilla in 2.0 or never ever ever, even in mods
it just seems silly with all the new spage fluids
I think we've seen... 5 new fluids.
- Lava
- molten iron/copper
- holmium solution
- electrolyte
this will severely kill throughput (and reliability) given the new fluid systems
and we've seen like 5 new resources if you count every plant as one
i think the new fluid systems would make it much better
because networks empty out much slower the closer they are to empty, and you need to fully empty the network to pump in a new fluid
ultimately we don't know until we have hands on it but i really doubt it's that drastic
it wouldnt, it was changed cause people complain about pumps everywhere and you want to bring pumps everywhere back for little to no gain
throughput might be low but not intolerably low
both ideas have concessions and i really think quality fluids has less bad concessions than qualityless fluids
just oil refinery with just 3 fluids is already bad when you think about quality fluids
oxidiser and fuel
every fluid network switch would cause... more or less cause a certain loss in time in the system (its at least capped by the 100%->0% time case)
And the more machines you have, the more theyre going to be sitting backed up
or, or, OR you have one machine that isn't quality moduled, and is feeding the network with fluid faster than it can be fully emptied, which makes every other machine with quality modules on the network jam
And 7 new resources (ice and carbon, though the latter can be manufactured).
i admit now that you point it out this specific sort of situation would actually be a silly knowledge check but i imagine players can connect the dots
situations like that lead to infinite numbers of questions of "why isnt this working"
we already have issues with 1.1 where people are trying to jam too much fluid through a pipe 
would also be rare for people to
only some of their machines
maybe, maybe not.
But say you miss a module insertion sometime in early game where you're doing stuff mostly by hand.
And even in the case where it works properly, the machines will slowly turn off one by one until theyre ALL off and the network can empty
and that process can take a long time and lead to a ton of lost productivity
not only that
its an unpredictable loss in productivity, or at least, its not immediately calculable with the resources in game
ig it seemed really easy for singular machines but does scale somewhat exponentially in complexity
yeaaaah
i spent like, 4-5 years dealing with the bullshit that happens when you get systems interacting 
its fun to explore that stuff
even when the basic parts are simple, they can combine and interact in very complicated ways
ig i hope quality fluids are allowed in engine but disabled in vanilla if that makes any sense
and if the basic parts are complicated...
im pretty sure they arent even allowed in engine, like, the fluid prototype doesnt even support quality
(there is, of course, the janky fluid quality route. Make that mod at your own peril.)
yeah and we have no way to know how hard it would be to add that but we also don't know how hard quality was to add
i am Not A Programmer but i don't see how it would be so much more difficult than items
my experience with programming indicates that attempting to predict the difficulty of anything is a futile endeavor
true
but about 90% of the time its harder than expected
guess nullius will just have to be janky fluid quality mod
probably not fun to code
we already have the conceptual and high level framework for janky quality, because it exists as a mod now
true
for fluids, it'd be extending those patterns to, well, fluid objects
and iirc in janky quality all of the qualitied items are just wholesale different items, for fluids it'd likely be the same
what if you layer janky quality on spage quality
so everything has 2 different qualities
i mean
maybe
but janky quality will probably just have SA flagged as an incompatibility 
janky items are different from janky fluids, you dont have problem of putting differnet items into one fluid box
the 


we were uhh
exploring the implications of attempting this with fluids 2.0 
conclusion was it's too difficult for scrubs (/joke)
its definitely in a "mod only" territory given how jank itd wind up
i really don't think it'd be jank, just hard to build large scale and optimally for
each machine would need 5 pumps
would be too hard for vanilla spage though
It's easy if each building has 5 fluid outputs for each output.
yeah i considered suggesting that they could add a giga-
or such but i thought it would seem like a copout
And that would only work for recipes with one fluid output
is there any
recipe in vanilla that gives multiple distinct fluid outputs?
No, but if you're making quality fluids a thing it needs to apply to all fluids, including oil processing
yeah
I suppose you could make quality modules incompatible with multi-fluid output recipes like with catalytic recipes
so a giga-
, a tera-
, and a kilo-
?
if you made this huge building with tons of fluid outs (5 suggested but could be more or less) and you made it so that when it finishes a craft it picks any output based on this:
- if output connected to pipe with same fluid at same quality and with enough room in the pipe, output there
- if not above rule, output to random empty pipe
There's also the issue that mods can add more quality levels
you'd need to make sure the output pipe system never ran dry
or else it'd get scrambled
or maybe it could support setting a filter on each output
or both
so if you set no filter you could use it like that
i understand this might just be too confusing
like for players
they obviously want to keep vanilla simple enough
but i think it would make it a lot easier to have high quality fluid throughput
You just can't marry quality and fluids and not have it be super jank
no, you can't marry quality and fluids and not have it be too difficult for base spage
It requires mixed fluid networks which is inherently janky
i hazard to believe it's not inherently janky
also you could do this with a really simple circuit
and this version, assuming your number of outputs is at least 5x your number of fluid products, wouldn't even need pumps i think?
you'd need pumps for the circuit condition
OH yeah
you right
still probably too hard for vanilla
just gotta hope mods can do it the non janky style
Mixed networks are janky enough that the devs have attempted to prevent players from accidentally doing it for years
But they're so janky that trying to prevent it doesn't always work
I think this is more a "limitations of language" thing than English specifically
i hope a janky fluid quality mod like the current janky quality mod will be possible but the more i think about it the less possible it seems
because for every recipe with fluid involved it'd have to like completely override vanilla quality behavior
or whatever
sigh if only i knew literally anything about modding
There won't be a janky fluid quality.
Not with vanilla buildings
As you need 5x output pipes
see previous conversation, tl;dr with pumps you don't
The game doesn't support outputting different fluids on the same output
oh
fuck
well this is the end of the line
i will never get to quality module advanced oil processing
Unless you contort temperature into it somehow
You could always turn the liquid into a solid. Or multiple solids rather.
HMMMM
god i hope the modders figure it out
i guess i could use a combinator random number generator to determine my fluid's "quality" and playact at it
this is ADVANCED levels of cope you are witnessing right here
They can use temperature, though it's hard to make temperature interact with modules
In Py, the concentration of UF6 is represented by the temperature
there is a big difference between "simulation" of concentration with same fluid to make that work with something that its different fluid.
only way that would work is just same fluid with different temp and if that would be linked to quality of it there would be a lot of additional recipes - either for making that quality fluid in the first place and when using it as quality ingredient
you could also just add pipes that can carry 5 different qualities of the same fluid
and add pumps to filter them out into tanks
Or if a pipe system could hold multiple fluids, like if the higher quality floated on top
Or if making higher quality fluids take 5x as long to make
Lot of effort just for quality fluids, putting 5 fluid networks in each pipe 
technically, you can
That's not the question
just put all fluidboxes at the same place :p
The problem is having 15 output fluidboxes
ah that's what you meant by vanilla buildings
thought you meant the engine, not the entity prototype
Heresy, don't show that to the devs, might give them crazy ideas
don't worry, Klonan got mad at me already
Even if you made it work, they like visually readable logistics systems and it's much easier to mess with one fluid per pipeline
Ofc you "can" mix fluids in Factorio. That doesnt mean it is good to play with
sushi fluids 🤔
so for recipes that have fluids and items are the fluids just not counted for quality, i.e if I use
and
I’ll get
batteries and the sulfuric acid doesn’t matter?
A more interesting example is the Foundry's LDS recipe, which was changed to take molten copper and iron instead of plates. As such, all you need for quality LDS is quality plastic.
correct, making quality LDS from qualitied coal was how I made a lot of my
stuff for the second iteration of the space platform
I wonder what
rockets will yield. I suspect a quality rocket pad just constructs rockets faster
I hope increased cargo
+400% rocket per rocket
silo go brr
Even if they did, it would take a lot of item productivity researches before the increased cargo capacity of quality rockets would be worth the extra cost of quality rocket parts. Even if Q2 rockets could carry 2x the stuff of Q1 rockets, you still need to get to the point in your production chain where Q2 rocket parts are cheap enough to actually make.
Also, it should be noted that the UIs we've seen of rocket silos don't have a quality filter on them. Note that the silo in question uses Q2 prod module 2s, so it was taken from an SA run where quality has been researched. With "Any quality" no longer being a thing, it seems impossible to load a silo's construction inputs with anything other than base quality stuff.
Well if Fulgora gives me a
I can just recycle to get uncommon intermediates
Unless of course there's something worth using them on instead
sure, but you lose 75% for each recycling step
Depends on if I have a use for quality LDS. If there's a use for it then sure I'll use it, but when I recycle scrap and I get a quality LDS I can't use, I'd rather get the quality steel copper and plastic out of it. We will see.
Odds are plastic is used in the lightning rods as an insulator or for other things so there might be use for it elsewhere. I'm only working on my 1.1 knowledge
Fortunately, all that means is that quality copper and steel plates costs 4x as much as they otherwise would. And technically... they may not even cost that much, thanks both to the Foundry's 50% prod bonus and to whatever recipe differences there are between casting LDS and casting the equivalent amount of copper plates.
I'm talking about a hypothetical LDS coming out of scrap. If I don't have a need for quality LDS I wouldn't make it normally
Since it comes out of scrap, no initial investment went into it save the scrap and even then it was just a quality chance that caused the issue
So it's not a question of whether it's a waste or not, since we cannot mix and match qualities for production, if there is no tangible use for quality LDS, I would just use that random scrap as a way to get some quality steel and copper
Though if the EMP has LDS as a component, then the argument becomes moot since I want to make some quality EMPs. I'm basing my reasoning on 1.1 recipes
that's what so interesting about fulgora right there
it reverse the recipe tree entirely
expensive items become dispensable, basic resources become expensive
Yeah, getting green circuits means sacrificing blue and red because the green doesn't come out of the scrap
You still get 5 green circuits from each processing unit, so you should be able to get plenty
Anything that you can't get from scrap recycling that needs something like copper plates though? Not so great
Well cable comes out of scrap so that's not bad
Yeah but it's 1 copper plate from 8 cables
You could be off recycling LDS for 5 copper plate each
I mean, everyone will be recycling excess 
what do you need copper plates for anyway?
you can get circuits, LDS, copper cable and batteries from scrap already
ah of course, supraconductors
you don't have to do that on fulgora tho
Don’t have to, but fulgora is the place where you’ll be building up stockpiles of quality items for free.
Why would that be the case?
You get the quality items from quality modules in your recyclers.
you can do that on all planets
But on fulgora, everything is coming from recyclers.
which is bad
what's interesting about fulgora as a planet is its natural "mining productivity"
but the more crafting steps you have, the higher the quality of your output
How is it “bad”? Even if you just bring Q1 quality 1 modules to fulgora, 4% of everything you recycle will be uncommon or higher… just for free.
putting quality modules in your assembling machines also does that...
assuming you already put some in your miners in both cases
But you can use productivity there instead. Which will pay out more.
I can’t believe I’m having the “fulgora just creates quality items for free” discussion… again.
sorry I wasn't around during the first one lmao
also sorry if your point doesn't seem to make sense
The scrap recyclers on fulgora will create quality items if you put quality module in them, for free, as a natural byproduct of resource production.
If you craft using normal quality ingredients for most stuff, then Fulgora will gradually build up a stockpile of quality items.
yeah, and mining and assembling items using quality modules will also "create quality items for free"
You cannot put prod modules in recyclers.
I never said that.
they were replying about putting quality in assembling machines
btw prod modules aren't that good in the first steps of production
On other planets like Nauvis, producing quality items from ore requires trade offs in using quality modules in assembling machines or furnaces over efficiency or productivity modules and dealing with the increased logistical burdens of dealing with quality ore.
plus with SA there are buildings that have already a prod bonus, which lowers the effect of adding prod modules
And once you go to Vulcanus that gets worse as then the cost of starting quality early gets worse.
But on fulgora, quality items will just fall out of your resource processing, for free.
vulcanus is good for quality items
because all fluids are like legendary when mixed with other qualities
No matter how “cheap” quality is elsewhere, on Fulgora it can be “free”.
like everywhere else yeah
There is more to the opportunity cost of using quality modules in your scrap recyclers. Specifically, you need to sift through a lot of scrap. This means a lot of recyclers. Speed modules can compress this, but you can't use speed modules with quality modules.
So it's not "free"; it's very costly in space.
you want to be pedantic? it's not free on fulgora as well since you need to power at least your miners, recyclers and inserters
Power is free on fulgora. It’s lightning. If you want to be pedantic.
with solar it's free everywhere
The scrap recycling recipe is 5/s, and with quality modules, it'll be less than that. Sifting through 2000 scrap per second is a lot. You'd need 400 recyclers to do that, even if quality modules didn't have a speed penalty.
More looking at a stockpile over time.
anyway, who cares what's good or bad, just play the way you like the most
so everything you can do to quality module things on other planets, you can also do on fulgora. Fulgora also has the mandatory recycling steps that can be qualitied too, which lets you get more quality out of the same raw material, sure.
I think the space constraints might actually be a counterbalance to that though, because you do need to recycle a ton of scrap.
And if you're quality modding your recyclers, you cant speed mod (or speed beacon) them, so you need a ton more space to do things.
How this pans out in game I have no idea, but it's there. It'll require you to build a much farther reaching base than you otherwise would, which is a similar issue that building quality ore on nauvis will have.
and while power costs no resources to harvest via lightning, the amount of power each island gets will be constrained because they'll be too far to network until foundation
And space is at a premium due to islands
pretty much. Quality on fulgora feels less about resource costs (opportunity cost or raw cost), and more about fighting the space/power constraints
(and the logistics design
)
There's also the unfortunate fact that the first step in Holmium processing is to liquefy it. Which strips out quality from the thing that you most want to have quality.
Also, this liquefication step may involve a second resource (stone?); if it does, that's a big problem as, without any-quality, you now need quality stone equivalent to your quality holmium.
You should be producing quality stone in the same ratio as quality holmium ore
True, but it's still an irritation you have to deal with.
wait that message was an hour ago 😭
One idea to mitigate the space issue with scrap recycling is to have high-throughput processing and low-throughput quality processing. That is, you have one place for scrap to go that goes into speed-moduled recyclers, and another place that goes into quality-bearing recyclers.
That way, you can at least take advantage of some quality production without having to go too far with it.
my bigger question regarding fulgora rn is that, if the player goes to vulcanus first, and sets up logistics between fulgora and vulcanus, they can sidestep the recycling mechanic entirely and exchange finished intermediates from fulgora with what are basically free raw resources on vulcanus, with the only limiting factor being rocket cost
and rockets are basically free on fulgora, so it would be trivially easy to start that way
You don't need to go to vulcanus to do that
You can just send stuff from Nauvis if that's what you want to do
And you're glossing over rocket cost quite quickly there
Remember: at 50 LDS per rocket launch, one rocket on Fulgora costs about 5000 scrap. Productivity can bring that down quite a bit, but that's still a lot of scrap to churn through.
That’s a good point
Plus churning through all that scrap is going to give you a ton of other stuff. If you're just shipping in all your basic materials what are you going to do with it all?
So really making a rocket on Fulgora costs ~5000 scrap, with the byproducts of 50 processing units, 150 advanced circuits, 100 steel plates, 300 concrete, 100 batteries, 250 ice, 250 stone, 50 holmium ore, etc.
The other side of that math is how often do we need to launch a rocket? Odds are most rocket launches will be modules and EMPs
basically what i was originally suggesting was creating some equilibrium where both vulcanus and fulgora have the correct amount of raw resources and higher-tier resources and then move forward with production as normal. I think the reason that wouldn't work is actually because of the rocket cost from vulcanus. The rocket cost in exporting tons and tons of low-quality resources from vulcanus would be ridiculous
I want to make each planet self reliant and exports finished goods that makes sense for the planet, so foundries, belts, and Vulcanus science from
and then EMP, modules, inserters, and Fulgora science from
if we are right about prod modules needing tungsten then those modules will come from there too
i want to make interplanetary spaghetti
when i stop tesla turret production on fulgora I will be disappointed if my vulcanus science and nauvis ammo production do not also break
If you do, make sure you post the results on Reddit/YouTube. I love seeing successful spaghetti
I want to bring back lightning towers from Fulgora to Nauvis for the style
first mod i'm requesting is lightning on nauvis(no actual gameplay effect, just visual
Vulcanus seems to be better place. LDS from plastic and 2 fluids means that quality coal easily becomes quality iron and copper
Easily becomes quality steel, not iron. You can't recycle your way back to iron.
However, you can make quality iron while making quality coal by quality cycling grenades.
That also requires legendary productivity modules and 15 levels of productivity research, or more levels of productivity research and lower quality modules. If you want to do it for free.
That's not what Advena's talking about. They're talking about how the Foundry LDS recipe uses molten metals (which don't carry quality), so the quality of the LDS produced is only affected by the quality of the plastic used. So if you can get quality plastic there, you can get equal quality LDS.
I did say, if you want to do it for free.
Which the 300% prod point is the free point.
It goes free well before 300%, because of 50% built in prod and prod modules
You can't really get "free" LDS from the Foundry recipe, because recycling doesn't reproduce the fluids. You have to use an assembler, so the earliest you can get "free" quality LDS is +200% from research.
that’s so fucking clever
if it works
quality iron is easy quality steel too
then you just need a good source of quality stone and boom
quality factory
Take the excess stone from your lava process and cycle walls or landfill. It's wasteful, but you should have a ton.
can you make rails with prod?
you can'g in 1.1. so probably not in 2.0
It won’t. As recycling the LDS will only get quality steel, not iron. Good, but not as good.
Besides, at 300% prod, if you put legendary plastic in, you can get legendary LDS out, then recycle that to get legendary copper and steel and the same legendary plastic you put in, out, to make further legendary LDS.
what recipes for molten iron exist
…is concrete recyclable?
But you have to smelt the ore into plates.
An extra step.
It’s an extra step but an easy step
True
Yes.
Coal liquefaction is the basis of oil processing on Vulcanus.
Also, if you’ve got high quality iron ore, you may as well smelt it in an electric furnace so you can use productivity modules on it.
oh yeah those exist too
i don’t think you can prod concrete?
but either way you’re just using it to pass quality from an item to an item form of a fluid
this is true, you can only use productivity modules on items in the Intermediates tab
if you balance the quality ratio of your ingredients, only 2 items can have more than 3 quality steps
so it looks like coal and stone quality are going to be the big chase targets
ironically
even though you wouldn’t initially think so because they’re used to pass quality to your main materials more cheaply
what do you mean?
can have 7 quality steps
oh wait you right, plastic is the limiting factor
4 steps
same goes with
, this time it's the bricks, also limiting the total to 4 steps
is exactly like
, plastic-limited to 4 steps
ironically
is the best with 5 steps
I plan to not think too hard about it and just go for quality on every step, setting up automatic delivery to recycle stations if the request buffers for the item are too full
im not counting quality ore as a step, but if i do, green science is 4 steps
ore->plate->belt/inserter->green science
->
->
three
the good thing about trying to craft
is that you can use any normal rails for base construction
Yeah, but you can already get quality iron from quality cycling grenades, which is a good way to get quality coal.
maybe but qual grenades can’t be prodded can they?
It's unlikely anything both recyclable and made from coal can be prodded, at least of the current item list
explosives?
No, but coal isn't exactly the most important resource (even on Vulcanus), and iron is relatively plentiful. Of the available options, it's probably the best.
they’re an intermediate
They're a chemical plant recipe, so they can't be recycled.
oh, right
There's nothing to say that explosives would recycle into their ingredients
hmmm
I'm 99% sure the only reason batteries are an exception to the rule is because of fulgora
poison capsules maybe
The other thing is that plastic has a productivity research, so with lots of that and/or prod modules and/or a super-chemical plant, you can make your relatively small amount of quality coal go much farther.
Super chemical plant is very likely 👍
Looking forward to confirming everything in 18 days
poison capsules seems like they’d be good for cycling coal
tho ig no different than grenades
I'd say they're worse than grenades because they're more expensive per coal
well yeah but no different in speed
The main issue with poison capsules is that you need more stuff. Grenades are ideal because you only need one other thing: iron. But for capsules, you need iron, copper, and steel. That's a lot.
ah nvm, I hoped kirkmcdonald calculator was putting recipes in the order I wanted, there are items that are flowing next to other recipes
when the final product uses multiple intermediates steps i.e blue ciruits - is it worth it converting to a higher
later or should you start this back at the smelting phase?
the less recycling the better
so better craft until the end product to maximize the chances of getting better quality
and only then recycle loop if you need to (or just skim what you need and leave the rest for the main factory, or a mix of both, etc)
so make everything in each step with
and then recycle the final product until you get desired
got it
uh I mean, if the first step outputs a
item the second step with be like that
but if the first step gives you a
item you better use it for
crafting
just one assembler will do, it doesn't take much space
that way you get the most high-quality items at the final step, which reduces the need for the inefficient recycling
but you need quality modules in the intermediary steps then right?
right
is it preferable to have a mix of prod/quality modules in intermediary step or just one or the other (until the final step ofc)
I've heard 2x
+ 2x
is the best, I'm not sure myself
I'll use only quality modules to make quality items
wait no, the 2Q2P was for recycling
I think going full quality is still the way to get as many legendary item per ore as possible (without recycling)
2x
+2x
is for getting the most higher quality outputs from the input ingredients
A lower % of your output is of higher quality, but the overall output growth from productivity counteracts that
does it stack tho
like if you have a recipe chain, is the 2Q2P really the best for all of the recipes?
with
modules it's best to use 4Q, same with
, with
3Q1P, same with
, only with
modules 2Q2P is the best
And I would guess that that also also holds for chaining
ok that's interesting
*assuming no recipe/machine productivity
but productivity modules will make it slower right? So you can trade resources for time if you want
quality makes it slower too
ahh
speed modules drop quality
time = space
oh no
*sweats in quality prod space ship*
well
but the quality penalty isn't even that big on speed modules
maybe not everywhere in factorio 
-8% from all of those beacons
yeah it's 1% per module
and with the changed beacons that's a..... good thing I think because less is more?
but less is more than what less used to be
+fff 409
Hello, Today we're going to take a look at a feature some of us have dreamt of changing for years now - the beacon transmission. The main purpose of beacons is to allow massively increasing your production in the late game while being more than just a module or a faster machine. To make use of beacons you need to adjust your building layout for them. Beacons succeed in this role, but...
This was caused by module effect clamping in the background. It would now show 0% because the clamping was fixed.
Did they go with the clamping on quality? I thought that they decided against it.
Negative quality on a machine doesn't do anything so it should clamp at 0%
so is it "quality" subtracted by 8%, linearly?
Quality bonuses are clamped at 0%, yes. You can't have a negative quality bonus to downgrade items, instead speed modules only weaken the effect of quality modules.
https://discordapp.com/channels/139677590393716737/603392474458882065/1233870774683566134
the effect yes, but kovarex said that they are keeping the negative value in the tooltip for transparancy
It's good to know what the negative value is so that it's obvious how much quality effect you'd need to overcome the negativity
Though would you want to use speed and quality modules together?
You wouldn't, but seeing the negative value makes that obvious to a new player
New player would see "oh, I shouldn't mix quality and speed"
I don’t know about that.
I recently watched a new player put 2 efficiency 2s into their miners.
And I had to explain that 3 efficiency ones would have the same effect, but be cheaper.
yeah, but leaving the negative value in the tooltip has a better chance of communicating the quality penalty to a new player
I mean it'll literally tell you on the module tooltip
Don't overestimates players ability to find the information they need to play well. Sometimes games need to have the text flashing and people will still complain "the game didn't tell me that"
Keep in mind some people are going in blind without reading the FFFs and the discord. The blog post explicitly explained it, but someone who didn't read it will discover it in their playthrough. I guarantee there will be a reddit post the first day "why do my quality modules not give me all of the percent chance they should?"
people hate rtfm
What's that?
An admonishment to "Read the Fine Manual". Feel free to substitute other appropriate words for "Fine".
||Fine||
I feel great concern from the people who will read the module effect of modules but then not, in this case almost literally, put 2 and 2 together to understand that -% and +% means no %
But I suppose if one did not read the module effect and just used them, for reasons I suppose, then they could miss that detail
putting 2 and -2 together 
that said
given the numbers we see here, qualitied
does appear to be capable of climbing out of the hole that speed modules put the machine in.
a speed bonus of 600% (with prods in the machine!) is pretty substantial, and -8% quality isnt irreparable even at that level.
I can honestly see some speed+quality cases existing where a quality setup has to be jammed in a small space. You'll want, well, quality materials to make it work so you have more upsides for your downsides, but I can see it.
I'd say your best bet for that would be high-quality, low tier speed modules. Q5 speed 1s inside of a single beacon can give a +75% speed boost each. We'd need the exact numbers for the quality penalty from the various different tiers of speed modules though.
in fact
we can even roughly work out what the -quality module is on speed 3s from this ss
and that gives us... something to narrow the range, because these machines both are at -8% but have different amounts of speed module effect from the beacons (rounding's a bitch)
okay
the foundry ss plays nicely with my logic.
Take 1916, add 60% (removing prod mods) to get 1976
Divide 1976 by 10 (# of beacons) and 0.3162 (relative effect of beacons), get 625%
Divide by 2.5 (Known single
beacon effect) to get 250, then by 2 (# of modules in a beacon) to get 125% speed boost per module
which we know is also 50% (
) x 2.5 (
quality modifier)
so that all checks out
now to apply it to this damn emp because this was weird
carrying out the same math on the EMP gives 80% speed boost per module if assuming the beacons are normal, which is possible with

It's all legendary in this one as well
That's all you really need to know that clamping is going on with the -8% quality value
Both have -8% despite one having ~13% more 'speed module'
If it wasn't being clamped you'd expect the foundry to have -9%, or the EMP to have -7%
i get 15.81 "speed modules" for the foundry and 14.14 for the emp, assuming the beacons are legendary in both
this game is math
if the speed module gave -0.5% quality, and it rounded down to the nearest %, it'd be -8% in both cases
No it would be -7% for the EMP
EMP is 0.3535 * 8 * 2.5 * 2, which spits out 14.14 modules
if you rounded to nearest, it'd be 7%
but there might be reason to explicitly round down here
This is a big stretch, ngl
it might be but unless that clamp is actually meaningful, in that you only need to climb out of a quality hole of -8% even if combined speed effect was greater than that, then it'd be giving the player incorrect information
and wube loathes that
This was a screenshot taken while in development, and we already have precedent for effects to be clamped to -80%, see efficiency. (keep in mind the actual quality module effect is 10x greater than what is displayed)
... 
if this is quality getting affected by the global -80% clamps (and that IS possible because I remember the devs talking about how those rank up chances are multiplied by 10 or 100 to get "quality values" under the hood)...
funny though that the rounding down assumption does make things come together consistently as well 
actually
no it doesnt
Yeah then the foundry would be -9% 
Nah it wouldn't
Not mathing correctly right there
because the beacons in THIS ss likely aren't qualitied, given that my math to calculate speed mod effects only worked out cleanly to
beacon and

and i got 15.81 "speed modules" for the foundry, which at -0.5% each would still get an 8% when rounded down
but if the beacons aren't qualitied, then they should be applying a significantly lesser quality penalty to the building
and they arent, which is very strong support for clamping
this is why I'm so glad the mouse-over tooltip offers us a rate calc so we don't have to do it ourselves
well. That was fun.
Shame that the possible exploitation may not be anywhere near as good as initially thought.
if it's even possible to begin with
yeah, that combination spit out very clean numbers while everything else was off by... more than rounding errors would suggest
With an expected quality% value of -4.24 assuming
is -0.5%
There just has to be clamping going on
Otherwise they all couldn't be -8% total quality effect
yeah, even rounding doesnt overcome differences from that one 
and we do have good precedent for the -8(0)%
We do have a known minimum (although I suppose it would be maximum) value for the negative quality % of a
: -0.94%, call it -1%
Which if accurate would mean quite the significant throughput increase from a beacon on your quality setups with high quality modules
assuming its only -1% for a 
Personally I believe that means the true value must be significantly more impactful, closer to -5%
yeaaaah
-2.5% would match
's 2.5%
Bright flashing text is filtered by modern people brains.
Day 1 there will be someone either on the discord or the forum complaining about speed modules making quality "not working"
I don't care how many tooltips you put in the game, some people just won't get it
for what its worth
its a pretty reliably good filter
They'll be told it's intended and they can accept it or be upset I guess
You can't help everyone, unfortunately 
nobody reads - but I also don't feel bad for those who don't read
so it really goes both ways
anyway I think gleba might have just usurped vulcanus for quality component manufacturing
I curious how catalytic spoilables will be handled for quality
If you have to maintain some base input for the catalist to work, (or it just eventually spoils) then there's no real way to maintain a quality stockpile of them
So the only way to get something like quality prod3 is to loop the product itself
yeaaaaaah
quality p3s look like theyre gonna be locked to recycle looping
Cool idea. There are some interesting ways to mix these features.
My understanding is that catalytic recipes cannot use quality modules. So this is never a question.
It would be interesting if captured nests generated quality eggs based on the quality of the bioflux they receive. But that's unlikely; they probably treat bioflux like a fuel.
That being said, I forgot that on Aquilo, you gain the ability to build captured spawner nests like buildings. Maybe these ones have module slots and/or treat eggs like a recipe.
once again, will specify: this is likely not an API limitation and is just a balancing convention if I had to guess
the devs seem to be keen on letting people make questionable decisions when modding if it doesn't break the engine
When the developers (temporarily) stopped prods from supporting catalytic recipes, did they do it in a way where mods could put it back in? I don't think they did.
Very likely they just stopped the recipes from accepting prods
I seriously doubt they hard-coded per-recipe limitations like that
recipes already have a way to specify "these effects should not work on this recipe"
Why wouldn't they?
It's horrible practice.
And probably slower performance-wise than just marking the recipe as "prod effect no work"
(since it's adding an additional check that consists of multiple lookups)
Why? If the developers consider quality modules as applied to catalytic recipes to be broken, why would they force themselves to find every catalytic recipe in the game (even new ones they add) and specifically say "does not support quality"? It'd be far more ironclad to just code a thing into the engine saying "catalytic recipes can't handle quality."
It's a check that happens once when a recipe is set.
Because, for one, there's no "catalytic recipe" prototype in the game. If the game were set up that way, then we'd see it in the prototype structure.
Secondly, the developers could quite easily set up a script to manage their prototypes to keep all the benefits of hard-coding while taking none of the downsides. (in fact I bet they probably have some helper scripts to batch-change prototype properties conveniently)
No, but the engine clearly knows when a recipe is catalytic, as it must make adjustments for how productivity works. That is, when the engine is loading recipes, it checks the inputs and outputs of the recipe for catalytic components and sets up some data accordingly.
I'm saying that the way they turned quality off for catalytic recipes is by adding a flag to this catalytic detection code that says "this recipe cannot use quality".
It's likely that the 'catalytic detection code' is baked into the prod system
i.e. they changed the prod math from "output" to "output - input"
so
Why compute that every time instead of just computing it once when you initially loaded the recipe?
You read the recipe's data and convert it into the internal data structure. Part of that computation means detecting catalytic recipes and adjusting some things accordingly. Why not just add a thing there that turns off quality?
Because, again, it's bad practice (leads to unclear prototypes)
unclear prototypes as in
if I set the 'allows quality' flag to true, I fucking expect it to allow quality
If it overrides to false because I included an item as both an ingredient and an output... that's bad practice
Again, I go back to the point of when productivity was turned off for catalytic recipes. Do you think they did it at the prototype level or the engine level?
Prototype level.
Prototype level.
If catalytic recipes did have this sort of distinction, then guess what
we'd see it in prototypes
If we have a portable version where it was disabled available to download, it's easy to check
We'd have a NormalRecipePrototype and a CatalyticRecipePrototype
Do recipes even have a setting to allow/forbid quality?
YES
I am almost certain there is a way to do that
actually apparently the restrictions are machineside
...THAT'S RIGHT
yeah okay so it might be hardcoded
though it might also just be that the qual roll doesn't occur for the catalyst type
which would make a lot of sense
@daring siren no need
I went into the docs and recipes actually don't have module filtering abilities
so it has to be hard-coded
Got confused with the module limits on machines themselves
though I will say it's probably not a universal 'no quality on catalytics'
if I had to guess it's 'the catalyst doesn't roll quality'
since that's partially in line with how prod works now
It's not hard-coded, it's on the module prototype side, under "limitation"
WAIT A MINUTE
No I was right
And yeah, there's a module-side limitation
but for prod there's also
on ingredient and product prototypes
"catalyst_amount"
it's auto-calculated on recipe load by default as @obsidian crescent expected
however it can be overridden
That is correct. But this was added for this reason.
It works for prod because it's a single item stack type, and just having a larger number.
It doesn't work for quality because there are several possible output stacks, where the catalyst remains in the same quality, and the non-catalyst side can increase.
unless the code is
"if catalyst_amount >= 0, don't roll"
which it could be
I'd wager it's not.
true
But I don't care for this enough to discuss. It's fruitless
I'd also make that wager considering uh
recipe limitations on modules
prolly easier for them to just have a script for qual modules that sets an exception whenever they create a catalytic recipe
https://forums.factorio.com/viewtopic.php?p=615425#p615425
actually this might indicate that there's an "ignored_by_quality" boolean property on recipe products
What? Currently you can add a "catalyst_amount" parameter to ingredients or results of a recipe. Added on an result, this has two functions: It sto…
as far as prod and catalysts go
my understanding is that each recipe has separate "normal" outputs and "prod" outputs, and for most recipes theyre the same
and while that works for prod, quality would require more separation
nope, each recipe has outputs, and there's a property for those outputs (that's calculated at the end of data stage if it's left unset) that deducts from the output amount for the purposes of prod
and production statistics
but they're apparently split in 2.0
huh
i guess the format i saw was just for one particular exporter for calculators
and if I had to guess, they may just have
ignored_by_productivity (int)
ignored_by_stats (int)
ignored_by_quality (bool)
My guess is that catalystic recipies support quality as normal by default. Based purely on my conjecture that it will let you make ledgendary fish by fish breeding to use in spidertrons
I think the devs have said that the only way to get quality fish is by recycling spidertrons 
can you at least breed quality fish once you have them?
Yes. While catalytic recipes cannot use quality modules, they still operate under the normal rules of quality. So if you get X quality inputs, you get X quality outputs.
However, if the fish breeding recipe requires an ingredient other than fish, you also need to make that ingredient in equivalent quality. Also, fish spoil, so you need to take that into account (although higher quality items have a longer spoil timer).
fish spoil now? 
I think one of the LAN people accidentally let that one slip.
i guess it makes sense
still sad
Has anyone done calculations on the cost of raising a non-recyclable item from Q1 to Q5? That is, if all it recycles to is 25% of itself, and you have no other way to do it, how many items do you need (given a particular arrangement of quality modules in the recycler) to make a Q5 item?
Also, do we have any information on whether any of Gleba's fruit-based intermediates are recycle-able? I know you can't undo baking or mashing (the former is a furnace recipe, the latter has a byproduct), but can you undo, say, Jelly-yum manufacturing?
iirc we did a lot of stuff like that back when quality first dropped, just raw recycle loop efficiencies
and it was something around 40x if you could prod whatever was being recycle looped
if theres no crafting back and forth between an item, youre just trying to self-recycle to get to
then the math should be fairly simple
I've more-or-less forgotten how accumulated probability math like this works.
i just threw it in a spreadsheet and iterated till it mostly converged 
I think i got something like 83x for a no-prod case
That's a lot of fruit.
with no back/forth crafting its 4:1 both for the recycle ratio and the quality up ratio (4x
), so 16 items in per qualitied up item out
course the next step is to handle the chance for multi-ranking
According to the linked thread, auto-detection is removed for catalytic recipes.
it was around 40x if you could prod exploit
it was somewhere around 70-80x iirc if you couldn't
hm.
Yeah that might be the case, cause iirc i was saying something along the lines of the 56x relying on prod effects we didnt know of yet
so the baseline case would be worse than the 56x stated in the fff, which mean the 80x case is probably more correct
that was bc it was a snapshot estimate
iirc
cant remember, no productivity in recyclers, correct?
cause i get 2727 initial items recycled till only 1 Q5 is left
with 24.8% quality
yep, cant prod recyclers
Yes, but I was more wondering about the issues with maintaining a quality stockpile of spoilables to maintain a catalytic loop of.
If the product is always as spoiled as it's least spoiled ingredient, then any catalytic loop you have where the catalyst/product spoils will eventually all spoil, and you'd loose your catalyst.
The only way to maintain the catalyst stockpile would be to continuously feed in fresh catalyst to maintain a higher average spoil%
And maintaining quality with all that would be even more challenging, and most likely impractical if you wanted just the highest quality
Given the fact that the catalytic loop for ore bacteria functions, it seems likely that a recipe can override the normal rules for freshness. This would likely use the same tool that allows spoilage->nutrients to specify that the nutrients are half-spoiled.
So catalytic recipes around spoilage can just state that the output will always be 100% fresh. Which makes sense with fish breeding, ore bacteria growing, and egg manufacturing if that is indeed a catalytic recipe.
If that is the case, then the main issue for maintaining quality will be getting any other ingredients needed for the recipe. That is, you can make a single higher-quality ore bacteria ready for catalysis. But how do you make the quality Bioflux to go with it? Every single time you need more quality ore.
I'd guess you're correct on catalytic spoilable recipes resetting the spoil, it would make the most sense given what we know about how recipes and spoilables work.
This is why I'm wondering if any of Gleba's biochamber recipes will be recycleable. Because if they're not, then there's basically no way to use ore bacteria culturing to make quality ore. It's just too expensive to make quality bioflux if you can't recycle it into its inputs and try again.
Not to mention the fact that the Biochamber only has two module slots...
But how do you make the quality Bioflux to go with it? Every single time you need more quality ore.
It's questions like this that make me challenge the viability of making quality intermediaries long-term.
How many machines/products that you want have intermediaries similar to bioflux that seem they would have no good way to make large quantities of in high quality?
It depends. Fluids aren't a problem, so things like holmium solution and electrolyte are fine. Holmium plate comes from a liquid, so it's non-recycleable. But superconducting wire and supercapacitors are probably recycleable.
It's all well and good to get
circuits, module 2s, plates, etc. But if you can't get
biter eggs in the same ratio then most of it will just sit there doing nothing
Tungsten carbide is, shockly, an assembler recipe. So I can't see a good reason for it to not be recycleable. Tungsteel is a different story.
I'm not brushed up on the Vulcanus recipes, what was tungsteel used for again?
Almost certainly BMDs, but probably also green belts. We actually don't know much about what other items are on Vulcanus.
There are clearly some final products where direct recycling is the most effective way to make them. The main off-planet buildings being good examples of those, as well as modules. But things like beacons, platform components, chemical plants, even assemblers, those all seem like good candidates for production from intermediates.
Hmmm, really the only things I can feel confident saying are definitely recyclable are end products and anything in the crafting chain for stuff that comes from scrap. (not necessarily recyclable into their ingredients)
I'll give leeway to assembler recipes because of how it was described the recycler recipes were generated.
As for quality biter eggs, we do eventually get the ability to manufacture a captured nest building. Presumably, such a building doesn't need a constant infusion of Bioflux, but that means it would likely have something else: a recipe (presumably taking Bioflux 😉 ). And thus, if you could get quality inputs, you can make quality eggs.
Or you can just quality cycle biolabs. Which... sounds way easier and you can do it way earlier. You don't need Q5 right away; a few +60% speed labs would be great on their own.
I mean, what else are you going to do with all those eggs you're not sending back to Gleba for mysterious uses (or turning into prod module 3s).
they said the captive spawners you make do get a little bit quirky at night
so they might need a constant source of something even more expensive than bioflux
all i found is just "and the captive spawners you make will have their own quirks..."
so we know normal captive spawners begin making biters again if they arent given bioflux
but placeable captive spawners you make are .... ???
unless the nighttime thing was from an outside of fff bit
it was a shitty fnaf joke that i for some reason expected people to get
ah yes
well, given the devs literally used "quirks" in their own descriptions, well, yeah theres a few collisions there 
either way, the actual crafted captive spawners apparently are going to be different from "natural" captive spawners
maybe i should've just passed it off as being an attempt to intentionally spread misinformation on the internet
nah, spreading misinformation is overrated
i will automatically believe anybody that says something was spotted in the background of b roll or said by a dev in a reddit comment
anyways
i can't imagine what quirk they might have other than needing fuel
like there's just not many ways for a factorio assembling-machine-like-thing to be quirky
Every assembly craft has a random chance to spawn a biter.
Or, more to the point, it spawns eggs that have a random freshness. That can sometimes be zero.
well, we'll find out soon enough
that would actually be pretty good
you're allowed to put the artificial spawner wherever you want which means it should be much easier to stock turrets around it
and it would make having a large field of them all speed moduled be... difficult
i assume the eggs spawn biters based on evo
so eventually you'll be getting a significant amount of behemoths
Um... why? Assuming that artificial spawners even can use beacons, there's still plenty of room for laser or gun turrets. They're only 2x2 buildings after all.
idk
if they are random, I hope they cap it to be at least 50% fresh
It's interesting how quality became the most contentious feature in space age
I still absolutely hate it.
At this point, there's basically a large group of people furiously debating about how best to take advantage of quality and when its worth investing in, and a small group of people who just hate it for whatever reason.
good thing its fully optional so the people who keep going off about how much they hate it can just not use and stop constantly bringing up how much they hate it
I kinda doubt it. In part because whenever person A says that they have a problem, and person B suggests using a higher quality product as a solution, there is a non-trivial chance that person A is one of those people who hate quality and they weren't the one who brought it up.
Like, imagine some thread about end-game megabasing in SA and someone shows off their base and asks how to improve it. If everything is base-quality, someone in that thread is going to suggest improving the quality of some of the machines in question.
It's likely going to be more like people who hate beacons and/or modules. They kinda have to tell you going in that they're one of those people or else they'll be inundated with suggestions that they don't want. As such, they're going to have to keep bringing it up.
I don’t think nearly as many people are going to forego quality as we think
people dislike things they aren’t used to but I think after trying it most people will adapt
I expect that you'll probably have more people forgoing quality than we do forgoing beacons... but not by a whole lot.
we'll also probably have less people forgoing beacons in SA than in vanilla, just cause the beacon changes let you get a lot more out of the builds that arent annoying to make
one beacon on one machine is emotionally rewarding now
You're seriously kneecapping yourself if you don't think about beacons in 2.0
I really really liked the new balance when I heard about it, but testing it made it clear that it was an even better change than I thought.
It's even nice for megabasers because it is much more viable to forgoe 1-2 beacons to do a more optimal layout. Getting 'every last beacon' isn't so impactful anymore, to the point that it is above all other concerns.
yeah, even if you're just going for quality modules in things, putting efficiency modules will help a ton
the only actual "argument" i've seen from people that don't like quality is muh rng
engineer who hasnt done uranium processing
Quality is just such a well made feature in so many ways
I think it fits Factorio very well, giving direct incentive to build massive factories for everything you need to build the factory. No more getting away with just one assembler making beacons/assembling machines/furnaces etc.
Nah one assembler making things will still be a thing, we’ll just make better intermediates :3
Sounds boring, I want a river of inserters!
In my base there's gonna be river of inserters feeding AIO assemblers making better intermediates
Well that's not a river if they're not flowing 😔
There’s just so, so many design choices that come with quality
That's a good thing though. I'm bored of games that have one ideal tired design
Everyone is going to claim to be the best for the next year or so
Ehhh I feel like community will have a consensus for the most part in like a month
Seems like you either do a "top down" and roll the dice on final products and recycle, or "bottom up" and max base materials and build up from there, time will tell I guess.
The answer is pretty clear imo: top down is far less complex and easier to scale, bottum up is potentially more resource efficient as you get more recipe prod
I like the idea of rolling for quality on each step and recycling excesses toward legendary. I plan to have inserters check for demand for current quality or higher before loading. If I don't have demand for legendary (probably because it just unlocked and I haven't built any stations for it yet) then it won't load and it'll wait for a demand to open up
If it measure a demand for legendary, it makes all the other inserters activate to load but if the destination is full for that quality, go to a recycle station
See I’m personally probably going to skip quality til recyclers at least
Until I get recyclers I'll just put quality modules in the last step assembler and just be happy for a 2-4% chance to get an uncommon or rare product out
i’m not even gonna bother with that
It'll be nice to have a few rare solar panels on hand, but yeah until we can do a fully scaled up recyclable operation, just doesn't seem important to worry about quality
Skimming enough base iron/copper/plastic to guarantee a blue armor seems worth before you blast off
A red belt of iron smelting with t1 qual is 33 uncommon and 3.3 rare irons per minute
I figured Quality in the miners and Prod in the rare-only smelter early on when you just need specific finite quantities
You can put mk 1 quality modules on everything and skim quality off into storage chests for sure
quality labs and solar panels early are nice
Quality panels are useful for platforms
Quality to me is like modules. Not necessary for an enjoyable time and beating the game, but adds a ton of longevity and early power
and on the flipside
it takes a fair amount of design effort to leverage, but also has some (very) small investment options that are pretty easy
...similar to modules/beacons
quality modding only end product machines would be like the equivalent to doing un-beaconed moduled setups (that 1s+3p kinda thing idk)
Speaking of modules/beacons, with the stronger beacons in 2.0, it's quite easy to replace old
with
and
in the exact same footprint with similar output
In general going from
to
with center feeding is actually 1 wide thinner. The problem is length, and that's where
come into play
Also electric furnaces are nice if you're going for quality plates
Probably foundries for processing normal ores, electric furnaces for processing quality ores
Speaking of, we would probably have a reasonable amount of
and
from
research
Dunno if it's worth putting quality in
though, just for recycling back for guaranteed 
have we seen the actual stats on a Qual1 module
I thought it just had an energy penalty but I've seen it floated they also have a speed malus
I believe they've said a
is 1% chance for quality and we surmise that a base
is 2.5%
all will be revealed when the media embargo is lifted
four Quality 3's have a 10% chance of upgrading, so 2.5% each sounds right
remember on that graph the chance is >= that tier and all the blank spots should say 100%
well this chart is where we get the assumption that 4
is a 25% chance , though there's some question about floating decimal point that might acutally make th is 24.8% instead because Factorio tends to only keep 1 decimal point instead of 2
basic inserters from
is another good one to use for higher tier inserters
Also, the 10%
is really 10%
or better. And is actually 9% 

indeed
I shorthand it to 10% chance to upgrade when talking to people
I don't say 9%, 0.9%, 0.09%, 0.01% I just say "yeah, a 10% chance to upgrade" and what it upgrades to is up to RNGesus
Unless the question is if they changed it to not be 24.8%, then it's still 24.8%.
#friday-facts message
yeah.... hate that rounding error. I wish they'd just hard code it to 25%. I'm just gonna refer to it as 25% because it's close an easier
is there a reason we can't put
in foundries?
Right. Since using the foundry to make plates can give you 4 modules, you can get more quality out of that step than using an electric furnace, but if the ore already has quality, you'd lose it when making it into a liquid and it would return to normal. You'd be better off taking the
and putting it into an electric furnace for a chance at upgrading to rare or better plate but you would at minimum make uncommon plate out of it
Putting prods to make more out of
is also a reasonable option
Im reserving prod modules for legendary
If you get a decent quality chance over 4 to 5 craft steps, it's worth the lost prod potential. It being RNG is unfortunate but if you want to mass produce finished goods to recycle loop, that's fine, but I think researching prod bonus and using special buildings will make it not too bad to go for quality on every step
You just have to set up some train logic to go recycle if all the input buffers are full
Still don’t think quality modules in miners are worth it once you’ve got the foundry. At the rate you’ll be able to consume materials, and the transport capabilities of molten metals in fluid wagons, mining directly into foundries could be the way to go.
Do we know recipes in the foundry?
If the green ore came from quality module miners, you might get more quality output if you use productivity mods in the miners and send everything to the foundry.
You should use speed modules in miners. You can use quality modules, but that requires sending the quality ore through a traditional furnace stack. But prods are never the right answer for miners, especially if BMDs are on the table.
Mining productivity is one of those unlimited prod bonus researches you can get. Also you can always set more lines up.
if you want to process some quality,
for faster results without more miners, don't use
because it adds to your researched prod bonus and it's just an additive result that only makes the mine last longer
The point would be that using no modules in miners (and not having to set up a foundry for each quality) might be better than electric furnaces
You wouldn't need a "foundry for each quality" because fluids have no quality. Putting quality ore in a Foundry makes no sense because you won't get anything different out of it. If you want to preserve quality from ore, you must use furnaces.
But yes, by the time the Foundry is on the table, you probably will have graduated from quality mining as your means to get quality stuff.
Right. The point I'm trying to make: if you have produced quality ore from a miner, and have then locked yourself into using an electric furnace, due to the fluid output from a foundry having no quality, your total output of quality gears,for example, might be lower than if you had used a foundry to process the ores instead.
You could mitigate the issue by using a foundry to process the higher quality ore, sacrificing the quality you already had, to produce a non quality liquid.
I say this because,to my knowledge, we do not know the production rates of ore-> molten metal -> plate/gears
You say it like it's a bad thing. I suppose it is if you're trying to use the foundry prod bonus but I'd assume that if you were mining for quality ore, you'd be happy to have quality ore to start with
A
at minimum will craft into
with no other lucky crafts
I assume the goal would be a quality item made from ore, not the ore itself.
Common ore in a foundry with quality modules, might produce more legendary copper wire than quality ore->quality plate from a furnace->quality wire in an assembler.
The math doesn’t support this
A 50% bonus on a foundry doesn’t make up for losing the initial quality
I think the best outcome is to filter out quality ores and send those to a separate quality smelting place
Even in a huge base you would really only need a few furnaces since the vast majority of ores would be sent to foundries
Not necessarily. Molten copper either turns into copper plate or copper cable, so if you go
->
->
vs
->
with a foundry step on both lines, the plates then cable will have a 24.8% chance to quality then an additional 24.8% chance on the assembler step
Both ways gives you the 50% prod on the foundry step
Do you know how much molten metal is produced from ore, and how much molten is needed per gear?
I started by asking if we knew the recipes in a foundry
If you have
that is
For the foundry to produce more quality despite losing the initial ores quality, the recipe would need to be around 6x cheaper
So unless one copper ore is turning into 24 wires its quality-negative to use a foundry on quality ore
also just from a design perspective it would make no sense if quality iron and copper ore were useless
+50% built in prod, and 2 more modules slots is quite a big bonus
I’m actually not so sure about the math, how many module slots does the foundry have?
You'd only want to use the electric furnace for quality ore. Foundry can have a 24.8% chance on normal ore into molten into plate and electric furnace only has 12.4% but if you're starting with
then you already have that 100% chance to get at least uncommon and now you're rolling for rares
My end game base is going to be modular and devoted to a one step craft for each quality level. Having dedicated areas to handle quality ore is part of it because big miners have 4 module slots. The odds of getting quality ore (post game) is going to be pretty good.
1 ore mined with 3 quality modules produces 0.81 common, 0.17 uncommon, 0.017 rare, 0.0017 epic, 0.00019 legendary ore.
Smelting the ore with 2 quality modules (and 2 prod for legendary) produces 0.71 common, 0.23 uncommon, 0.04 rare, 0.006 epic, 0.0004 legendary.
Crafting the plate into gears, with 4 quality produces 0.27, 0.17, 0.05, 0.01, 0.0007.
If you do 2 quality 2 prod you get 0.47, 0.22, 0.05, 0.01, 0.0006
If the recipe is 1 ore to 1 molten, then 1 ore in a foundry with 4 productivity modules produces 2.5 molten. If it takes 2 molten per gear, then 2.5 molten in a foundry with 4 quality modules will produce 1.41 common, 0.42 uncommon, 0.042 rare, 0.0042 epic, and 0.00047 legendary.
The productivity from the foundry, producing molten from ore, gives you more ingredients to roll quality on when you convert the molten to gear
Yes but did you math in the potential quality plates to gear?
And yeah turning normal ores into molten is definitely better
I'm only talking about the quality ores
The math smelts all the qualities of ore into plate, and all plate into gear. With the stated modules
Prod while turning the ore into molten is a good thing I forgot about, yeah
Maybe it's better. As I said, we don't know the recipes. But if it is better to use the foundry, then it's better to waste the quality of the ore and use it to produce common molten
I just see going to plate then to gear as an extra step to roll for quality, though the extra productivity might be worth it too
I'm also going all in on quality for the meme and just to see if my end game idea will work
Maybe 1 molten produces either 1 plate or 1 gear, but plate to gear is still 2:1
FWIW, the last time we got numbers, the ratio of ore:gear through molten metal was still 2:1. At that time, 1 ore made 1 molten metal, and 2 molten metal made 1 gear. Of course, both of those steps still get 50% and 4 module slots, so it'd still be a 2.25x improvement in output even without prod modules. But it does mean that two-step fabrication (make plates from molten metal, then craft gears) gives you greater productivity if you use modules for everything.
The downside is that Foundries have crafting speed 4, while the assembler can only do 1.25. And the speed of the gear metal casting recipe is almost certainly the same as the assembler version, so one Foundry can do it way faster than a Foundry making plates + assembler.
While the amount of molten metal produced and consumed has undoubtedly changed, I doubt that the ore:product ratios have. That is, now you may get 3 molten metals from one ore, and it takes 6 molten iron to make one gear. But the overall recipe ratio of ore:gear is the same.
Thinking on the idea though, say you have a blueprint where one of the components requires less than 1 assembler as part of the targeted production. You can essentially place quality in there for free if its addition doesnt put the assembler count over 1.
Or in general if the ratios match
e.g. if you need 3.1 machines and put 4
You can qual it down almost 25%
You'd reduce the output to be <75% of an assembler without modules. Since quality also lowers speed
That's exactly the point. If you only need 3.1, then reducing the speed doesn't hinder the production
Just pointing out that although 25% of the output is uncommon or higher, the output of common is not 75% of normal.
Or did you get 25% another way?
Yeah, but you could also just loop intermediates until you got high quality ones
quality smuggling from plastic absolutely makes this the case
what is quality smuggling from plastic?
I believe that's taking advantage of the fact that fluids don't impact quality and that the Foundry's LDS recipe uses molten copper and iron instead of copper plates and steel. Because the only solid input is plastic, if you feed it quality plastic, you get equal quality LDS. Which can immediately be recycled into... 5 copper plates and 0.5 steel plates.
So if you can find a way to get high-quality plastic (perhaps from quality-cycling grenades, which makes high-quality coal to make plastic from), you can make high-quality copper plates at less than 4x the cost of regular copper plates.
Seems interesting. Are you sure the devs won't disable quality outputs from foundry or something?
That would be really weird. No other building has quality specifically disabled for it. If they decided that this was some exploit, they could just go back to having the Foundry use plates.
quality smuggling from plastic is no less exploitative than printing
material from a 300% prod point if you ask me
It should also be noted that it took the collective wisdom of this Discord less than 24 hours from being told that LDS took molten metals to figure out this exploit. So I'm pretty sure the developers have been aware of it for some time, yet they've kept it this way.
Without any exploit and using regular assembler, recycler, modules on intermediate products without prod research, does it cost ~80x for legendary? Is that confirmed or just speculation?
it was mathed out
Didn't the devs share a 56x number in the FFF?
... that's a very particular question. Yes, if you take away all of the really cool tools for reducing the cost of quality goods, quality stuff can be very expensive. Which is what makes quality an interesting mechanic: you can find ways to game the system, to produce quality cheaper than you might otherwise.
If the developers just wanted a Q5 recipe that was 80x more costly than a Q1 recipe, they could have done so much more obviously.
I like the quality mechanic in general. The optimal method being complex / different for different items, different in late / mid / early game would be cool. But one simple way being better than all other ways would be a shame.
One simple way to do... what? All this method gives you is quality coal, iron, steel, copper, and plastic. It doesn't handle stone, tungsten, holmium or any of Gleba's products. So while you can make module 2s, you can't make any module 3s with this method alone.
Oh, and it can only be done on a planet with a lot of coal reserves and no real use for them (ie: not Vulcanus, Fulgora, or Gleba).
That's not to say that it's insignificant. It's very significant. But it doesn't undermine the mechanic.
hes just saying it would be a shame if there was a simple optimal way for quality in general
and consensus is right now there really isn't
the most logical thing i see is doing a skimming setup until lategame where you can get prod juiced really high and then start doing recycling for 
but there's still a lotta wiggle room in that
and it could be the "most logical" way in the same way main bus/cityblocks are the "most logical" ways to do factorio bases
which is to say theyre not hard and fast rules
I bet it will be like modules, a lot of variations of optimal paths based on your choices / constraints
with end state being the same for all, but way, waaaaayy later than modules due to spaceage's length
So. The Foundry can make certain products from a combination of solids and molten metals. Fluids aren't factored into the quality calculation, so you can use quality plastic, for example, to turn molten iron and copper into quality steel and copper at .25x-1x efficiency. (after recycling)
That was a snapshot estimate
Finally a coal sink for solar bases 
which proved to be inaccurate
Eh. I think skimming setups are going to be more trouble than they're worth considering most quality products will be one-time expenses.
possible. I'm wagering on there being enough of a benefit (and a reasonable supply) to just build my entire factory from
material created via quality modding miners
Yeah that works too. Implementing some quality machines into the usual science production prints will be interesting. Wonder if it could change the calculus for speed running 
We’re talking specifically about quality ore from quality miners
I don't think it's worth it when you can tier skip straight up w/ quality smuggling
why would you want uncommon ores when you can tier skip to legendary
How do you plan to make quality tungsteel?
Dunno what the recipe is
given that tungsten likely has no liquid form, you wont be able to quality smuggle it upwards
Tungsten ore + carbon+molten iron in a Foundry
then you'll have to quality cycle something made with tungsteel
yep
Presumably you dont have infinite quality plastic
or just cope with only
and
via quality modules in the tungsten miners
And you can use the common ore for quality smuggling
Eh. Coal's cheap enough and as LDS productivity approaches 300%, the input requirement will drop to 0
provided we have a LDS recipe prod
true
which...
there's a good chance we will I think, but it's still only an "if"
Coal is cheap enough on Nauvis. Notsomuch for Vulcanus, where you need a bunch of it for liquefaction, regular plastic making, and tungsten processing.

