#Quality
1 messages · Page 10 of 1
probably better to ship calcite to nauvis for this strat
Which reduces the loss from 75% to ~32.5%
Which is pretty damn good
that means we'll be looking at roughly 1 set of plastic for every ~3 cycles
Um... what "loss" are you talking about? Weren't we discussing making quality plastic first, then using it to make quality copper and steel?
yes
loss as in how much plastic you need to replace
Ok but on Vulcanus aren’t iron and copper already basically free from lava
Iron and copper is also basically free from the ground on Nauvis
Yes, it does
ok good im not making things up
why would not making things up be good
calcite is more a catalyst than an ingredient (aka consumed in very very small quantities)
you can see this in the vulcanus FFF
If it gets consumed, it's not a catalyst.
I did say "more a", not "a"
I'm not sure if the recipe numbers have been leaked yet, but the consumption of calcite is very, very low
It was mentioned a while ago that it's something like 1 calcite to 50 ore, I assumed the ratio would be similar for lava processing, maybe slightly less
and if you
even less
Do we know how much calcite fit in a rocket? I think the standard would be 2kg per unit so only 500, so its not really free or cheap
calcite + acid => steam + stone cosumes much calcite
this was discussed a few weeks ago when the b-roll footage of the planets came out after the LAN event... I think it was said the recipe actually produces quite a lot of steam for how little calcite it seemed to consume
Note that this was with Fluids 2.0.1, which did a 1:10 water:steam heat capacity ratio.
is this recipe energy positive if you use the steam in turbines?
yes I think
it better be, power will be a nightmare otherwise lol
vulcanus is well suited to solar at least
...
come to think of it. Steam condensation is meant to be how we get water on vulcanus right? But now water:steam is 1:10
and if it goes the other way, that means we either get way more steam from acid neutralization, or way less water
do we need water on vulcanus?
and reading more thoroughly it seems we got the "way more steam" option
coal liquefaction & oil cracking
coal liq uses steam
maybe water is the limiting factor for cracking
im considering steam and water pretty equivalent for now
funny enough all this implies that the devs were ok with the acid neutralization recipe just giving 10x the power it used to
which means its proooobably not a major source of power on vulcanus 
or maybe it can be now and that was considered cool
or vulcanus uses a ton of power already and we need that boost
the only real contest i have to that possibility is that blending steam and solar without anything backing up (which would kill sulfur production) is hellish
if any planet is going to be hellish its going to be the one with lava and volcanoes
hmm.
Vulcanus gives us a solid void via throwing into lava, but we dont have a fluid void do we?
what exactly would back up with solar+steam
steam backing up would kill sulfur production (and vice versa)
and otherwise just the way solar panels and accumulators interact with steam means there's going to be wasted solar power unless you fine tune your power production
Just make water out of it, u need it anyway for making light oil
and what if water backs up?
Than produce more light oil
converting to water is just kicking the can down the road when the steam production is meant to power the base
(Also you can flush the tanks manually)
kick the can all you want but there's a stopping point eventually
The stopping point is too much light oil, make solid fuil and void it 😅
yeah, its probably going to end with something getting crafted into a solid and lava-voided
Or maybe instead quality recycled when it makes sense
if youve done fulgora by then yeah
I think i will go fulgora first, to have at least the revyclers
i suppose if we turn things around a bit and use that solid -> lava void thing
then everything on vulcanus is pretty trivially voidable except water/steam, which requires other materials to make it into something solid.
each oil fraction can be turned into solid fuel and voided, sulfuric acid is just directly mined and i dont think its a byproduct of anything, liquid metals can be casted -> voided
And at least they should be achieved really soon and easy
soooo
the production chain on vulcanus is likely going to be balanced around... water 😂
At least the advanced oil puzzle will be skipped 😅
i mean
coal liquefaction spits out heavy+light+gas as is, just in different ratios
its still there 
i think anyway
i do remember seeing a coal liquefaction recipe that also output steam but i dont remember if that was just the mods i ran or not
Thats stuff from mods
But who know what they changed, they already said there will be a basic version of coal liquidification
ah it was heavy oil that was the cycled material
Yes u needed some to kickstart it
yeha, basic liquefaction removes the heavy oil requirement but i think it still needs steam
And maybe gives less different products like basic oil processing
I think the thermodynamics formula goes PV = nrT, or Pressure * volume = temperature.
Going out on a limb here, if the steam is clocked at a higher temperature, then its either because more volume and more pressure combined. If the pressures constant, then a higher temperature of steam correlates to a higher volume of it.
That said, i dont know if factorio dev team had that in mind 
casually ignores nR
For discussion of ratios, its not particularly useful. So what if pv is t times a multiple of nr. The gas (steam) has a constant molar mass. The gas constant is just a constant. it doesnt change the fact that if p or v increases, then t is the only thing that should increase as well, unless the gas constant is changing or the chemical changes its molecular makeup through the act of condensing or evaporating 
FWIW, basic liquefaction:
- Requires calcite and sulfuric acid, not steam. Basically, it does the acid neutralization internally.
- Only produces heavy oil. So if you want anything other than lubricant, you have to do cracking.
When water is boiled both volume and temperature go up
But also those are gas laws and not liquid laws
That seems like a dubious claim, so the equation is probably wrong. Its more likely how much volume a gas will occupy given a particular pressure and temperature
The 1:10 water:steam ratio is not about pressure or temperature per-se. It's about the relative ratio of the heat capacity of the two substances. That is, if you take the energy needed to raise X water 1 degree C, that energy would raise 10*X steam by 1 degree C.
The number of moles of H2O stays constant but the pressure, volume, and temperature change when boiling
if i boiled 1 cup of water, the amount of molecules in the gas that was boiled off is the equivalent to the amount of molecules in 1 cup of water. Otherwise, breaks conservation of matter and energy
number of moles is related to mass, not volume
steam takes up more space for the same mass of h2o
in any case I think its fairly obvious that the ratio of 10:1 was made for game balance purpose and not as an accurate reflection of real life chemistry
Im fairly certain that incorrect with what I just said
again, the amount of molecules in 1 cup of water is the same amount of molecules if that 1 cup of water was boiled into a gas
The 1:10 is both a game a balance thing and physically is explained by volume expansion
No one ever said factorio liquid quantities were normalized with respect to anything
im replying to the seemingly irrelevant "number of moles is related to mass, not volume" comment
no where did i mention, or claim that.
This seems like a bunch of confusion over what’s what when dealing with liquids and gases 
I originally speculated that maybe higher temperature steam provides more water assuming constant pressure
i said that water goes up in volume and temperature when boiled, and responded saying that was dubious- im so confused rn 😭
Which i said if going by pv = nrT, may be an incorrect equation.
You are directly increasing the temperature of water, but you arent adding or removing the water to the boiling operation. The equation I gave may apply more correctly to gasses not undergoing a transformation.
tl;dr; the equation i gave is probably incorrect for this situation
Physically I think higher temp steam in factorio is just at higher pressure to make it relatively constant density compared to lower temp steam, which at least squares with it making more power per unit when run through a turbine
good point.
And pv = nrt doesn’t really apply to boiling very well
But there is a very much unambiguous increase in volume 
It’s just not governed by pv = nr * (delta) T
because energy generated is given in joules, which is a real life unit, we can actually determine what unit is used for fluids and convert to real life measurements
ill pull up the numbers rq
If you take factorios units at face value you get some very silly implications
Such as nauvis surface receiving at least 150/9 kW/m^2 (legendary solar power density) in solar irradiation
It’s uhh
Toasty
im curious about that calculation
off hand it looks right, but idk if people were accounting for the size of each individual panel
one unit of steam at 500C produces 100,000 joules
one unit at 165 produces 33,000 joules
67000/335 = 200J/u
200J/u = 4.184J/g
200g = 4.184u
u=47.8g
therefore factorio units of fluid represent just under 50 grams of fluid
*one water produces 1 steam at either temperature so we know the number of moles is constant
A
puts out 150 kW during daytime, and is a 3x3 and therefore takes 9 m^2
Assuming it’s perfectly efficient sets the lower bound on irradiance, as any inefficiencies require the surface to receive more power for the panel to keep making 150kW
how does that compare to earth?
Earths solar irradiance is about 1.4 kW/m^2 from my searching
wait how do we know the solar panel is 3 meters by 3 meters
For a closer reference, mercury gets up to 14.4kW/m^2 apparently
That’s less than 150/9
Devs have stated that 1 grid tile in factorio is 1 m^2 I believe
gotcha
so nauvis' is 16.6, 11 times higher
absolutely unplayable
Nauvis gets more irradiance than mercury 
I count 6 individual panels on this one. I assume 1 panel occupies about 1.5 by 1 tile location. The irradence is probably slightly lower than 150/9
the total footprint of the panel is still 1m^2
Considering you can indefinitely tile solar panels with 0 loss, each panel can’t take more than the 9 m^2 allotted by its 3x3 footprint
if the panel is making 150kw from less than 1m^2 that increases the irradiance
its 6 panels (which would mean each are producing 25/1.5 kW/m^2)
which is the same value 
I guess
I’m just using the lump pieces the game gives me
kinda nifty the calculation worked out both ways tho
you dont see that a whole lot
Also it’s worth considering that physically, solar panels are limited to something around 45% efficiency
maybe the engineer is really good at solar panel design
i think that applies to the solar cell. Its possible to get higher than that with a different configuration
The efficiencies higher, but there is a physical limit based on re-radiation
pulling up the wiki again on this. I always re-read this page every so often
Okay it’s 86.8% for irradiation from all directions, and 68.7% for irradiation from the sun
current world record for solar cell efficiency is 47.6% using a concentrating photovoltatic cell (basically shining more light on the cell than what is naturally gained from the sun if im not mistaken).
Probably gonna be logarithmic gains in the forseeable future. 
Concentrated PV is just using lenses/mirrors to, well, concentrate sunlight on the cell
You know like using a magnifying glass to fry ants, except it’s to make power
its such a simple and hilarious concept. Want more power? just shove more sunlight on to it. EZ
just gotta make sure you dont fry the poor thing 
One of the big catches of concentrated PV is it gets basically 0 power from diffuse light, so if it’s cloudy they don’t work, cause the optics are fucked
y'know what the clear best power option is?
building a giant straw and then sucking up the sun's plasma
And yes, cooling concentrated PV cells is another major issue
you know those cookers where they are like trays rotating on a (spit?)? Im imaginging something like that where the person is litterally just rotating the panels into a cold solution after sititng in the sun for some period of time
there are better solutions, but its funny image

Nah they’ve just got heatsinks, link the ones you attach to your cpu
i like the ones that use water. Decent way to boil water tbh
Ye. Solar thermal is interesting too
Solar thermal gets kneecapped by the Carnot limit which were finally starting to beat with PV 
i was thinking more the "use water as your heat sink for panels" as opposed to "heat vat of water with reflectors to spin turbine"
I mean
You did specifically mention boiling 
thats fair, but CPV's can get pretty damn hot.
They do yeah. Concentration ratios can get into the thousands iirc
and crist, at that temperature, just boil the water to make even more energy
Combined cycles 
Though unfortunately solar cell efficiency falls off a cliff with increasing temperature
And Carnot efficiency falls off a cliff with decreasing temperature
So pick your poison 
probably some smart cookie engineers out there have a good automated way to switch between the cycles 
You can’t really
Cause keeping the solar cell cool means you can’t get the water that hot without violating thermodynamics
never mind the infrastructure would probably be a bit awkward
Iirc in cases like this you’d use the waste water as just a municipal/industrial hot water source
There’s a good few power plants that supply nearby areas with hot water from the waste heat they can’t turn into further power
good thing
never has to take off their scifi suit
though actually
how do the
oceans stay liquid
hmm
who said it was water 
this emoji 
and i always believe emojis
yea, but is it pure water? 
Water you on about?
Can we use this recipe elsewhere to generate energy?
The sulphuric acid neutralization recipe is Vulcanus exclusive.
I think buildings are implied to be much bigger than they appear on the grid
I mean, 9m² is pretty small for a whole turbine or nuclear reactor
but a reactor takes up 25m^2 on the ground?
The part that actually generates the heat in a real reactor isn't much larger I think
yeah but you get what I mean
9m² can be the size of an "inserter" irl
I bed there's 0 radiation shielding on the factorio reactor
then how do you not get radiation poisoning :p
Engineer built different
so 8 module slots.... this means a 50% quality chance?
Though who knows what it can make.
49.6%
You will, on Monday
i know all about the rounding error, it's just easier in conversation
fair
it all depends on what it makes
I think the application will be quite limited, but we do know that quantum processors can be made in it, so we can get +200% prod on those
or.... we can get quality quantum processors
Or quantity qualium processors
#1215078107334057984 message
But there's still this issue
if solar panels were bigger than that 9 m^2, there would have to be losses when theyre placed next to each other
physically, anyway
though this all comes back to "taking units at face value makes things silly"
and they are definitely very, very silly right now
The answer of how solar panels can make so much power is "shut up it's a game"
It's the same logic for why 3
+
=
you're ruining the immersion
no I mean, think about it like buildings in old pokemon games, they appear tiny on the outside, it's just a representation
so we have something even spicier than a nauvis getting more irradiance than mercury 
guys it's obvious the solar panels have tiny RTG generators in each solar cell
Not gonna stop me.
im gonna mod calcite production as a possible output from gleba manufacturing
And if needed, make the sulfuric acid neutralization available everywhere
with recycling?
yeah that table has to include recycling
though personally id multiply everything by 4 because then it'd work for the inputs as well
well.
the math on that actually breaks down on anything that isnt 300% prod so nvm
Yes, this is for a simple recycling loop
Seems strange that the shapes are so different
First one looks like right third of second one
do you also have modules in the recycler?
ofcourse, of the same quality as in the machine
Worth noting, that since Cryo plant mainly works with fluids, and probably uses coolant in most cases, the actual costs will be much higher, on account that fluids don't get recycled.
You forgot the new 10x dense water
what I'm reading is that legendary Quality modules are a trap
*I realize that that the second graph only looks as it does because of legendary Q in the recycler, iff recycling was using worse modules it would be different (though I don't know by how much)
The recycler has the same quality modules as the machine
it says so at the top of the chart 😄
do you mind making one where the recycler has Q0 T3 quality modules and the modules in the cryogenic plant are legendary?
thank you!
thanks for putting this together, but what do the colors symbolize?
the darker the worse it is compared to the optimal module loadout for this amount of global productivity research
yep, the color goes from black to white - worst to best cost multiplier in each column
ah that makes sense, thanks
its awesome how low some of the multipliers are, and with relatively low prod research. granted you'll need to obtain legendary modules beforehand.
the moment you can make something with 300% prod you really ought to be making it at quality is my takeaway 😄
not really, if you can't utilize it then it would be a waste of energy, and huge waste fluids if there are any in the recipe
And I expect the +300% productivity on anything will be very difficult to achieve.
#friday-facts message this is before productivity modules and lab productivity (new biter lab/research), but yeah its a substantial amount of science
Once you get your first set of 9
modules, you can keep making them at a cost of 23.48, which isn't even that bad. Further more, there's a bunch of room for chaining quality in the module production trees of modules, so the cost can definitely be brought way down.
that's pretty costly, but maybe not as much as I expected,
so with a 1 million SPM base, like Kovarex said he was building, you could get the research done in just over a day?
(also, you don't need to get to 30 when you add a few good prod mods in the process. Depending on the prod research formula we might get to good enough prod for 300% in much much less time)
1000x faster than 1k spm would get you to 0-300% for a given research in less than 3 1/2 hrs, but its kinda circular reasoning because that level of SPM would likely require high levels of prod research to achieve. for maximum UPS performance I think you'd still want to achieve 300% (or close to it) because the module slots in those machines can then be speed instead of prod, cutting down the number of machines you need to reach that given level of output.
I would expect that you have a bunch of the prod% researches done by the time your base gets to 1M SPM, yes. Same as I expect most 10k+ SPM bases to have a bunch of levels in mining productivity today 😄
I do wonder how close kovarex is to his goal. The fact he actually makes it sounds reachable makes me think he's at least well into six figures.
So in this the recyclers always have the modules? While only sometimes the cryo plant will have them instead of prod
Will these tables be added to the wiki for all machines?
on the left you can see the 2 gray columns indicating how many quality vs prod mods there are, all slots always filled, just with different combinations.
and recyclers are always full of quality modules
I'd be happy to upload these tables to the wiki if the wiki people deem it fitting for them to be there.
if factorio cheat sheet ever gets updated for SA, these would be great to include for quality
It's always quality 3s right?
Can you show them for assembler 3s, foundries and EM plants?
Lots of combinations possible, 1-3 tiers, 1-5 qualities, 2-8 module slots
I feel like only the extremes matter
Quality items with low tier quality modules are probably not worth it
and if you can go for legendary quality then why ever not
Space Age is a much longer game than vanilla, and you'll have access to quality for a much longer period of time. There are also places with a lot of space and or power constraints where even mild quality can have a significant impact.
What I'm wondering more is for things that aren't intermediates so you can't prod them, what's the best way to make them high quality, cuz I assume it'd be different with other ones
Also, the new beacons are so OP that even Q2 beacons are worth doing.
Yeah but at the stage just plonk all the quality modules in, and any quality you get is better than nothing, but you're not like cycling over and over to get legendary or whatever your highest tier is
"Best way" is both to-be-determined and depends entirely on where you are in progression.
For example, doing some light quality cycling of beacons once you get the EMP and its 50% prod bonus sounds like a really good idea even fairly early on.
I guess that might be why they make it so quality isn't all unlocked at once
So even if people want to quality cycle they can only go up to rare or whatever, so they don't spend so much time and resources on ot
but what specific makes the beacons so good to quality? I forgot
When they redid beacon scaling, they change the effectiveness of a single beacon to 1.5x instead of 0.5x. They also made it so that quality beacons have both lower power consumption and higher effectiveness by 20% per level (previously it was just lower power consumption). So a single Q2 beacon around a bunch of buildings gives a 1.7x multiplier to the modules it broadcasts.
So a pair of speed module 2s in a Q2 beacon increases the speed of all of those machines by 102%.
I don't wan't to spam yhe chat, not unless others want to see it too.
Yes, that is true, but I don't think that all the combinations have to be show, i can arbitrarily pick some significant ones, maybe once the game comes out, it would become clear which ones are significant.
Yeah that seems good
Ah, I was answering to your messge bellow with that. To answer that question, yes it's always T3 modules.
Oh that's funny, the fluid cost multipliers are inversely proportional to the item cost.
obv now that I think about it, but I hadn't
What if you quality cycle grenades for coal, but only collect Q4 and Q5 coal, then feed the Q4 coal through a Cyroplant with 8 Q5 quality module 3s in it (recycling any Q4 plastic that comes out)? How much less costly would Q5 plastic be in terms of coal in that case?
my calculator isn't that flexible right now
the math is going to be all over the place during the phase of the game where people are gradually step upgrading their
for
and up
setting up something modular and expandable and upgradable is going to be the way to go
Yeah, I think looping intermediates is gonna be ideal for that stage
cuz it's easy and expandable
and consistent
can a cryoplant make plastic?
Outside of AOP or coal liquefaction, I cannot think of a more important recipe for a Cryoplant to be able to do.
In a vanilla 1K SPM base, more chemical plants are devoted to the process of making plastic than any other chemical plant process. If the Cryoplant is going to have utility in replacing a chemical plant in at least some cases (which is why they gave it 8 module slots), then that's one recipe that it absolutely must be able to do.
is it supposed to be a chem plant?
I thought it was just that it didn't have base prod like the other machines so it got more slots to compensate
cuz a chunk of its recipes are loops like coolant
Right, but that only matters if it can use recipes that already exist.
Take the Biochamber. Because all of its recipes are new, the number of module slots and base productivity doesn't matter; you can just factor that into the recipe ratios directly. The 50% prod bonus of a Foundry only matters because it does comparable things to other buildings.
Also:
While the structure can use some chemical plant recipes
If it can't take over for the most important uses of a chemical plant (like the Foundry and EMP), then why bother making it useful off Aquilo at all?
I mean it's mandatory for a fusion setup
Yes, but so are Fusion Reactors and Fusion Generators. The developers made explicit comparisons to the Foundry and EMP, so it probably ought to live up to that to some degree.
It is a cryogenics facility; it doesn't really make sense for it to do everything that a dedicated chemical plant can. So picking specific high-value recipes makes sense. Cracking, plastic, holmium solution (I still can't believe that's literally what it's called), maybe carbon and coal making.
has there been any word on a quality upgrade planner
like "upgrade all entities to rare" or something of the sort
I'm unsure if you'd want that. Unlike normal entity upgrades, almost every entity technically has a higher quality version, even if you don't mean to use it right now. Belts do have quality, but you'd basically never want to use them.
perhaps something more specific than everything perhaps - like "upgrade all assemblers and modules"?
don't see why this couldn't be integrated into 
you can set
-->
in an upgrade planner, but what I'd love to see is a flag you could put on that prod module that tells robots to upgrade it until it is
, even if it has to do it one rank at a time depending on inventory of modules
It's not a question of if you could. It's a question of whether it would actually be useful. Do you really want to upgrade the quality of every building, inserter, belt, pipe, power pole, etc in a boxed-selected area? Or do you mean to upgrade specific things, or not upgrade specific things?
I can confirm this is a pain point
though I suppose it does allow you to upgrade certain machines first.... for instance the machines making the quality modules should get the upgrades first and when your supply chest of normal grade starts to fill up, you can upgrade planner the whole base to uncommon, then to rare
the returning normal modules just goes into the shredder
i have a feeling i'm going to be making a blueprint book filled with just quality upgrade blueprints...
that's already optimal
gameplay anyways
it's easy to say "why doesn't wube just add one that only upgrades the things you want to be quality!" but that varies so much
yeah, ive already got tier-up blueprints to separately do crafters, inserters, belts (even a version that doesnt boost underground belts because of weaving silliness)
so i guess i get to do it again for quality
sometimes you'll want 
so they last longer next to
being spat on
the best option is just integrating with
because it already lets you personally tailor it like this
I can see making
because it can be used for making engine units and other quality machines, but I doubt I'll want to make
just for a little extra hp
then just replace
with
in that message
Trying to make Q1-Q3 T1 modules from ore.
Q3T1 modules
Runs fine, deadlocks after 6 hours without the overflow splitter
Anyone get something to work without recyclers?
only in SA the mk 3 modules require an extra ingredient, so we'll only be able to craft mk 2 with

so holmium cable for
, nauvis biter eggs for
, has anyone figured out
or
yet?
Speaking of which, it's kind of irritating that none of the planet-specific intermediates get infinite productivity research. So there's no way to get quality version of them for "free".
confirmed?
all productivity research is visible on crowdin
trolled
there were a few new things we didn't know about, but nothing for planet unique resources
holy how could i missed that
i thought it would be some parameterised strings so i didn't notice
I think I just typed "productivity" and that returned the full list
now i know them
The modules match for each step for iron and copper. But it ends up with too much green iron plate going to green green circuits
YouTubers are going to make some money tomorrow
I'm looking forward to maximum spoilage
I'm looking forward to maximum spoilage
But quality 3 is just 2.5?
Oh and while you're here, the big question: how does quality and power production work?
Yes. It's weird
Kind of makes sense
One can assume quality fuel has more J of energy to give and quality boilers/reactors run faster
Faster consumption
So just space compression, across the board. Thanks!
Hey 4
is it really 24.8% or 25%?
24.8%
That's going to make it awkward in conversation
Wish module mk 3 just did 3% chance instead of 2.5%
It breaks the 2:3:5 ratio standard. I asked the devs about it but didn't got an answer
Oh, did efficiency modules get some adjustments, or are they still 30/40/50?
I'm not sure if this was said yet, but quality modules 1-3 have a flat -5% speed and no change to power consumption
https://www.youtube.com/watch?v=h-xxQnaIq3Q btw xterminator goes into quality more in his video starting at 38:26
Welcome to our comprehensive overview of the Factorio Space Age Expansion! 🚀 In this video, we'll delve into all the new content & changes, including new planets, elevated rails, space platforms, quality, new enemies and weapons plus much more! This highly anticipated expansion brings to the beloved factory-building game. From multiple new plane...
Honestly perfect for early/midgame mall use, I was worried about increased power
so with the infinite prod it seems late game quality science would be the meta because it multiplies
Well, no, as because if a quality science pack costs 5 times as much to make, but only gives 3x as much research, no matter what the research productivity is 3x is always less than 5x
I think it depends on what the packs take. Quality versions of most of the off-world packs will be hard to make since many of them can't take advantage of infinite prod for free quality.
uncommon packs are always worth it since they're 2x the value
No?
it might be 2x the value, but its more than 2x the cost to obtain
Since you’d need to put quality modules somewhere and legendary T3 mods can do +100%, so somewhere you’d be losing materials for that uncommon pack
Though if you have some op quality loop (cough lds cough) it could very well be worth it
Like notnotmelon is doing legendary yellow science…
They can be a good sink for unbalanced quality items
it's worth it
If Bioflux is quality-cyclable, then (especially with the Biochamber's brand new 50% prod) making quality Bioflux is easy. Making quality nutrients easy from that quality bioflux.
What that means is that if you can get just one quality ore bacteria, you can replicate it at that quality so long as you have equal quality bioflux.
So if you can consistently get Q5 bioflux... you only need one Q5 ore to get started.
So Gleba might be a good place to make Q5 stuff, including Q5 science packs. At least for red and green science.
Sounds like a good way to get some high qual items without crazy qual cycling
Well, without quality cycling something that doesn't grow on trees.
Bioflux is the old jelly-yum recipe, mash and jelly. Relatively cheap, but still non-trivial
That said, 1 bacteria + flux = 5 bacteria
which is a very nice ratio
With some prod, it could be easier to qual cycle the flux than the final products
And you can prod it.
Seems like more potential for failure than the goofy lds setup
just cycle ore
it's really, really infinite
legendary drills only deplete patches 8% of the time
and with mining productivity you get more than you ever want
With enough Bioflux production, you're unlikely to run out of the particular quality you want. And bioflux has a long spoil time, longer with quality.
1 to 4 actually
But what I'm talking about is something you can do after just Fulgora and Gleba; you don't need to have gotten Q5 before this is viable.
bioflux also cannot be recycled period at the moment
and I'm not sure it's gonna change before release
I think trees are more limiting on gleba than drills on other planets
You can’t boost tree production
Also ag towers = sporellution
It’s certainly good but not good enough to justify burning craptoms of it on q5 stuff
Oh, BTW: how does quality affect Ag towers?
no effects except health
Not at computer so can’t check…
range would have been nice but IIRC there were graphics issues and no one wants to touch the tower code
since the arm itself is only so long
So not even speed. Meh.
Also I tried using stack inserters on agri towers but the item stacking just caused the fruits to stay in the belt longer and be more spoilt
the tower itself only plants and harvests, there's not much it could do other than range
Not the case for other production because I’m using flow through for everything else
it has uses if you're using many towers all outputting on one belt
that leads to a train
Yes, just saying you can’t simply assume stack inserter is always better
You also need artificial and overgrowth landfill to make more plantations
and you can't put those everywhere
Overgrowth requires biter eggs, right?
yep
I'm assuming that if the bacteria only has a minute left before biofluxing that the 4 products also have 1 minute before spoiling?
Yes
That said, spoilage averages across everything
So fresh bioflux would increase the lifetime of the output
This is unlike what we thought in the past (bad apple ruins the bunch)
Neat, so as long as you have fresh bioflux you can run an iron empire off of one bacteria?
Fresh quality bacteria, if you want quality
Does the bioflux have to be quality too?
There's also a recipe to turn plant into 10% bacteria
of course
The possibilities are spinning in my head
we werent wrong, they changed it
So if you start amassing a lot of
bacteria but don't have the
bioflux to go with it, eventually it'll just turn into
I'm assuming
i think so
And bioflux is not trivially cheap
I assume not
But anything can be scaled up
Neat though. I'm more excited for Gleba after seeing the recipes. All the FFF would give us is "there's a biolab.... It does biolab things"
asteroid reprocessing with quality modules allows you to get legendary asteroids
only loose 20% of an asteroid per cycle
and you get tons of ore per asteroid
- asteroids are very abundant in space
-> you can get
,
,
(from carbon + sulfur),
(from using
calcite on vulcanus to turn lava into molten iron/copper)
and with that legendary coal you can get legendary plastic which turns molten iron/copper into legendary LDS
recycle that LDS and you effectively turned a little bit of 
+ molten iron/copper into
and 
Considering the cryo lab can make plastic at 49.6% quality, quality plastic won't be hard to get
that makes the cryo lab the cheapest 300% prod in the game, doesnt it?
since you onyl need 100% prod research instead of 150%
170 minutes at 1K SPM
Yes, but you can't quality cycle most of the item productivity stuff you make there.
Well when it comes to cracking oils, that cryo lab is gonna be king, but what I'm really interested in is all the biolab recipes. I can't find any reddit threads or anything with all the recipes
Wait: can it do cracking?
The Biolab is a lab; it doesn't have recipes.
cryo lab has no cracking
The Biochamber does cracking, as well as rocket fuel from light oil and solid fuel. I believe it also does solid fuel from light oil, but I'm not sure about that one.
cryo lab
acid neutralization in a chem plant must be insane
oh interesting, those are quite recent changes
That will definitely mitigate water consumption on Vulcanus, but without also replacing cracking.
the issue with the biolab is that you have to feed it
Yummy!
True. So you'll need shipments of bioflux (which can make lots of nutrients) to keep the setup running.
Or you can locally source fish or biter eggs to make nutrients.
*cryo plant
it already does 2k/s in a (unmoduled) chem plant
so a cryo plant could do 18k/s
Oh, it actually hits the pipe cap.
oh wait fish farming recipe changed
no need for nutrients anymore
yeah you can get nutrients from fish with tree seeds now
(outside of the nutrients for the biochamber, itself of course)
interesting
I think it's much more about reducing the amount of calcite you need. 200% prod means 1/3rd the calcite for water.
Wait: what does the recipe need?
1 fish to 20 nutrients
still gotta do bioflux for biter eggs anyway tho
The fish breeding recipe.
it used to be 2 fish to 3 fish
Oh, you need tree seeds. But you can make it in an chemical plant.
heck you don't even need nutrients to feed a biolab for fish breeding
just do chem plant breeding
But making seeds does require the biochamber, right?
nope
That recipe changed!
Wood processing is a chemical plant recipe too?
It used to be nutrients for fish
Oh... I think I know how to make a group of quality fish last indefinitely 😉
And that means an indefinite supply of quality nutrients.
Oho...
hmm interesting
You'll need a lot of wood production to make the quality tree seeds, but who cares.
It's wood.
And you want that to cut down on pollution anyway. And it's free.
agri towers arent exactly pinacles of speed
yeah
but theyre highly spammable on nauvis...
tree farms new meta
also also eat pollution.....
So basically Ag towers on Nauvis are Forestries from IR3?
While on
they produce pollution
the towers don't
breaking the trees does
ah I guess they do 4 spores / minute
but the gleba trees are 15 / harvest
Fish breeding doesn't accept quality
So you'll have to make 20 quality fish from spiders, and then you can multiply them
It was never said to work this way ever
That's why we assumed
But then a dev came in and said it's average
Single stack was always average
I'm talking about between stacks of different ingredients
Oh, you mean in a crafting recipe?
good bioflux can give lifetime to nearly spoiled bacteria
So this is how we craft

Bacteria spoils into ore
ah yea they said that some time
yeah, i remember it being said that recipes can choose between refreshing or averaging spoilage
recipes can choose a set output or ingredient based output
well, whoevers making the recipes can do that
we cant as players 
no that recipe does not accept quality
to increase fish quality you need to recycle loop spidertrons
Can't recycle fish
Not with that attitude
you do not have to feed the biolab, it's a regular building
But fish breeding can definitely help multiplying

you do have to feed it, it does not take electricity
You need to feed captured nest though
it will not break or anything but to run the biolab needs nutrients
?!?
Can't breed
with
which is a blatant act of classism
Fish can only breed in their class.
No mobility.
thats how you get inbreeding, which should reduce quality 
time to introduce a wholly separate quality system for breeding and genetics
We rimworld now
it dawned on me just now... speed modules with quality modules have a really good niche. the routes to aquilo (and beyond) have a lot of asteroids with a lot of material, and you're seemingly tossing it much of it overboard, especially with more damage research and higher quality prod modules. You can put quality modules in the asteroid processing buildings that accept them, and from there you can either ship all of the uncommon+ stuff wherever, or you can quality cycle it on site to whatever level you want.
but getting back to my initial statement, if you're limited on space and need a small setup, a beacon or two around your machines can greatly increase output. and the losses wouldn't really matter, since this is an infinite stream of material. since I've never played SA and don't have a good feel for asteroids on for the routes to the first 3 planets, this could be just as viable for there as well with a larger craft. for cargo groups that are lower priority, non-spoilable, and lower quantity, you can put them on big barges that continually go back and forth to collect/process quality plates/plastic, so these platforms can have some useful role beyond that.
its a guilt-free way to process quality however you want since you're tapping into a truly endless source that can never run out
the speed/quality combo does require qualitied up modules I think, so that you can actually overcome the penalties pretty well
but i see where you're going with this and it could be neat
or just make more platform space for more machines
So... one thing I've never been quite clear on... does this imply with four Q1 qual 3s and Q1 inputs, an assembler has a 11.11% chance to produce an output better than normal quality?
You could interpret it that way, but you'd be incorrect
the tables wrong, the mulit-rank pulls from the lower level chance
That's the chances it gets an item of that quality or better
so it should be 9, 0.9, 0.09, 0.01% for the first row
Alright, gotcha. That definitely felt to me like that's how it should work.
I've seen a quality selection for resources on assemblers, can assemblers only take one specific level of quality then?
Yes
That feels a bit awkwardly restrictive... But good to know! 👍
it got changed to remove an exploit with productivity. By crafting a bunch of normal items, then crafting a single legendary item when the prod bar is nearly full you could get 2 legendaries for the price of one
that... yeah, I can vibe with that
I couldn't find if it was said if machines could be made to take random qualitys of items or not? like you branch off purple and legendary and throw all the rest in the same thing to craft does that work? Or is it one quality per preset recipe kind of thing?
you need to feed the machine completely with the same quality of resources.
can't put a Q1 circuit into the Q0 recipe and vice versa
thx.
Q0? Everything starts at first quality doesn't it?
It’s so sad that we didn’t zero index quality
Using the notation Q1 =
is confusing since there are 2 dots
but then legendary quality icon wouldn't look as cool
has 1 dot
therefore its q1
Can you recycle u-235 and u-238 to get better quality?
I think someone said you cant quality on the Kovarex process
You can. But once you have 40 U-235 of a particular quality, you just need U-238 of that quality to make more.
Right I figured as much. I'll have to fiddle with my idea but the thought was that I Kovarex enrich any and all u238 into u235, matching natural qualities and once I've primed the line with u235 of all 5 lines I just send any excess uranium u235 product through a recycler to hope for an upgrade. I could try crafting it up into fuel cells first as an extra chance for quality before recycling which would give it two rolls of the dice before losing 75% on the ingredient instead of getting only one roll of the dice by straight up recycling.
Though.... Do nuclear fuel cells have a researchable prod bonus?
Nope. Which is good, because with Q5 prod 3s, burning fuel cells is very close to providing a net gain of U-238.
Does anyone want to use more than 5 quality levels via mods? I've seen people joke about it but am not sure if that's something people will seriously go for or not.
i have an idea for a 'unique' quality i'm going to try, where you get a chance at a unique building, but you can have only 1 on each surface
It depends: how much can mods alter the way quality bonuses on machines work. The global 10% change of a higher level of quality than the bonus makes having lots of quality levels a pain to deal with. But if you can alter that, then it could be interesting to have more levels.
I just don't see the point myself.
If we are going for higher than q5, might as well go for q255 for the meme
Instead of +30% per quality level, you could do 1-3% per level and to account for a wide variety of levels you could go from a 1 in 10 chance to upgrade again to a 1 in 2 chance, and be allowed to craft a recipe with ingredients + or - a few ranks of the goal quality
It would be very janky and very stupid, but could be a fun mod
Even a 1% gain would be good because it could have an end bonus of +254%, we don't get 255 because the first quality is just base
remember that time when i said "power poles are not beacons"?
that was cuz beacons are like the only case of a quality effect being configurable in the prototype
99% of quality effects are hardcoded
Yes. I was very sad when I saw that 😦
I tried to find control for quality, but nope. It's hard coded for performance
Luckily Melon is a mega-modder and made this https://mods.factorio.com/mod/quality-rebalance
After reading the description (also it discussed spoilers, so read at own risk) it just seems like it removes some of the downsides of quality modules but those limitations and downsides were put there to give people a choice with consequences and sacrifice. I think a base built with vanilla quality is going to be much more interesting than a base built with modded quality
I like the idea that some of the machines do NOT benefit from quality because it means you have somewhere for your normal intermediates to go
It basically replaces buildings when you put them down, with versions that have different bonuses. It's quite similar to Janky Quality
I was actually surprised that offshore pumps don't get faster with quality. That really ought to be in SA.
I really disagree with all of the capacity upgrades though. Those sound like UPS traps.
I also am very unsure of anything scaling the radius of something, such that upgrading them in-situ can cause problems.
I shouldn't have to rearrange my farms if I want to use higher quality Ag towers.
I'll be honest I'm a little shocked we didn't get bigger train wagons with quality, but some things are balanced the way they are and would throw the game balance off if buffed
I'm sure someone is going to make a "everything is legendary" mod and quality will just not be fun anymore. My impression of quality is that it's a feature that will get better as we unlock mk 3 and higher qualities. Once we start to accumulate legendary quality modules, the base is going to really start cooking
Also, while I would love the idea of quality seeds bearing quality fruit... that would turn Gleba into a quality fest. Get one Q5 seed, and that will multiply itself naturally.
You'd have to say that quality seeds might have a higher chance to bear quality fruit, but genetic mutation can happen and you'd add a chance for fruits to downgrade
Honestly better to just nip it in the bud and say "all fruit are created equally"
but some fruit are created more equal than others
I spent the afternoon playing with recipe numbers on a spreadsheet, and I realize purple science in particular may actually be worth the trouble of making in above-average quality.
How much extra value does quality science give over normal science, again?
1, 2, 3, 4, 6x for normal->legendary
Focusing our attention just on quality levels 1 and 2 for simplicity, one quality level gives you +100% value.
So a 1% chance of +1 quality level gives you, on average, +1% value. So 1% quality can, in a way, be used as 1% productivity.
If you look at the ingredients for purple science, all three of them are intermediate products, and so none of them take prod mods.
And of those three, rails and electric furnaces absolutely guzzle resources – very high costs relative to the crafting time. They guzzle resources so hard that 1% productivity for them gives RoI comparable to 4% productivity on something simple and decent like gears or circuits.
The prod mods that go into purple science aren't quite as good a candidate for quality, but I think the overall package benefits quite nicely from quality, such that it justifies the little extra complexity of routing
items to a
science assembler.
It's multiplicative with productivity too. 10% prod and 10% quality is 110% number of packs worth 110% value, or 121% total value
or with more extreme values, 100% prod and 100% quality are 200% number and 200% value for a total value per input of 400%
This is true, but if you can insert prod mods in a building, it's probably just best to use all prod mods. The little extra gain from the multiplicative effects doesn't make up for quality percentage points being 4x as scarce as productivity percentage points.
The thing is, I can think of a lot of useful things I could do with higher quality furnaces (even Q2) and prod module 1s. And by the point where those things don't matter anymore because I have enough resources to make module 3s in bulk as well as Foundries... I won't care about the minor boost that the added complexity of making purple science this way will cause.
Consider the sheer infrastructure needed to make electric furnaces with quality. That means no speed modules or beacons. At 1K SPM, you need 16 assembler 3s making these things. For 10K, it's 160.
Prods get a pass because the EMP is there to both add productivity and be faster.
But rails? You need 23 machines for 1K SPM, so 230 for 10K. That's a lot.
All for a marginal chance at a 2x better pack, that you have to stuff into special labs so that you don't get packs stuck.
I'd rather have the smaller production center.
The incompatibility with speed mods is pretty unattractive for megabasing, granted, but a smaller base working on getting to space for the first time might benefit from throwing qual 1s into their purple science production line.
I'm not sure I can visualize how this would happen in practice. You should just be able to mix common and uncommon science bottles without any problem?
quality for prod science isn't probably aimed at 1k SPM bases
for early game it makes sense
I think you will overflow with
quite soon
Quality electric furnaces and prod modules are useful in the early game. They're better than high quality purple science.
but I playtested quality waaaaaay too far back to remember it exactly
I just remember uncommon stuff being devalued pretty soon
Even at 100 SPM (which is a lot for "early game" science), you only make 24 prods per minute. If you're using 4 quality module 1s, then 4% of them are higher than base quality. That's 1 per minute.
It will take 40 hours for a single steel chest to overflow with that.
you don't use anywhere close to steel chest worth of prod1 modules in the entire game lol
what an argument
or any lvl 1 modules lol
You said "you will overflow with" them. I pointed out that you will not.
you will overflow after a few stacks
Furthermore, they can be used to make Q2 prod 2s assuming you can make quality blue and red circuits.
What does "overflow" mean besides exceeding the storage capacity of a chest?
maybe sooner if you qual up circuits so you actually get multiple sources of qual'd modules
technically correct is the best kind of correct, I see
I just meant you will run out of space to put them
you will get some rare stuff when you also qual up some circuit assemblers
In any case, later on you can harvest any extra prod 1s and electric furnaces with a recycler to make Q2/3 circuits and steel.
so
might not be that valuable
I'm not putting quality modules in circuit assemblers. Not unless it's already hit 300% prod.
yea putting it into chest and jumpstarting recycling loops might be also an option, and easier to set up
and some people will put quality modules in miners! The horror!
People are trying to think about different strategies, no need to tell them that your is obviously superior
And I'll be one of those people. For a while.
Y'all don't know that it's Q0, Q1, Q2, Q3, and Q5, based on how many quality bonuses the tier gives 😤 🙃
I am joking, but that is also 100% how I'm using QX for now, until outside forces change me XD
That is both disappointing and makes no sense 
Unpopular opinion: I don’t like that productivity research trivializes the cost multiplier for high quality items …
I would like it to be expensive till late game so high quality items mean something special and you need to solve the problem with large scale production.
You will not be getting 13+ levels of item productivity research before "late game".
I meant i want it to be expensive through late game not just before late game.
The thirteenth level of an item productivity research is about 130x as expensive as the first, so take that into account when evaluating what's possible when.
I just don’t like item prod research in general, also competes with prod modules and makes them feel not as powerful.
But It doesn't really matter. It doesn't matter how cheap Q5 blue circuits are if prod module 3s require biter eggs, which is almost impossible to produce in quality without recycling. This is true of a lot of the SA-specific items: Biochambers, Foundries, EMPs, all of these use intermediates that don't come from blue circuits or LDS.
The selection of items that have prod research is very limited, and mainly exists to make rockets cheaper the more you play
yeah, they are very much targeted towards rocket production. The only ones that significantly break from this steel and plastic of, which dont recycle back to their ingredients
theres asteroid prod too but thats more like mining prod
same with scrap recycle prod
Sadly, no fruit productivity.
yes
the biochamber now has four modules slots + 50% prod and you still want more? greedy
Hey, the recycler has 4 modules slots too. Sure, none of them can have prod modules, but they're still there 😉
You should only use prod modules on anything you can't quality, like things that are already
or fluids
Oh, BTW: the question came up a while back about whether forbidding quality in catalytic recipes was an engine thing or a per-recipe setting. Is it something the engine does when processing a recipe or is it something that's done by the maker of the recipe (thus allowing mods to have quality with catalytic recipes)?
And all of SA's catalytic recipes forbid quality?
Also, they changed the limitation system to go from the recipe side.
Which makes more sense
Do we have a video how quality really works and how the best way to get legendary stuff?
We had like 300000 discussions on it
xD ok
And there are many different ways to go at it
"Best way to get legendary stuff" is something that will take a long time to figure out.
😄
The fact that there are so many ways to engage with quality is one of the best things about it.
It's not "solved" in any way, shape, or form
Speedrunners will grok that for 100%
do T3Q5 qual mods have 6.2% quality or 6.25%?
6.2
6.2%. So yes, the rounding thing is still there.
😦
Yes it has so many layers. Subproblems are quite easy: which modules are optimal to quality cycle, or for multi step quality. But which item is optimal on which planet through which process has so many edge cases that it seems near impossible to me to say, e.g., 'for quality iron, go to Gleba'. I'm even considering a fully fledged quality base everywhere and then just distribute whatever each planet can make to the others. That way, I'm guaranteed to mostly use whatever process is the fastest
quality ALL the ores
and then be sad when things like holmium have to go through a fluid step
I wonder how viable it is to use quality moduled drills on fulgora
Well, it really depends on what you want. If you want quality holmium derivatives, that's not helping. If you want quality other stuff, it can help.
Just remember that you're slowing the miners down, both by not using speed modules and by the speed penalty of quality modules. So it'd probably be better to mine the stuff and shove (at least some of it) through quality recyclers.
Though that just shifts the speed problem elsewhere, since you need to recycle a lot of scrap.
yeah, i think nauvis is going to be the only place i do significant amounts of quality ore. Could maybe do it on vulcanus too (lds cheese go brr).
Fulgora will need recycling most likely due to holmium and gleba is...
uhh... no.
Gleba does have potential for quality production. Once you get a single QX ore bacteria, so long as you can continuously produce QX Bioflux, you can make as much ore of that quality as you like. The question is how much effective you can be at making quality Bioflux.
Fortunately, Bioflux is really shelf-stable, and higher qualities are moreso.
I'm just not going to bother with gleba quality until postgame I think.
Maybe quality cycle
(and
) though
at least from my current understanding, gleba looks like the best place for quality plastic, which will subsequently be transported off planet to vulcanus which the bulk of my iron/copper heavy recipes will be quality cycled
"The best way to get legendary stuff" is not a uniform thing. It varies from item to item.
Some items are theoretically somewhat amenable to naturally gathering high-quality ingredients; others you really don't have any choice but do a recycling loop.
Do quality personal weapons do anything different?
range
Nice
more range on personal railgun to destroy more of your factory when you misclick "c"
Just unbind the key 
Rebind it to the space bar
I tried to make formula how many times it costs more to make an item to at least better quality :
X - input cost
Y - item with better quality
Q - machine quality (0 to 25%)
P - productivity ( 0 to 300%)
x = y * Q + x * (1 - Q) 0.25 (1+ P /100) ,so :
y * Q= x - x * (1 - Q) 0.25 (1+ P /100) , finally :
y = ( x - x * (1 - Q) 0.25 (1+ P /100) )/Q
in conclusion:
an assembler with 4 legendary quality modules and 0 productivity would need 3.25 input to make an uncommon item ,so 3.25^4 is 111.5 more resources is needed to make legendary item ( assuming only + 1 quality stuff is made)
also with 300% productivity y = x so it cost the same to make an legendary quality stuff
Quality isn't nearly that simple. There are many ways to go about making quality, and the one you're using (where you only consider one step and pretend that all of the non-quality items vanish into the aether) is the least practical one for making very high quality goods in most cases. It's not even considering quality cycling, where you get 25% of the inputs back for lower quality items (along with another chance at a quality boost).
I'm going to base my quality balancing using train logic. Each of my stations reads its buffer to determine the priority score for that station so that
will go to where its needed most, and this priority score (red wire) along with station count (green wire, value of 1 per station) will be used for measuring averages across the base elsewhere, but I can use these priority scores for other purposes too.
Each production leaf off of my rail stem will have a station for each ingredient, sometimes 2 depending on throughput demand and have 1 station for product and 1 station for product quality upgrade (referred to as upgrade station from now on). At the upgrade station I will use filter splitters to fill 1 chest with legendary, 1 chest epic, 1 rare, and 3 for uncommon. At production lines where a higher quality is the base quality, this station will be changed to fit the logic. Piggybacking off of my wire that is measuring my base's priority scores, I will only load
if there is a demand for legendary being read for that item. This is so that when I unlock legendary and I haven't built any stations that can accept it, the inserter will not read a demand value for that quality and thus will not be enabled when the train comes for the upgrade items. For my epic items, it will check to see if there is a demand for either epic OR legendary. The reason it's checking for higher qualities is because there's the chance discussed below for a quality upgrade and if I do NOT have a demand for either of those two qualities, I don't want to load it. Each inserter responsible for each quality will do a similar check, also checking for demands on qualities higher before loading, all the way down to normal items.
Once loaded onto the train, which will check to see if it's at least half full and inactive for 3 seconds. This is so that partial stacks of quality items will not make the train wait for full.
Then I'd let the train interrupts go out and deliver as needed with higher qualities delivering first across the base. However if a train encounters a Destination Full error, I will then make it wait 10 (maybe 5) seconds. This is just in case a station frees up in that time trying to deliver. If the destination is still full for 10 seconds, it'll go to the Recycle station. I hope my idea will work but I'd want it to read the signal off the train and I'm hoping it'll read the signal for the interrupt it's on to set the filter on the inserters so it'll ONLY take off items for that train signal. If it doesn't work this way, I'll just make sure to deliver higher qualities first since it'll probably be normals and uncommons going through the recyclers most often. The output for the recycle yard gets picked up by the same schedule train as what deliviered it and will distribute items again for further crafting.
The logic is that i wouldn't be stuck in a loop of constantly recycling my uncommons unless there's room for rare, epic, or legendary variants. if those are full and there's no demand signal for the uncommon item, then the inserter will be disabled and will not load onto the train. It will only do so if the logic says there's room for upgraded. I'm also going to set my input buffers very high. Six chests can hole 7.2 train loads and I'm requesting 6 train loads be delivered because when it fall below 5.99, it'll have enough room for that full train to deliver without going over the capacity. With such a high request buffer and hopefully fast belts delivering, the only time an item would be cycled for recycling is if I'm producing too much anyway or there's a shortage of a secondary ingredient. This will hopefully be covered in my alert idea which will notify me if a) I have enough ingredients to craft more and b) there's a strong demand for more product
When I first start my run I'm not enabling any "go to recycle station" conditions and will add them in manually as I go just to see if such an idea is even necessary. Might be fine just letting trains sit in stations until they're needed, but I feel like it's a good opportunity to recycle excesses because crafting more
will yield occasional upgrades anyway and I don't want to stop crafting. Might be wasteful use of resources, but I'll save that thinking for a run when I'm more focused on prod than qual
gah 4.5 days!
so, with a ~25% chance to not be normal quality, you think you need 3.25 attempts to not be normal quality?
also, if the chance to be uncommon is 25%, the chance to be rare is not 25% of 25%, it's 10% of 25% because the 25% is actually 90% of 25%. but if you have legendary, then rare is 9% of 25%. (input for 1 step)^(steps) doesnt make sense
pretending that 4 quality modules will give you 25% quality...
the number of normal produced is (input)(1-.25)
uncommon is (input)(0.25)(0.9)
rare: (input)(0.25)(0.09)
epic: (input)(0.25)(0.009)
legendary: (input)(0.25)(0.001)
(4000)(0.25)(0.001)=1
but it's slightly higher due to 24.8%
Do quality wagons have more inventory slots?
just more hp
My guess is not very outside of niche circumstances.
The only viable way I've seen quality be used in drill is for ore, where you can filter for only uncommon items by trashing the rest, which you can do because of ridiculous drill yields and speed from productivity.
You can't exactly throw away scrap like you can ore, it turns into a bunch of other stuff when you recycle it.
If you're going to instead use it just to make the highest quality items possible and not use it for science/at scale, then you're going to be competing with all the other strategies those requirements make viable. I don't know which one is 'the best', and there probably won't be one
I can't wait to see the setup for cycling quality nuclear and fusion reactors
That reminds me. I'm surprised I'm not saltier about quality power generators being nearly useless across the board (with the exception of solar and accumulators).
If you just want the results, quite a few people made exact calculators that take everything into account. Most of them just focus on a simple craft, recycle, repeat set-up. If you only have 4 module slots, use legendary modules and no productivity bonus, it takes about 40x as much material to make something legendary. Here is the one I made, though it needs some more work as I didn’t cover cases where you first craft x times before recycling.
Thanks for answering, yeah i very much oversimplified it. By ^ steps I thought of recycling higher quality products to use better crafting recipe. I'm gonna test it in creative when SA releases
the 8 module slots in the cryo for some some/most? of the fuel's and coolant's crafting recipes makes me feel better about that
It's just kind of awkward. Quality Solar effectively makes more power for free, whereas a Quality boiler or steam engine consume resources faster. From an objective standpoint comparing to assemblers it makes sense, you're increasing craft speed, but from an intuitive standpoint one would maybe expect them to make the same power with less resource input.
Quality solar just consumes sunlight faster
it just happens to be consuming from an infinite source you don't have to manage
is it too late to make sure if people say Q1, Q2, etc. those correspond to the number of pips so Q0 or Q1 are both normal quality, and Q2 is where it is actually upgraded?

Yes (no)
One way will win, and it's probably the way of thr pip number
99% of people say Q1-Q5. The only ones I see saying Q0 are those mistaking level with per tier bonus
ah kk
Obviously the notation should be Q0 Q2 Q3 Q4 Q5 ^^
The programmer in me will refer to pip 1 as Q0
There is an argument for Q0, Q1, Q2, Q3, Q5 though...
(this is not my opinion, but there is an actual argument here 😉 )
Call them by their right full names: vendor trash; quest greens; dungeon blues; epicssss; thunderfury
alfonse can't tell me no
Thunderfury, Blessed Blade of the Windseeker?
Blessed Gear of the Circuitseeker*
I'm trying to wrap my head around quality but I think I just need to play around with it myself and see the numbers one SA releases
But if you goal is to get something legendary, is it generally better to upgrade ingredients, or just mass-craft them and hope for the 0.01%?
Coming from an RPG background, I see no issues with calling them what they are
There are arguments for both, it's not really a solved system yet which makes it interesting and fun
If you start with quality ingredients, it will 100% come out at least that quality
It's up to you on how you want to process items
Wait did you just repeat a Papa John's commercial
this is cool! construction robot energy capacity is 100% per level, 200% to legendary
aye
most people seem to be sleeping on the effect of quality on the lightning collectors
what does it do?
converts more or bigger areas? most streamers I've been watching seem allergic to reading tooltips
yeah that's pretty big
yet I've seen seas of legendary accumulators...with normal quality lightning collectors amongst them
isn't there 2 tiers of them too?
look at that range lol
It will be interesting to see if people just brute force Aquilo with regular bots or invest in epic conbots for it
range, you say
😄
do quality enemies come from quality eggs?
quality spawners lol
quality capture rocket -> quality spawner -> let it go rogue -> it can create expansion waves with its quality
you'll need a mod to separate the different qualities onto their own forces to out-compete the other biters though
that is awesome lol
hopefully griefers never find out about this stuff because theres so many more creative ways to mess with bases with these bio mechanics
some subtle time-bombs for sure..
another 10/10 place to put quality modules
huh, range doesnt scale in the 1.3, 1.6... etc sceme
it scales less
this is for a reason you know? you are almost never collector limited on fulgora.
Collectors require some holmium derivative, but do rods?
no
So it might be worthwhile to make high-quality rods off-world and ship them in (assuming Fulgora can't make them itself).
isn't it possible to reduce one's storage demands some if one increases the periodic production capacity some?
like if solar is productive enough you don't need as many batteries since the net positive window widens?
or is the cutoff for the lightning collection so sharp it doesn't have that effect and instead it's purely the staying power challenge?
you cant make the rods off world
both lightning fixtures are fulgora only
can still ship in quality material to make a few initial quality rods
either way you could have fewer of the collectors if they have more reach
I don't know if that also means they grab everything from their areas, too, meaning you get purely an increase in power even with fewer of them
Ugh. Well, maybe quality materials can be shipped in instead.
But you do make them in the EMP, right?
yes
well, the second tier, first is more flexible
but a high quality first tier is comparable to a second tier
?
yup.. from rogue spawners
You can, but also in assemblers/by hand
More reach means they reach farther into the oil oceans
No. They lose it. Same as tiles.
wait I thought putting fish back was just a running joke, but it actually works
wtf
Resets their freshness
I still wanna know what happened that one time someone put a fish in the Aquilo ocean
Not sure if possible. Will check when I'm near the game
recycle the final product and craft until legendary, raise quality gradually in the crafting process, which strategy is better
Third option: quality the miners and sort the resulting ores.
well, my goal is to get legendary items...
its more or less always gonna be recycling final product for forcing legendary i think, because trying to quality everything in the process just limits the item by its shortest chain
And you can send the 90% normal quality stuff to your science assembly line, and use the 10% quality stuff as a baseline. essentially removing one quality tier from the equation entirely.
any excess lesser quality stuff can go into quality science packs, while you save the best of the best for personal stuff
What does operational time mean here?
draining excess resources by science packs 
That's either a construction robot or a logistic robot. The operational time is (i think) referring to the battery capacity (the time spent flying)
Is there a list/wiki of what all the quality upgrades do?
It's in the ingame factoriopedia. Most of the effects are listed on the original FFF for quality: https://factorio.com/blog/post/fff-375
I don't know about any compiled list of everything, but there is a set of videos by a Japanese player where you can see all the effects as of the time of recording: https://www.youtube.com/playlist?list=PLmEpv00ZHGv-yw_niV_Y8b3qud9a1ZWOd (although it is in Japanese, but you can see the actual numbers being affected)
Sadly don't have access to that yet, guess I'll have to wait a few more days 😢
I was watching krydax stream earlier and he found out you couldn't add quality items to his rocket silo. Is that because the silo itself wasn't quality? or that it couldn't be used it at all. The second option would suck.
were all 3 ingredients of the same quality?
maybe the exploit fix messed it up that way
he removed all ingredients and made sure there were no in progress parts but it wouldn't let him put it in even manually
well that's unfortunate, I hope he reported it
he did
wait, why? you wouldn't want to make a rocket out of quality ingredients if it doesn't have any benefit
Buildings have a filter that says what quality of inputs they take. It defaults to Q1, but it's just a drop-down you can select. But if the rocket silo doesn't have such a dropdown, then you can only use Q1 ingredients.
Seems like you route your
to rockets and your quality chips to module production
E.g. if you use qual modules in scrap recyclers on fulgora you can have excess qual solid fuel
Generally having excess of quality items will happen as you move up the levels (unless you ignore quality before cycling for legendaries at the end), so using them for rocket launches is actually useful. Just voiding in recyclers just feels bad.
quality solid fuel you can make into better fuel for trains
Trains have miniscule consumption compared to base output though
But yeah it is kind of a niche
Out of curiosity: with quality enabled in 2.0, where does the recycler unlock land in the tech tree?
I think its actually very early. some stream I was watching yesterday briefly showed it, it could've been a trigger tech from mining scrap
NOT with SA. I'm talking about 2.0
since you can separately enable quality from SA if you have the dlc
oh now I understand your question. I don't know
Purple science. Makes sense. So it doesn't require blue circuits in vanilla + quality.
Thanks
So... shouldn't the research require blue circuit research?
could be an oversight
anyone doing that particular combination of mods is likely to know what they're doing though
Doesn't blue science require that anyway? No need to have a redundant connection if it's needed to get to purple science in the first place
No
Why?
It's not like you actually create blue circuits at Fulgora
This is the research for vanilla+quality, not SA.
You do if you're quality cycling 😉
Seems like you should set up delivery stations for
from scrap and then a recycle station when the destination is full
With quality inserters, I don't suspect train stations will be occupied for very long
then recycle station when the destination is full
Hmmm...
You should absolutely abuse your train interrupts
Oh, what are the power cost modifiers on quality 1/2 modules?
Quality only increases the main benefit of the module. i.e. a quality speed module is even faster, but has the same energy consumption as a normal speed module. It doesn't change the energy consumption, except for efficiency modules, where the consumption reduction is the main benefit.
As I understand it, none. Directly. They make the machine slower, but that increases the cost per craft. But they all have the same indirect power cost.
So quality module is just straight +x% quality/-5% speed and nothing else
Unlike speeds/prods which add energy costs
They really don't need much of a downside. The opportunity cost of using quality modules is, in many cases, non-trivial. So if you're using them, you're not using something else.
Not having a power modifier will be really nice for quality miners
I don’t get efficiency mods but base miner pollution is still… manageable
you can still use efficiency beacons with them
I could, it’d be awkward until bmds though
I thought that belts have no quality. The speed of the belts increases drastically 😄
They only get health.
oh okay 😦
Yeah I don't understand that one. You would thing higher quality belts would approach the next tier of belt and then the final tier would have a good legendary with the most speed. The health is just disappointing. I hope a mod brings that after release.
It's better to not have 20 belts with slightly different performance characteristics. Maybe if belts didn't pre-date quality, there might only be two kinds of belts. But as it currently stands, using quality to do what belt tiers also do isn't the best thing.
But then you could say that about every machine in the game that gets a speed increase. a 15, 16 , 18, 20 ,22. 25 for belts wouldn't be that out there especially since we still use normal tiers as a baseline such as t1 assembler or t2 , t3 etc. Now there will be several quality's in there that modify their speed (not to mention other ways to modify speed) but we will still see the next tier as an upgrade when looking at it from a speed point of view. I guess you could argue power consumption for those but that's not that huge a thing to work around.
There are exactly two machines in the game that get tiers: assemblers and furnaces. But even then, there are real differences. Assembler 2s can do fluid recipes; 3s have 4 module slots. Electric furnaces can use modules.
Outside of underground belt distances, the only difference between belts is speed.
the issue with belt speed is how the game engine works. Every tick, a
moves an item 1 pixel, and each upgrade adds 1 more pixel to the travel per tick. It's difficult to move items 1.3 pixels since each item is tracked in movement every game tick
so you'd have to upgrade it in terms of whole pixel values, which right now 2 pixels is just a straight up red belt
Only way I could see
belts working is perhaps the item spacing could be more compact
thats fair but couldn't that mostly be resolved by false moving like how smoke and bots use?
instead of moving items faster, you're just able to compress them tighter so instead of a new item appearing every 8 ticks (8 pixel spacing) it only takes 7 ticks at uncommon, 6 rare, 5 epic and 3 legendary
potentially
though your items will probably look VERY squished
thats not how it works though
also you'd have to change the base code for how belts work to accomplish this.... and it kind of goes against the design principle of belt throughput mechanics
each tile is 32 pixels, 7.5 items per second is a rate of 240 pixels per second, or 4 pixels per tick
...that math actually works out, huh
that's the whole reason they gave us slightly different shaded items when they gave us mk 4 belts, because moving 4 pixels with an 8 pixel gap made it look like it was flickering back and forth, so the slightly different shaded items gave the illusion of motion instead of the flickering
in the stacker inserter and
belt reveal FFF they showed how they had to give us the illusion of motion because of the higher tick movement
items move 4 pixels per tick, every 2 ticks, an item has moved across a tile per side of the belt, meaning every 2 ticks we move 2 items (both sides) for an average of 1 item per tick. 60 ticks per second, 60 items/second
belt speed is pixel based
that's why back in 1.0 development one of the things they fixed was belt throughput issues by working on item spacing, it used to be 9 pixels between items until they changed it to 8 so that belts will always have 8 items on them instead of going back and forth between 6 and 8
belts are 32 pixels long...
and a spacing of 8 pixels, sorry I meant to say travels from one starting point to the next on a belt
which is why you can have items be 4 items long per side
the reason it is hard to see if the items are moving is that items move 4 pixels, and then the next tick after moving 4 more pixels, the item is moved to the same position the previous item was in
hence the flickering animation, and why they shaded the items to give the appearance of movement
if you had a belt that could go 5 pixels per tick, a compressed belt would appear to flow backwards at 3 pixels per tick (blue belt) without that
you are making sense, but you have the wrong pixels per tick
yellow is 1, red is 2, blue is 3, green is 4 from what I understand
belts are 32x32 pixels, item spacing of 8 pixels
wait, maybe my math is wrong. let me think about it a little more
why does it sound like we are agreeing
okay lol
anyway the original point I was making is that if you were to have a quality belt, it's not practical to increase speed of the belt because of how the animations work
yeah, the speed increase would be awkward to work with
if you wanted to increase belt throughput without changing the animation speed, you'd have to look at the item compression on the belt instead of the speed
and theres no way thats changing
no, belts are hard coded for an 8 pixel gap, you'd have to change that purposefully in the base code, not as a mod
if devs had that intention in mind, they could make the belts able to have a tighter item gap for higher quality belts, but truth is that I doubt they're interested in that
the ability to stack on a belt is probably the best innovation we're going to get in terms of upgrading belt throughput
now..... quality undergrounds..... that is a different story. Underground length is an easy to mod quality stat
it would look weird
as long as you code the rule that
can't pair with a

it would look weird, it'd break game balance, and belt weaving would be broken as heck, which is why they probably just said "nah, quality is only an hp boost"
personally I kind of like the fact that we have machines that is useless to go for quality on, because it gives an excuse to put our normal materials down one path and any quality intermediates we get down another
okay yeah watching a stream i can confirm that as of right now quality modules dont directly increase energy costs
nice
Since speed can't change,
now have +1 lane
Has anyone tried to mod in negative quality modules? What happens?
Negative quality modules? You mean speed modules? They reduce the effectiveness of quality modules but don't cause items to downgrade in quality.
Ah you’re right I forgot about that. I was kinda hoping negative quality could downgrade things.
I wouldn't mind a true random mod where the quality had an even chance to upgrade or downgrade
I still think it would be cool if quality underground's reached further
I'm hoping to set up a system that will roll for quality on every step of the way, using some circuit logic to only load different quality of intermediates onto the train depending on demand across the base and a separate recycling train stop. I will probably control one item at a time for having that stop in their interrupts, but I think eventually the system would stay pretty balanced as long as the engineer is monitoring and correcting as needed. The one thing I'm nervous about is focusing on another planet for 3 hours, coming home to Nauvis to find a traffic jammed system
yes, i remember

so a poll for the quality enthusiasts. What stage of the game are you investing heavily in quality production?
Nothing before fulgora, I will try to make quality^2 modules in fulgora for a few select things, then unlock legenedary on aquilo, go for a second push for some legendary, then automate consistent science production, finish all non-infinite research, and go for a final quality push for anything that makes sense before trying to scale up science production / megabasing / post-endgame stuff.
probably a good notion.
what do you mean by heavily
having quality modules in 1 out of 6-8 GC assemblers counts?
and similarly across prod
I plan to invest quality modules initially in module makers (this will likely be my first or second try at doing circuit-controlled recipes, switching which module is made based on how many are available), as well as assembler makers, probably miner crafting, and maybe one or two other frequently produced things.
And then put some in miners, filter out the quality ore, and hold on to it until I have nuclear power and electric furnaces to start smelting them for other quality goods.
Then invest in purple science, where quality modules can go into the furance and prod makers so that I can have some quality furnaces for my eventual trip.
Do you guys think sushie belt with recipe-quality-filters, some recyclers and some circuits will be a good way to produce quality in mid game? That's the type of setup I'm imagining for the first quality^2 modules I will be making with EM plants.
sushi belts and quality mixing seems above my paygrade
I am going to just sprinkle quality mods across Nauvis base, aiming mainly for better stuff for personal equipment / space platform / Fulgora jumpstart. Then on fulgora maybe some first light cycling of stuff that will massively overflow. First real cycling after epic quality on G, no idea what but I bet I will want something upgraded by that point. Legendary is kinda too far for my plans, I am not rushing to the end
you can force the assembler to select one quality tier as its input, so it will ignore anything else from the sushie belt, this seems promising to me. Shouldn't be too hard, just need to make sure belt doesn't fill up or clog up, that's the main challenge with circuits.
This approach is most resource efficient to make quality, but the amount of spaghetti it will make dissuades me from considering it. I don't want inventory clog, and increase my base size too much just to get some quality.
ye "shouldn't be too hard" is something I can't say about that lol. I will first try recipe switching on platform for asteroid processing, maybe
why inventory clog. Belts for main production, bots for quality / mall
no need for the stuff to spend almost any time in your inventory
while building, you may have to pick up some stuff manually just to fix bugs etc. I want to keep the quality stuff away in a small modular area.
Working sushi requires strict controls over the ratios of products on the belt. You have no control over the ratio of what comes out of a quality-producing machine.
there won't be many bugs (before Fulgora, there it might be fun), filter splitters are simple. Also logistic trash for quality > common might be the play for a while
yea I am not talking about sushi for my quality plans, those will be dumb filter splitters and red chests
every filter splitter and belt dedicated to certain quality tiers is increasing the area needed for the build, potentially causing spaghetti issues.
by bug I meant errors in the layout
if that is the spaghetti causing issues for you I have no idea how do you handle advanced circuitry for sushi belts lol
that's even simpler than main bus splitting / re-balancing
also potentially there won't even be splitters, just maybe some advanced filters on inserters for assemblers with qual modules
but I have no idea how easy will that be to setup in spage
and quality bot mall is dead simple
and if it won't be, I can still pivot to the quality-miners route 🙂
Can't explain my design idea with words properly. Will share if I'm successful in a few days 🙂
My goal will be to create a quality startup build. I'll optimize for small area, less belts, less machines, rather than raw resource efficiency and speed.
oh you are talking about your build
I have my plan for end-game, but I think for early game i'm just going to put my best
s into my machine factories and just rely on my normal machines, using my upgraded ones on the space platform and such until I've unlocked the pieces I need to do some quality cycling
I think another quality poll question might be "how soon are you going for rare+ stuff in your personal armor"
and I have no idea about the answer for that one, because I will prioritize platform and tank before armor
I saw a few different takes on interplanetary platforms, going for some quality power and quality asteroid collectors seems like a good investment in quality
3 arms at rare
funny that a T3 quality modle is not as good as a T2 uncommon quality module
It's similar to how a Q2 eff1 is almost as good as a Q1 eff2. I still think the +2% quality is a typo.
prod module is 4->6->10% from t1 to t3
speed is 20->30->50%
eff and quality modules breaks the pattern
eff is 30->40->50%
quality is 1->2->2.5%
I wonder if it really should be 2->3->5% for quality modules. I never know how they balanced the numbers
for eff maybe 30->50->80%
yeah, definitely worth keeping a supply of epic mk2 modules around
"we have quality modules at home"
as soon as i can 
will be throwing quality 1s in my miners basically the moment i unlock them, though i dont think ill get the chance to go too quality crazy until i finish the EM science pack and begin infinites with prod science after, because I wanna get that rush to space achievement
imo it should be 1->1.5->2.5% for quality
but I'm sure they have their reasons
Level 2 being 2% is all the better for quality spamming
How’s it going folk, I have and idea that must be stupid, so need someone to convince me that it is. Early game why shouldn’t I quality up my miners and siphon from them the resources for deterministic uncommon/rare early game space station?
- Significantly increases complexity with logistics
- using quality modules means you're not using efficiency modules
Ah, the natives… bummer
Quality modules also come with a speed reduction, so all your production suffers
Yeah, but it’s mostly needed so I can push out 2 stations (science & travel to next planet) quickly, wouldn’t be a long-term solution
If you just want to push out some platforms quickly, then quality doesn't matter
Best use would probably be quality solar panels, which you can get just by making a lot of them with 
use the normal ones to power your nauvis base
can you make quality quality modules
Yes
||are there quality fluids?||
no

does kinda grow on trees on