#Quality

1 messages Ā· Page 11 of 1

grave condor
#

how about legendary oil

jaunty citrus
#

Fluids don't get quality

grave condor
#

make a mod

jaunty citrus
#

That's not how mods work

daring siren
#

You can jank it, but it'll be janky

half raptor
#

you'd have to do barrels of quality fluid but you wouldn't be able to unbarrel it like normal

#

best to not even touch the idea

cold wadi
#

Thanks for the idea!
I'm gonna try it

#

Let's see if I get quality water or not

sage vapor
#

fluids can not have a quality

daring siren
#

I speculate a quality_legendary release

molten bobcat
#

Qualiity Pipes ?

#

Or only oumps

sage vapor
#

pipes also exist but only increase in health

#

like everything else

molten bobcat
#

Okay

vocal dove
#

Quality is amazing but boy does it require a lot of micromanaging before logistic robots time..

daring siren
#

It's good that logistic bots are quite early

stable lagoon
#

how does quality science work? can they be mix and matched or all the same quality?

iron root
#

quality science packs can be mixed

torn swallow
#

anything worth trying to get quality on early?

jaunty citrus
#

There are some gimmes, mainly anything you use in science

#

might as well make quality electric furnaces

#

solar panels are good for space platforms, and you can use the normal ones to power your base

torn swallow
#

yeah baby!!!

twin peak
#

how do i have the quality icon show on top?, it gets buried often (pictured here: a rare circuit)

jaunty citrus
#

Have the belt go a different direction? trianglepupper

twin peak
hearty frigate
#

of course

kindred crater
#

holy shit that's good

high zenith
#

how do you sum up all the qualities of a circuit signal?

uncut helm
high zenith
uncut helm
#

yeah

high zenith
#

Someone suggested for sources that only have a single item, decider with each > 0 => Q input count

uncut helm
#

@high zenith you can also do this

high zenith
#

Ah, the research on the selector hasn't finished yet (or did it?) so I haven't poked at it yet

uncut helm
#

ahh it doesnt actually sums them up

high zenith
#

yeah we'd need something like a "quality stripper" that translates all input signals to a different quality

jaunty citrus
#

Would a decider with [signal] > 0 or [signal_uncommon] > 0 or [signal_rare] > 0 etc. output input count work?

#

I don't know how the new deciders work in that situation

high zenith
#

good idea to test

#

(I've closed the game for the night, sorry)

uncut helm
jaunty citrus
#

rip

uncut helm
#

what we really need is multiple operations in the arthimetic combinator

#

same way we have multiple conditions in the decider

jaunty citrus
#

Yeah... I think I remember that immediately being requested after the FFF šŸ˜…

raven hatch
#

legendary rail signal.

main talon
#

Will higher quality get container with 1 slot stuck or?

grand igloo
#

yes

daring siren
#

Yep. It's recommended to use signals to control things with quality

#

For example, I have a parametrized blueprint with an inserter into a filtered storage chest. You choose the item and number of stacks and it sets the inserter to stop inserter when the logi network has more than that amount of item.
Because the chest is not limited, quality items can pile up there without a problem, in addition to the main item.

stable lagoon
#

is there any reason not to put quality in science assemblers early game?

daring siren
#

Yes, productivity has better numbers

#

But you should probably put quality in all assemblers that can accept prod

main ruin
#

can't *

uncut helm
raven hatch
stable lagoon
#

Is there a better solution to move quality items/ore by train than (2000 [Train Car inv] - 100 [2 Stack size, 1 stack per type of quality] ) * 4 [Train car length] = ( >= [Total amount] ) ?

dire cosmos
#

probably more efficient to dedicate each train to a single quality

#

all this quality optimization is breaking my brain lol

half raptor
#

You can, but you can also have mixed trains and trust the new train interrupt schedules to deliver your upgrades to the appropriate stations, like if you have a copper_ore station and a quality_uncommon copper_ore station you can set your interrupts to deliver accordingly even if they're in the same train

#

Just make sure your inserters at your unloading station have filters set

dire cosmos
#

oh true, but what happens to the train when one of the quality's input storage gets backed up trianglepupper

#

would the train just not schedule a pickup in the first place

#

one of these days i'll figure out circuits enough to have optimized stations but today is not the day lol

#

single item loading stations still seem to be the most noob friendly option

#

guys how do direct insertion work with quality. Say i want to put quality modules in copper wires, which would then go into quality red circuit assembling. would I need to use the new "set recipe" circuit function on one of the red circuit assemblers

#

i wonder why we aren't allowed to just input any quality

stable lagoon
stable lagoon
dire cosmos
#

yeah..... trying to figure out a direct insertion setup without logistic bots and its hell lol

stable lagoon
dire cosmos
#

for red circuit i'd basically need 3 qualities of green circuits at the ready, which would be okay with bots i guess but belting it is a mess

#

maybe its time to give up and just accept that some wires will need to be taken out lol

stable lagoon
dire cosmos
#

i think quality setups are just better for late game šŸ˜”

#

rn i have no bots and no recylers lol

#

so only end products are getting qualitied

#

It still confuses me why they aren't letting you mix qualities lol

raven hatch
#

With bonus prod

dire cosmos
#

oh dang. yeah i can see how that might happen, if you quality the cheapest ingredients to hell

stable lagoon
#

yeah but couldn't that be solved by defaulting to lowest quality and resetting prod when using a new tier of quality? Cause what i heard they were doing was using common parts with prod till just before it would make 2 and then change it to quality giving them potentially 2 legendary's.?

dire cosmos
#

i imagine you can also end up with net positive recycling loops even without abusing prod cycles

#

if you bring up the quality of something expensive via idk legendary iron plates or something, then recyle the end product

stable lagoon
#

you can't with the recycleing because there is a hard prod limit to prevent that

dire cosmos
#

oh wait really

#

i haven't gotten to the recylers yet

stable lagoon
#

you get 25% back normaly and there is a 300% max on prod so the very max you can get is to break even

dire cosmos
#

its 25% even for high quality items?

#

wouldn't a legendary item getting recycled end up with 100% of base items

#

so if you have normal everything, then use a single legendary copper wire to bring up the overall quality of an expensive product, then get high quality raws back via recycling

#

you can go over 100%

#

you can then for example start generating copper from iron or something

stable lagoon
stable lagoon
dire cosmos
#

yeah exactly, so you definitely can get a net positive with mixed quality inputs

stable lagoon
#

not if the default was that you put a uncommon a rare and a legandary you only get back the least quality item

dire cosmos
#

for example a very expensive late game item requires a shit ton of copper ingredients but little iron. You use legendary iron plates to inclease the quality of the final product. recyle final product, get high quality copper intermediates completely disporportionate to the amount of iron you invested

#

so now you have a bunch of high quality copper products without doing a single thing

distant eagle
dire cosmos
#

yeah but thats not direct insertion. its simple when you just belt the wires

distant eagle
#

If you want T2 modules, you need a second set of red assemblers, with quality modules, for each quality level. To match ratios with the T1 modules

#

Do you not belt wires for red circuits production normally?

dire cosmos
#

yeah but that's exactly it. with direct insertion, you'll need a combinator to automatically change the recipe based on what copper wire you manage to produce

#

then somehow belt in 3 different types of green circuits

#

tho not all red circuit assembler would need access to the high quality green circuits, its still a pain to set up a 6 to 1 direct insertion block

#

my usual red circuit block

#

this would be honestly kind of trivial with bots lol but im going for the no bots until space achievements

half raptor
#

Honestly, now that the game is out I'm coming up with much simpler solutions than what I had in mind months ago

burnt reef
#

(well, logistics bots, which is what the achievement tracks)

half raptor
#

I have this convoluted idea that would require a lot of circuit conditions and complicated interrupt logic...

Or I can just make groups of quality production lines next door and use splitter logic to send upgrades to the right output station and use local recycling to recycle overflows. Any quality ingredients would just go to the line next door and process the upgraded ingredients. Each line would have its own quality demand stations and output. The thought is that it keeps things running until it overflows each quality and overfills at legendary.

Idea does need recyclers though

#

If I do this on every intermediate where it will just continue to cycle and recycle until the legendary output is full, it seems like a good use of a production line. It would only recycle if the station is overfull anyway

dire cosmos
#

i guess this wasn't too bad, only downside is that it only outputs two qualities

#

i can get it to 4 with some belt weaving but the fear is that throughput would become a problem

#

for the rarer qualities

#

figured that a 1% chance just isn't worth direct insertion

gleaming quartz
#

Would the most effective use of quality components be to try and get higher quality modules first? Unless theres a specific need, I feel like that should be the general aim

#

Higher quality quality modules means increased chance of quality down the road

dire cosmos
#

yes, and high quality prod modules

#

with stuff like solar panels it also never hurts to just through in some quality modules. doesn't matter if you end up with a weird assortment of qualities

cold wadi
daring siren
#

There's no quality fluids

stable lagoon
half raptor
#

Why are you able to put quality modules in?

dire cosmos
#

almost everywhere

lyric yacht
#

mfw i roll 50 5% chances and don't get a single quality thing

torpid niche
#

I want to see if a quality thing (say, a lab) is "worth" making. How can I preview the stats of quality stuff without actually making it?

main ruin
#

in factorpedia hover over diamonds

stable lagoon
distant eagle
#

Factoriopedia mobile app?

stable lagoon
#

no the in game one

stable lagoon
distant eagle
#

no, i wish there was a factoriopedia mobile app

stable lagoon
#

ahh

frank warren
#

just aim it at anything and it gives the info on it

#

basically Google lens but better

arctic gyro
#

factoriopedia is really cool

weak ruin
#

Okay, I think I'm starting to understand. Quality can move on in any level (albeit unlikely) even on Nauvis so you need to thonk upon what to do with any given level. High levels Intermediaries can be stockpiled and put in an Assembler for a specific job (like Armour or Guns). Mid-level stuff can be sent to a "Boutique Mall" for things where you want to focus on using the Quality, low-level stuff can go back on the main bus or be yote into a small Science maker and sinked out that way.

lyric yacht
#

anyone have that blueprint for quality where it only puts modules in the beacons after the craft started?

#

nvm i made it myself

half raptor
#

Why wouldn't you just start with quality modules in?

lyric yacht
#

because mech armor takes 60 seconds to make, so it'll start the craft with quality modules then once its started the beacons activate to give it the speed boost without dropping quality

weak ruin
#

Something I don't a clear answer on is what tiers you can make before leaving Nauvis, is it just Green and Blue?

raven hatch
lament hornet
#

Can I craft higher quality machines by only using common quality intermediates and a quality module’d assembler?

#

or do i have to use higher quality intermediates

#

or would it create even higher quality machines if i use quality modules and high quality intermediates?

clear scarab
iron root
fallen urchin
main talon
#

Is that chance of getting better one.

#

Probably only worth doing on last nuclear step.

eternal mural
#

apparently player entity quality is scripting only

main talon
#

Afraid it destroys fun of handcrafting stuff.

eternal mural
#

wdym

lament hornet
half raptor
#

It's possible to make a quality_legendary machine using quality_normal ingredients but it's not very likely. Even when you get the upgrade, it's a 1 in 1000 chance to upgrade 3 extra ranks on top of the chance to get the upgrade

#

The idea of stockpiling quality ingredients is that if you have a store of legendary ingredients, you're guaranteed a legendary result

main talon
#

Does it roll on each quality module or?