Ban quality modules from asteroid crushers

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CyberCider
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Re: Ban quality modules from asteroid crushers

Post by CyberCider »

h.q.droid wrote: Thu Sep 04, 2025 2:58 am Has it occurred to you that this is a VERY NEGATIVE feedback loop? With vanilla upcycling unclogging means you need to destroy some of the high quality stuff you spent a lot of effort making.
The unclogging thing is a logistical concern, not a material concern. The quantities that need to be destroyed are so small compared to the total output that worrying about them is pointless. They make an impact by forcing you to design for them, not by denting your budget.
And if you need a large base to get a few quality assembly machines, the results won't even fit in your base or produce any positive feeling by that point. The way quality items work against belts and inserters make long quality chains decisively unfun.
You don’t need a large base to get a few quality machines, you need a large base to get a lot of quality machines. I mean, uncommon really isn’t too hard to produce in bulk once your quality production has been upgraded a bit, and its impact shouldn’t be underestimated. It nearly doubles the throughput of beaconed builds, and also modestly increases their output at each step. With that it should be easier to meet the requirements of feeding rare production, and so on. Of course producing every tier is still harder than the last, but like, that’s the whole point.
Besides, recycling lines are like the worst method for traditional quality. It's almost always better to recycle into a container like what sane people do in Fulgora. The optimal solution to vanilla upcycling is just building a big dumb bot base and enough yellow chests for byproducts of a life time. Maybe a few rocket silos for blue undergrounds. Why bother with clogging belts without speed modules? Unclogging belts only become a problem with asteroid cycling.
You know, you make a very good point about bots. Asteroids are entirely bot-resistant due to being in space, that is something important in their favor. I’ll have to think about this more.
The core of quality is vertical scaling, i.e., do more with less buildings. It shouldn't need any horizontal scaling.
Well, it has to need some kind of scaling. Scaling is a really important element of Factorio, everything needs scaling. And obviously, if you have no quality items yet because you’re only beginning to engage with the mechanic, then you have no means of applying vertical scaling and can only do it horizontally. But once you have started, of course quality can benefit from its own vertical scaling. You only need to go horizontal to the start, the longer quality runs the more it can vertically scale itself. Besides, Factorio isn’t a strategy game that makes you choose between a horizontal and vertical “build”. Even with quality, you will aways be going both horizontal and vertical. And since when is there anything wrong with horizontal scaling anyway? In 1.1 it was pretty much all we had, and it was great. Quality wasn’t added to replace horizontal scaling with vertical because horizontal was flawed, it just added vertical in order to add more to the game. But everything that was there previously is still there and still good.
If you prefer vanilla upcycling to asteroid shuffling, the right suggestion is to remove the quality penalty of speed modules or making stack inserters less stupid.
I really don’t see the issue with stack inserters. Personally I only use them for common and uncommon items, the rest are simply too low throughput for it to even be worthwhile. Besides, if you have a sidegrade that’s explicitly bad at one thing, why try to use it for that thing?

And speed beacons would, unsurprisingly, make quality too fast. Everything would function the same, you would just need a lot less of it for the same output. Right now, if you want to maintain a certain quality % per upcycler, in order to scale it you need to either make more quality modules in the required quality, or increase the quality of the buildings in the upcycler. In both cases, quality items are required to scale quality, making it slower at the start but faster the longer you run it. However if beacons worked, you could use common beacons and speed modules to get the same effect that you currently need quality items for. And this would do nothing interesting, only flatly increase the throughput of every quality method at no meaningful cost.

If that was what you had in mind, and you think quality is too slow by default, then… I’m afraid that’s one thing that can’t be meaningfully argued about. You think it’s too slow, I think it’s ok, and there’s nothing either of us can say besides “it just feels that way to me”.
coffee-factorio
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Re: Ban quality modules from asteroid crushers

Post by coffee-factorio »

CyberCider wrote: Thu Sep 04, 2025 11:25 am
I really don’t see the issue with stack inserters. Personally I only use them for common and uncommon items, the rest are simply too low throughput for it to even be worthwhile. Besides, if you have a sidegrade that’s explicitly bad at one thing, why try to use it for that thing?

And speed beacons would, unsurprisingly, make quality too fast. Everything would function the same, you would just need a lot less of it for the same output. Right now, if you want to maintain a certain quality % per upcycler, in order to scale it you need to either make more quality modules in the required quality, or increase the quality of the buildings in the upcycler. In both cases, quality items are required to scale quality, making it slower at the start but faster the longer you run it. However if beacons worked, you could use common beacons and speed modules to get the same effect that you currently need quality items for. And this would do nothing interesting, only flatly increase the throughput of every quality method at no meaningful cost.

If that was what you had in mind, and you think quality is too slow by default, then… I’m afraid that’s one thing that can’t be meaningfully argued about. You think it’s too slow, I think it’s ok, and there’s nothing either of us can say besides “it just feels that way to me”.
So I've been studying quality instead of megabasing. I do it on belts because if I'm playing for study instead of for production, I have to account for each item.

What you say about the quantity of items tossed out misses that you have to have a disposal strategy that costs UPS for any quality of item. So droid might be concerned about it takes a long time to get it. I'm concerned about two things: having a dedicated inserter that never moves next to destruction strategy (recyclers, space, lava) whose job is to wait for five things from any of the containers that overflow on my build. Or if someone wants to play hard, a quality build that sees like two operations every couple of hours. That costs them time to design, place and replace. Instead of just, seeing how much normal science they can get on their CPU so they can invest a million science in a good technique, which is a lot more sane.

Having a garbage station to handle noise in the system causes odd issues.
From the perspective of CPU resources: :D It's fine :D.
From the perspective of memory resources: That's an arm leading to a lava pool that is going to flip some bits. And those entities have to be logged every time you copy, paste, or redistribute a blueprint.

And one of things I've run into is that a miss-stacked turbo belt recycling 4 ips of blue chips at 300% productivity is not going to hold anywhere near it's 240 item/second capacity. When I run into the same problems doing 60 ips layouts. As far as skill issues, I mean. Heligungir did a passback kovarex build that used filters very intelligently on a stack inserter. It makes a stack inserter perform like a recycler.
passback_single.png
passback_single.png (514.22 KiB) Viewed 233 times


So great, you still have to pass that from the assembler to the next container (belt, train, chest, ect.) and that's an interesting challenge on paper. In research it recreates the problem I run into with a recyclers in general. I have to make dedicated stacking bays. Or I have to configure five inserters every time to layouts of size 3-5, on turbo belts I'm filling on the basis of "If I show this at 60 ips there's no argument about why you do things a certain way". Because 30 ips flat will fill a turbo belt side. So if I add a quarter share uncommon on two materials, all the sudden my container size is inconsistent and between 30-120 and I have to design around that.

I have a youtube video covering the topic generally with good reviews for the scale of my channel where I can show that mishandling that can make your material appear to vanish into thin air. If you would like to see it, I'll send you a link so there's no conflict of interest and I do not appear to be advertising.

The belts I make are difficult to differentiate from a shitpost because of it. Because the dimensions are the same size or larger than space platform that can manufacture everything that isn't on a planet that you'd want while shipping 100 ips of Vulcanus science. See Iko Uwais. It's bragging, it's point out I could run a sister ship to haul agricultural science in the time it takes for me to build a research demo.

What I'm seeing is stuff that scales unlike anything I've dealt with. There isn't a single winning strategy, if it's more efficient it costs so many buildings I may as well as pound boxes, and regardless of a ban I need to just live with small modules on a space platform so I'm not burning design time on that instead getting promethium science.

And frankly, I'm not blowing smoke up your ass when I say the thread gave me a good tip on how to build. But there's also critical responses I can make to that like "even so, if I copy scale horizontally in the module makes a fool out of both of us, because I challenged myself technically and burnt out. My result does as much work without requiring you to always have petrol chemical processes in your supply chain. But I had to copy and paste a rank of quality buildings so, to optimize that I need to go back and break modularity to deal with quantities of legendary and epic items... excuse me while I sink time into going from 1 ipm to 4 ipm."

And there's so many recipes that the results are completely inconsistent with what the game offers in 1.x. And like, a simple demo blueprint of 60 ips can be tens mb of text if you need to show what a concept does to forges and why you would or wouldn't pursue an idea using evidence based reasoning. I have to figure out that each dash is 32 meters and how to make that with telephone poles.
scale_demo_green_circuits.png
scale_demo_green_circuits.png (38.63 KiB) Viewed 233 times
And that's a fallback if you don't have simple strategies like rerolling or 300% productivity.
Shulmeister
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Re: Ban quality modules from asteroid crushers

Post by Shulmeister »

h.q.droid wrote: Thu Sep 04, 2025 2:58 am Besides, recycling lines are like the worst method for traditional quality. It's almost always better to recycle into a container like what sane people do in Fulgora. The optimal solution to vanilla upcycling is just building a big dumb bot base and enough yellow chests for byproducts of a life time. Maybe a few rocket silos for blue undergrounds. Why bother with clogging belts without speed modules? Unclogging belts only become a problem with asteroid cycling.
I agree for the bot base, that's the easiest way to Fulgora, at least on space platform you can't use bots to render all logistical concern moot.
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Re: Ban quality modules from asteroid crushers

Post by Loup&Snoop »

-1

Space casinos are a good addition to the game because it reduces the number of duplicate washing setups you make across the run. If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken. The meta is going to be more ore washing, which is exactly what people do if not a casino. But instead of washing only for tungsten, U, jelly, mash, fish, and spoilage… Now you add the exact same washing setup being used for iron, copper, stone, coal, sulfur, and calcite. Even if it is less efficient, washing is easy to just brainded mega-scale to get the materials that you need.

At least the casino gives more variety to quality based gameplay.
Milichip wrote: Sun Feb 16, 2025 12:32 pm I think it is important to nerf space casinos so that fulgora can shine for one of its strongest suits: quality production.
Quality on Fulgora is awful, and generally known to be a trap. Space casinos have nothing to do with that. Even without casinos, Fulgora quality farming would still be turbo-ass in comparison to simple ore washing.
CyberCider
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Re: Ban quality modules from asteroid crushers

Post by CyberCider »

Loup&Snoop wrote: Fri Sep 05, 2025 7:56 pm If you think banning space casinos is going to make people switch to complex upcycling of iron or Fulgoran scrap, you are extremely mistaken.
This isn’t about what people switch to, but what’s optimal. And practicality/ease of use/simplicity is not a real measure of efficiency in Factorio, and never really has been except for speedruns and deathworld. Resources, throughput/machine count, space, even power, these are what can really matter depending on the situation. And space casino clears all the most relevant ones. Washing, except for in the unfortunate cases of coal and stone, does not. If it’s easy to use but has poor performance, that’s fine. I don’t care if everyone switches to handcrafting because they think designing a mall takes too long, automating supplies is still better than handcrafting.
The meta is going to be more ore washing, which is exactly what people do if not a casino. But instead of washing only for tungsten, U, jelly, mash, fish, and spoilage…
I haven’t checked for fish and spoilage, so you may be right about those. But it’s not particularly likely, and it’s not like they’re very critical items anyway. The rest of your examples though, can be upcycled for superior performance. If people find reasons to prefer inferior methods, that’s fine by me, they can play however they want. It won’t change what’s really better.
Quality on Fulgora is awful, and generally known to be a trap. Space casinos have nothing to do with that. Even without casinos, Fulgora quality farming would still be turbo-ass in comparison to simple ore washing.
I must say I highly doubt that. I’ve found it to be quite effective. It struggles a bit with plastic, but if supported with rare coal from Nauvis that problem pretty much goes away. Just avoid LDS-heavy items, don’t expect it to produce speed and productivity modules, and it will work fine. Imo it’s a far more interesting byproduct sink compared to Nauvis sciences, even if it is technically not sustainable indefinitely.
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