May be so, I am not the final judge on that. If at all the devs can say what is best. I can only make some assumptions from here, so don't take my word for it. ^^Zijkhal wrote: ↑Wed Oct 30, 2024 5:01 pmAFAIK the big performance draw in Factorio is related to memory, not calculations. As such, a few more calculations could potentially have negligible performance impact, because the bottleneck lies in the cache and memory
Honestly, I don't wanna find excuses why not to do this, because it *can* be done relatively performance friendly, I think.
Anyway, I would also totally settle on a compromise where you can craft an item with partial higher quality ingredients, with the standard resulting item quality being that of the lowest quality ingredient. That would at least allow for the stuff to be used up without necessarily having to throw it back into a recycler. That would already be an improvement I think. ^^
And I would definitely not have anything against calculating average quality probability on a per ingredient quality basis, if it is not too performance intensive.
At least it would make it more straightforward. Like direction-insertion between assemblers; then you don't necessarily need a filtered inserter to take out quality items that don't match the target machine's recipe because then you know the target can deal with it should the necessity arise.