There is not a single non-quality setup that can match a quality setup in space lel at the same max output, only efficiency, both are quite space efficienct compared to solor etc, but you also act like fusion cells are not free as hell ...fryyyy wrote: Fri Jun 12, 2026 9:46 pmTo be clear, I'm talking about multi-reactor setups. You need to run the reactor at 100% capacity to get the most fuel efficiency. You need more infrastructure (tons of accumulators and logic to switch the reactors on/off) to capture the higher output of the quality reactors to preserve the fuel efficiency. Two quality reactors will produce less electricity at a worse fuel efficiency than 3 non-quality reactors. Fluoroketone levels have nothing to do with fuel efficiency.nixCorvus wrote: Fri Jun 12, 2026 8:55 pm What makes you think that a low-quality fusion reactor produces more energy and takes up less space than a high-quality one? You just need fusion generators that match the reactor's quality. The efficiency also stays the same if you limit the fluoroketone supply properly.
You can use the same blueprint regardless of the quality. With higher quality, you generate more energy in the same amount of space. Thats all.
For any given target output, there is a non-quality reactor setup that will have better fuel efficiency and take up the same or less space than a quality setup. The only use case for a quality reactor is when you don't have enough space for multiple reactors, forgoing any efficiency bonus, and need more than 100 MW and less than the max output of whatever quality you have available.
Friday Facts #442 - Flip, Flow, and Fresh Paint
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Probably the most useful metric would be to know the expected amount of resources required per 1 legendary output. For example pure upcycling with ore has a 75% recycling loss with ~25% chance to succeed (4 modules), or roughly 16 items devoured per 1 upgraded output. Scoring 4 upgrade rolls to get 1 legendary output would demand ~65k resources, minus the lucky multi upgrades and minus the extra chances from rerolling the failures. Space casino is going to be a similar way. The reroll recipe loses 20% per attempt and has a ~12% chance to succeed (2 modules), so each upgrade would need ~10 lower tier rolls. Four successful upgrades would take ~10k attempts, with a ton of retries to reduce the total chunks required. A third of the final chunks would be the right flavor, and the other types would have to reroll until they succeeded.
Someone smarter can probably figure out the math. Obviously, f the reroll had no cost then 1 normal input would always give 1 legendary output. Some sort of convergence of infinite multiplying series would probably do it.
All in all, it's kind of a funny scenario. Space chunks are like an onion, or perhaps a gobstoper. You peel off one layer over and over until it is the right quality, then peel a few more layers until it's the right chunk flavor. Asteroid chunks have more geologic layers than the planets.
Someone smarter can probably figure out the math. Obviously, f the reroll had no cost then 1 normal input would always give 1 legendary output. Some sort of convergence of infinite multiplying series would probably do it.
All in all, it's kind of a funny scenario. Space chunks are like an onion, or perhaps a gobstoper. You peel off one layer over and over until it is the right quality, then peel a few more layers until it's the right chunk flavor. Asteroid chunks have more geologic layers than the planets.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Reading between the words, I think the space casino nerf looks OK: it only prevents quality on reprocessing, but not on *basic processing*. It means you can't easily get early game legendary with reprocessing, but at productivity 30, you can still get legendary stuff en masse with basic processing with roughly the same yield. Just need more by-product disposal.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Using legendary tier 3 modules, you average slightly more than one legendary asteroid output per 47.7 common asteroid inputs, so in this metric it's in the same ballpark as craft-recycle loops without any special features.bobucles wrote: Sat Jun 13, 2026 2:10 amSomeone smarter can probably figure out the math. Obviously, f the reroll had no cost then 1 normal input would always give 1 legendary output. Some sort of convergence of infinite multiplying series would probably do it.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I had to dust off the webs of my account just to make a post. It shows a real lack of game testing if you want to remove space casinos in any way. Apparently yall don't play your game, because it is literally the only thing left to do at endgame besides mindlessly expanding for no reason (which is fun too ngl).
I just cannot fathom what caused you to think removing it was the play. It shows a systemic problem most games have, developers get too detached from the actual playerbase and shove something in nobody wants. I thought Factorio was different, but oh well. Same same different face.
Disabling updates so you don't brick my saves and fun with your idiocy.
I just cannot fathom what caused you to think removing it was the play. It shows a systemic problem most games have, developers get too detached from the actual playerbase and shove something in nobody wants. I thought Factorio was different, but oh well. Same same different face.
Disabling updates so you don't brick my saves and fun with your idiocy.
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RocketManChronicles
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
It already is fun. I did and do not do the "Space Casino," so I am not reliant on it. This game requires puzzle solving and mathematics to push production and efficiency. Getting Legendary items easily is not part of the plan. I also play this game with mods that make it extremely difficult: I have a 1.1 save file of a Rampant Death-Railworld Extreme, meaning the Rampant mod with all of the extra enemies, with severe deathworld settings (harder than the suggested deathworld) and resources set to the railworld settings. This game is way to easy otherwise. And my 24000 hours shows how much I enjoy this game.
It does not matter, as I am sure there will be a mod made to counter this change. I stay away from mods that make the game "easy" like the far reach and walkthrough mods; those make it too easy. I do enjoy some QoL mods like even distribution. But people play this game how they want to; even use other people's blueprints without laying a thought to solve it themselves. If you want to play the game with everything handed to you, go ahead, I will be at the other end with my mega- and giga-bases that have faced near destruction through evolution.quineotio wrote: Fri Jun 12, 2026 2:27 pm How do you feel about other people being upset at it's removal?
That is your opinion, and I have mine. Just play the game the way you want.quineotio wrote: Fri Jun 12, 2026 2:27 pm I've never heard an answer to these questions that satisfies me.
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motmontheinternet
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
All you're telling us is that you've never built one of these ships before. The productivity of the items the ship itself makes are irrelevant, Vulcanus makes all of the legandary products after the ship brings it legendary carbon, calcite, and iron. The point of the ship and the reason to use it over other methods is scale of inputs in the first place. The sources of the materials is high and doesn't need updating when resource nodes empty. Nobody cares about these ships because of productivity, because productivity works on all surfaces.h.q.droid wrote: Sat Jun 13, 2026 2:17 am Reading between the words, I think the space casino nerf looks OK: it only prevents quality on reprocessing, but not on *basic processing*. It means you can't easily get early game legendary with reprocessing, but at productivity 30, you can still get legendary stuff en masse with basic processing with roughly the same yield. Just need more by-product disposal.
There's no such thing as an early game legendary item ship, by the way. When you unlock legendary materials you are in the end game.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
This perfectly encapsulates my dissatisfaction with people's answers. I tried to be charitable (maybe there's something I missed), but at the end of the day you just don't care about other people. "Just play the game the way you want" is hypocritical because people WERE playing the game the way they wanted.RocketManChronicles wrote: Sat Jun 13, 2026 5:09 amIt already is fun. I did and do not do the "Space Casino," so I am not reliant on it. This game requires puzzle solving and mathematics to push production and efficiency. Getting Legendary items easily is not part of the plan. I also play this game with mods that make it extremely difficult: I have a 1.1 save file of a Rampant Death-Railworld Extreme, meaning the Rampant mod with all of the extra enemies, with severe deathworld settings (harder than the suggested deathworld) and resources set to the railworld settings. This game is way to easy otherwise. And my 24000 hours shows how much I enjoy this game.
It does not matter, as I am sure there will be a mod made to counter this change. I stay away from mods that make the game "easy" like the far reach and walkthrough mods; those make it too easy. I do enjoy some QoL mods like even distribution. But people play this game how they want to; even use other people's blueprints without laying a thought to solve it themselves. If you want to play the game with everything handed to you, go ahead, I will be at the other end with my mega- and giga-bases that have faced near destruction through evolution.quineotio wrote: Fri Jun 12, 2026 2:27 pm How do you feel about other people being upset at it's removal?
That is your opinion, and I have mine. Just play the game the way you want.quineotio wrote: Fri Jun 12, 2026 2:27 pm I've never heard an answer to these questions that satisfies me.
This change makes the game better for no-one and worse for some people. There's no good reason to be happy about this.
Thank you for telling me how good you are, it's a good insight.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
And you will continue to be able to play the game the way you want after the change.quineotio wrote: Sat Jun 13, 2026 5:38 amThis perfectly encapsulates my dissatisfaction with people's answers. I tried to be charitable (maybe there's something I missed), but at the end of the day you just don't care about other people. "Just play the game the way you want" is hypocritical because people WERE playing the game the way they wanted.quineotio wrote: Fri Jun 12, 2026 2:27 pm That is your opinion, and I have mine. Just play the game the way you want.
It makes the game better for people who feel being forced into a dilemma between "play well and the game degenerates to become uninteresting" and "deliberately play badly" are both bad options that ruin the fun of a game.This change makes the game better for no-one and worse for some people. There's no good reason to be happy about this.
I am very much of the opinion that the game defaults should be well-balanced, and variations that let people play out a power fantasy or skip over parts of the game they dislike should be clearly sectioned off as not being part of the intended game experience. IMO, adding OP features and adding skips to a balanced game works much better than filling up a game with those things and force players that want game balance to guess what things to deliberately avoid -- especially when many (most?) of those players will not have a deep understanding of the game to be able to make those choices or even recognize they need to be made.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
So many awesome improvements in this FFF. I guess this time that stands for Flipping, Fluids, and Flamethrowers!
I'm SO glad that the inserter drop on perpendicular belts can be controlled now!!! That'll open up a lot more options for train unloaders!
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DarkArchitect
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Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Bye bye vanilla casinos.
I think they were quite a fun way to break the late game, but we all expected this. What I hope is we get another way of obtaining quality materials, because upcycling feels tedious and too "grindy".
A common ground of a difficult but rewarding puzzle to obtain quality would be better that just throw hundreds of recyclers and wait.
That or just a mod that allows quality modules on recyclers again.
Oh, and new flipping options are just awesome! Can't wait to redesign some designs to make them more compact!
Best regards
I think they were quite a fun way to break the late game, but we all expected this. What I hope is we get another way of obtaining quality materials, because upcycling feels tedious and too "grindy".
A common ground of a difficult but rewarding puzzle to obtain quality would be better that just throw hundreds of recyclers and wait.
That or just a mod that allows quality modules on recyclers again.
Oh, and new flipping options are just awesome! Can't wait to redesign some designs to make them more compact!
Best regards
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
To be clear, I don't use the space casino. Although I think this is a bad change, my original comment was more concerned with the attitude "I'm happy about this" coming from someone who it doesn't effect. Why would you care if it doesn't effect you?Hurkyl wrote: Sat Jun 13, 2026 6:01 am And you will continue to be able to play the game the way you want after the change.
While I agree with some of what you've said in principle, we're talking about a late game thing that has already been in the game for a year and a half. And Factorio is a non competitive, mostly single player game, and partially a sandbox.I am very much of the opinion that the game defaults should be well-balanced, and variations that let people play out a power fantasy or skip over parts of the game they dislike should be clearly sectioned off as not being part of the intended game experience. IMO, adding OP features and adding skips to a balanced game works much better than filling up a game with those things and force players that want game balance to guess what things to deliberately avoid -- especially when many (most?) of those players will not have a deep understanding of the game to be able to make those choices or even recognize they need to be made.
I'm hoping that there are further changes coming for quality, but even then I disagree with the design mentality that has risen to prominence in SA, which is that there are particular things that are arbitrarily allowed, and particular things that are arbitrarily disallowed.
The point of a game is to have fun, and multiple people have stated that they enjoy making space casinos. This idea about disallowing power fantasy or "skipping over parts of the game they dislike" is weird to me. What's wrong with power fantasy in a game? What's wrong with skipping over things you don't like in a game? What's wrong with having easier and harder ways to do things?
As I said above, I don't use space casinos. I tried it, but then I wanted to try something different, so I did something different. It was an interesting challenge, and then I wanted a different challenge. What's the problem?
Achievements have been used as additional optional challenges. Why not just add an achievement that disallows putting quality modules into crushers? That would serve the elitists while still allowing those who want to to make space casinos. If you want a "hard mode" - hooray it would exist. If you want an "easy mode" it'd be there too. There are many games with difficulty options. Should difficulty options be removed because playing on easy is "OP"?
Why not just add difficulty options directly as an option when making a new game? Remove ALL the restrictions on easy - allow me to put quality modules into crushers on planet surfaces, place biolabs on any planet, have multiple landing pads per planet and whatever else. And then have a hard mode with whatever restrictions?
In fact that's a good idea. There are a lot of things I'd like to try but can't due to arbitrary restrictions. I'm not happy when someone's fun is gated behind an arbitrary design choice and an elitist mentality. Give the elitists a medal and give the rest of us the choice to play the game the way we want. What's the problem?
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I got a suggestion regarding the LDS quality issue : what about putting a quantity multiplier on fluide from quality recipes ?
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
And? Are those reasons I should not be allowed to enjoy the process of learning how to play a game well?quineotio wrote: Sat Jun 13, 2026 6:32 am While I agree with some of what you've said in principle, we're talking about a late game thing that has already been in the game for a year and a half. And Factorio is a non competitive, mostly single player game, and partially a sandbox.
There are ways to section things off from the main game experience other than "disallow it". Such as making it something you enable with mods.The point of a game is to have fun, and multiple people have stated that they enjoy making space casinos. This idea about disallowing power fantasy or "skipping over parts of the game they dislike" is weird to me. What's wrong with power fantasy in a game? What's wrong with skipping over things you don't like in a game? What's wrong with having easier and harder ways to do things?
There's nothing wrong with a power fantasy in a game intending to provide a power fantasy. There's not really anything wrong with a power fantasy in a game providing for other tastes.
There is a problem with a power fantasy in a game providing to other tastes if the other tastes are sacrificed to allow the power fantasy.
There's nothing wrong with having a way to skip over parts you don't like in a game. There is a problem when it's not clear those parts are actually supposed to be the game you're playing and skipping over it is something abnormal for people that don't like that part.
The problem is with your framing: you're viewing producing quality in a non-casino way as an "optional challenge". Many people, and the devs it seems, view it as "the main game", and space casino is the optional bypass.Achievements have been used as additional optional challenges.
Have you tried playing the game in the map editor?There are a lot of things I'd like to try but can't due to arbitrary restrictions. I'm not happy when someone's fun is gated behind an arbitrary design choice and an elitist mentality. Give the elitists a medal and give the rest of us the choice to play the game the way we want. What's the problem?
Last edited by Hurkyl on Sat Jun 13, 2026 6:50 am, edited 1 time in total.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
In this context, talking about efficiency only makes sense in a multi-reactor setup, since efficiency can only be increased through the neighbor bonus.fryyyy wrote: Fri Jun 12, 2026 9:46 pmTo be clear, I'm talking about multi-reactor setups. You need to run the reactor at 100% capacity to get the most fuel efficiency. You need more infrastructure (tons of accumulators and logic to switch the reactors on/off) to capture the higher output of the quality reactors to preserve the fuel efficiency. Two quality reactors will produce less electricity at a worse fuel efficiency than 3 non-quality reactors. Fluoroketone levels have nothing to do with fuel efficiency.nixCorvus wrote: Fri Jun 12, 2026 8:55 pm What makes you think that a low-quality fusion reactor produces more energy and takes up less space than a high-quality one? You just need fusion generators that match the reactor's quality. The efficiency also stays the same if you limit the fluoroketone supply properly.
You can use the same blueprint regardless of the quality. With higher quality, you generate more energy in the same amount of space. Thats all.
For any given target output, there is a non-quality reactor setup that will have better fuel efficiency and take up the same or less space than a quality setup. The only use case for a quality reactor is when you don't have enough space for multiple reactors, forgoing any efficiency bonus, and need more than 100 MW and less than the max output of whatever quality you have available.
I guess you haven't figured out yet how to design a fusion reactor that takes full advantage of the neighbor bonus at partial load. With a nuclear reactor, you do this by limiting the fuel supply. With fusion reactors, you have to limit the fluoroketone in the reactors. This ensures that all the fluoroketone can be converted into plasma, but the generators shouldn’t run dry. No accumulators are needed for this.
Hint: Using Pumps for this is a trap. Barreling is the key to precisely limiting the fluoroketone feed rate.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Space casinos don't disallow learning how to play the game well. What are you talking about? Is your argument that NO-ONE knows how to play the game well, and that the reason is because it's possible to build space casinos? If this isn't your argument, then how have some people learned how to play the game well despite space casinos being possible?Hurkyl wrote: Sat Jun 13, 2026 6:49 amAnd? Are those reasons I should not be allowed to enjoy the process of learning how to play a game well?quineotio wrote: Sat Jun 13, 2026 6:32 am While I agree with some of what you've said in principle, we're talking about a late game thing that has already been in the game for a year and a half. And Factorio is a non competitive, mostly single player game, and partially a sandbox.
Mods are not part of the game. I don't think it's a good idea to rely on third party add-ons.There are ways to section things off from the main game experience other than "disallow it". Such as making it something you enable with mods.
What is being sacrificed to "allow the power fantasy"? Is building space casinos the only way to play? No. Why do you care? It comes back to the question, "how does this change make the game better for YOU?". How does the possibility of building space casinos make the game worse FOR YOU?There is a problem with a power fantasy in a game providing to other tastes if the other tastes are sacrificed to allow the power fantasy.
What is not clear? You can only build space casinos after you've essentially finished the game. You've interacted with the quality system for many hours by then. What parts of the game are skipped?There's nothing wrong with having a way to skip over parts you don't like in a game. There is a problem when it's not clear those parts are actually supposed to be the game you're playing and skipping over it is something abnormal for people that don't like that part.
Many of the comments contain statements like "I find casinos to be more interesting that the other options". So they're aware of other options but prefer building casinos.
Additionally, space casinos are not obvious. I didn't think about it - it only occurred to me that it was possible when I saw other people talking about it.
Why do you care? "People are having fun in unintended ways - DESTROY IT!"The problem is with your framing: you're viewing producing quality in a non-casino way as an "optional challenge". Many people, and the devs it seems, view it as "the main game", and space casino is the optional bypass.
1. I gave examples of things that can't be done even in the map editor.Have you tried playing the game in the map editor?
2. The map editor is not the game.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
I too am a little sad at losing the space casino, but I think the team's explanation in the FFF makes a lot of sense: it's so over-powered that the other mechanisms just aren't worth it. They're removing it in order to encourage more divergent gameplay. When I heard a few months ago that they were planning to nerf this feature, I started a new run with the intent to develop quality without the space casino. Making legendary using lds and processing unit shuffles is twice as annoying as the space casino, but it does create more interesting gameplay.quineotio wrote: Fri Jun 12, 2026 2:27 pmHow will the change make the game more fun for you?RocketManChronicles wrote: Fri Jun 12, 2026 12:32 pm Getting rid of the "Space Casino" is the best thing to see here. I always viewed it as a cheaty exploit and refused to ever do it.
How do you feel about other people being upset at it's removal?
I've never heard an answer to these questions that satisfies me.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Enjoy. Not just the ability -- my enjoyment matters too. What good game balance does is thatquineotio wrote: Sat Jun 13, 2026 7:18 amSpace casinos don't disallow learning how to play the game well. What are you talking about?Hurkyl wrote: Sat Jun 13, 2026 6:49 amAnd? Are those reasons I should not be allowed to enjoy the process of learning how to play a game well?quineotio wrote: Sat Jun 13, 2026 6:32 am While I agree with some of what you've said in principle, we're talking about a late game thing that has already been in the game for a year and a half. And Factorio is a non competitive, mostly single player game, and partially a sandbox.
and leaves me with gameplay I can enjoy rather than being forced to choose between bad options.Hurkyl wrote: Sat Jun 13, 2026 6:01 amIt makes the game better for people who feel being forced into a dilemma between "play well and the game degenerates to become uninteresting" and "deliberately play badly" are both bad options that ruin the fun of a game.
The premise is that the space casino is excessively better than other options, and causes gameplay to degenerate.Is your argument that NO-ONE knows how to play the game well, and that the reason is because it's possible to build space casinos? If this isn't your argument, then how have some people learned how to play the game well despite space casinos being possible?
So if you are working to make the best factory you can, you are led down this path into making the space casino and pushed into degenerate gameplay that removes an aspect of the game and the game sucks. And maybe it really is the best option and the game just falls apart. Or maybe it's not the best, but it's incredibly difficult to find the fun gameplay because there's too much to unlearn to get out of this local optimum.
If by some miracle you anticipate that you've found a game-breaking exploit -- or are active on forums to know about it(and thus getting lots of stuff spoiled along the way) -- you're now stuck flailing about with the problem of imposing ad-hoc restrictions to avoid the exploits, which is something that generally feels bad, and of course you don't have the knowledge and experience to actually know what needs to change to balance the game so you're likely to do a bad job of it.
It's just really not fun when game have massive imbalances.
Mods aren't the only option. But....Mods are not part of the game. I don't think it's a good idea to rely on third party add-ons.There are ways to section things off from the main game experience other than "disallow it". Such as making it something you enable with mods.
Space Age is a mod. Quality is a mod.
Heck, technically speaking, the vanilla Factorio game is a mod.
Talk in the FFFs made it clear that there are some "options" the devs think make more since to be done through the mod interface rather than the settings menu or map creation options. I probably wouldn't complain if you go after the devs for not making the mods official and instead creating the mods on the side or letting third parties do it.
Game balance. You're demanding game balance get sacrificed on the altar of your power fantasy. The game is worse FOR ME when it's poorly balanced.What is being sacrificed to "allow the power fantasy"? Is building space casinos the only way to play? No. Why do you care? It comes back to the question, "how does this change make the game better for YOU?". How does the possibility of building space casinos make the game worse FOR YOU?There is a problem with a power fantasy in a game providing to other tastes if the other tastes are sacrificed to allow the power fantasy.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Just check my old ship: viewtopic.php?t=130361motmontheinternet wrote: Sat Jun 13, 2026 5:23 am
All you're telling us is that you've never built one of these ships before. The productivity of the items the ship itself makes are irrelevant, Vulcanus makes all of the legandary products after the ship brings it legendary carbon, calcite, and iron. The point of the ship and the reason to use it over other methods is scale of inputs in the first place. The sources of the materials is high and doesn't need updating when resource nodes empty. Nobody cares about these ships because of productivity, because productivity works on all surfaces.
There's no such thing as an early game legendary item ship, by the way. When you unlock legendary materials you are in the end game.
The "20% chunk back" thing in basic processing recipes are also affected by productivity. It's easily overlooked due to lack of documentation and difficulty to verify. At level 30 productivity, it gives you 80% chunks back just like reprocessing. It's better than reprocessing at around productivity 26 because it always gives you the same chunk back, with byproducts you can upcycle or use.
By "early game", I mean the point where you have all techs researched.
Re: Friday Facts #442 - Flip, Flow, and Fresh Paint
Since space casinos are now banned, I really hope that one of the upcoming Friday Facts will mention that we can use higher-quality ingredients for low-quality recipes. Imho its the next logical step.
That would have a major impact on the usefulness of quality modules throughout the entire production chain. It feels somehow wrong that you can’t produce a simple product even though you have plenty of higher-quality ingredients but not enough of the lower-quality ones. The current mechanics (2.0) mean that quality modules are used almost exclusively at the end of the production chain in the form of recycling loops. Otherwise, you inevitably end up with high-quality intermediate products of specific types that you can’t process further, since consumption ratios never match up perfectly. This leads to players simply avoiding the use of quality modules throughout the entire production chain (exept the end of it) so they don’t have to dispose masses of legendary items just to produce enough lower-quality ones.
That would have a major impact on the usefulness of quality modules throughout the entire production chain. It feels somehow wrong that you can’t produce a simple product even though you have plenty of higher-quality ingredients but not enough of the lower-quality ones. The current mechanics (2.0) mean that quality modules are used almost exclusively at the end of the production chain in the form of recycling loops. Otherwise, you inevitably end up with high-quality intermediate products of specific types that you can’t process further, since consumption ratios never match up perfectly. This leads to players simply avoiding the use of quality modules throughout the entire production chain (exept the end of it) so they don’t have to dispose masses of legendary items just to produce enough lower-quality ones.



