Quality levels completely break factory

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TV4Fun
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Quality levels completely break factory

Post by TV4Fun »

So this has been talked around a little before, but I am starting a new thread because I haven't found any that discuss how completely it breaks your factory to start using quality modules without doing a complete redesign from the ground up and needing to basically build the same factory five times to engage with the quality system. After building an entire interplanetary factory empire without building a single quality I module, I decided to finally try engaging with the quality system in a pilot program on Fulgora, and I was totally unprepared for how broken it is. WHY do filters on splitters and inserters default to only applying to common quality items? WHY WHY WHY OH WHY can assemblers be set to only accept one quality of ingredient? I saw ingredient quality level on assembler recipes, and assumed that had to be a minimum, because, that was the only thing that made sense. I put quality module 3s on each of my scrap recyclers, so each one now outputs a random mixture of different quality levels. This completely broke my downstream filter setup, because contrary to what any logical person would think, an icon with just an item type and no quality level next to it means that filter only applies to quality 1 items and completely ignores higher quality items. And this is the default. Then I realized my belts were getting completely choked because none of my assemblers were accepting any of the higher quality ingredients because they can only accept Q1 items, and I can only pick ONE quality level for EVERY ingredient that assembler accepts. WHY WOULD YOU DESIGN IT THAT WAY????!?!??!?!??! I'm going to just have to remove all of the quality modules and go back to common quality on everything because I don't have the room to make a separate assembly line for every single quality level of every single ingredient. This exponentially complicates any factory design and I can't imagine it being worth it just for the little boost each higher quality item gets. What am I missing here?
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Re: Quality levels completely break factory

Post by coffee-factorio »

You have to look for technologies that overlap and develop those.

The canonic hint, is to examine beacons, modules, and an assembler at 2 different qualities. The "mistake" is to examine them at legendary.

It is also better to attack the issue with massive economies of whatever you're approaching the problem with. Compared to Seablock which applies calculus, this is easier to get into but harder to operate. It tends to make people either over analyze the problem or over indulge in it.
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Re: Quality levels completely break factory

Post by XT-248 »

Quality breaks Gleba.

Yes, I know mentioning Gleba can be contentious at times, but this is not that kind of topic.


We all know that when we craft something of higher quality, we burn a lot of raw ingredients to nothingness and spoilage.

This is an example with made-up numbers. To craft 1k Gleba science packs at baseline quality, I need enough raw material for 1k science packs. At quality-2, I need at least the raw ingredients for 4k science packs to match the equivalent of 1k Gleba science value*. At quality-5, I need even more raw resources to keep the same science value.


Here are a few quality-related problems that do not apply to other non-Gleba science packs.

The time between crafting and then Gleba packs being consumed at the lab causes science value loss. A baseline science pack loses approximately 1% science value per minute, so 15 minutes of travel time means 15% loss per pack at quality-1. At quality-5, the same 15 minutes means about 60% science loss, or four times as fast per pack.

Waiting for a full rocket load for each quality level slightly decreases potential science value the longer packs sit in storage before being loaded into a rocket payload. I don't know if that has changed in the 2.1 experimental, as I haven't played that version yet. But I assume it will look for any quality and combine them into a rocket payload, which might help mitigate science value loss from waiting for a full payload. Assuming that's how it works in the 2.1 experimental version.

Dealing with mixed-quality logistics during production means those items might spoil before machines have enough to craft something.

A larger harvesting operation is needed to support higher-tier Gleba science pack production, which means more pentapod activity for only slightly lower science value than a non-quality Gleba science pack production line. Those tradeoffs make the higher-tier production line harder to justify.


TL;DR Summary: Don't craft Gleba past baseline quality. The return does not justify the significant investment required to up-tier Gleba science packs.

Don't get me wrong, there are viable scenarios in which higher-tier science packs work great. That said, up-tiering Gleba science packs needs a little tweaking so the value tradeoff is more favorable.


Gleba science value*: a quality-1 science pack gives 100% value, quality-2 gives 200%, and so on, up to quality-5 at 600%. Each quality level also has its own spoilage time, starting at quality-1 with 1 hour and up to quality-5 with 2.5 hours.
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Re: Quality levels completely break factory

Post by NineNine »

TV4Fun wrote: Mon Aug 31, 2026 8:17 pm What am I missing here?
It's fun for those of us who want more Factorio challenges. I love that quality makes me have to re-think my whole factory again. It's like getting yet another new version of Factorio.
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Re: Quality levels completely break factory

Post by coffee-factorio »

XT-248 wrote: Tue Sep 01, 2026 5:11 am Quality breaks Gleba.

Yes, I know mentioning Gleba can be contentious at times, but this is not that kind of topic.
....

This is an example with made-up numbers. To craft 1k Gleba science packs at baseline quality, I need enough raw material for 1k science packs. At quality-2, I need at least the raw ingredients for 4k science packs to match the equivalent of 1k Gleba science value*. At quality-5, I need even more raw resources to keep the same science value.

Gleba science value*: a quality-1 science pack gives 100% value, quality-2 gives 200%, and so on, up to quality-5 at 600%. Each quality level also has its own spoilage time, starting at quality-1 with 1 hour and up to quality-5 with 2.5 hours.
That was never the turn off for me. Because my assumption is that you do a quality burst and not do something like try and shred all undesirable quality. At that point I have a (3/4)*2*p bonus, where p is added productivity. And (2/4) * 2 * p bonus. So (1.25)*2*p in total. But that's in theory, in practice I can't scale it with speed without losing something.

Or I can just throw productivity in, and have a 1.666*2*p and solve more meaningful issues. Note that it is 1.666 because the ratio of max productivity is 2.5 to 1.5 in planetary machines where you will always make science. On Gleba something extra sneaky happens though, as you noticed: if you are willing to do multiple bursts you increase your resource demands on a level by level basis, including to seeds. So when we do bioflux and pentapod eggs, that's now a 1.5 bonus but our farms grow by 1.666 size. The last stage causes you to lose seeds too, which constrains your operation to use the standard ratio instead of the more productive one. I won't have an immediate effect on farms but it will make soils harder.

My experience with this was that it always looked beautiful until I desk checked it. Then it's like...
...why are you showing me these things that people seem to enjoy...
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Re: Quality levels completely break factory

Post by Tertius »

TV4Fun wrote: Mon Aug 31, 2026 8:17 pm What am I missing here?
I assume you're unable to make sense from the answers given so far, so I try to explain again.

What you tried was probably putting in some quality modules very early into your existing production chain, probably into mining drills and smelters, so you got all kind of qualities as ore and all kind of qualities as plates, and of course with all intermediates from that. And your items exploded by a factor of 5.

This is how quality works. Every item and every recipe has 5 versions, one normal, one uncommon, one rare, one epic, one legendary. Every item has actually 5 different varieties. In theory, you need to build every factory line 5 times. One for normal, one for uncommon and so on.

Actually, people don't do this. Instead, people do 2 different approaches with quality.
Approach 1: In earlier game stages, they put quality modules into selected machines with useful recipes. For example solar panels and accumulators: quality panels and accumulators have higher yield and capacity, so they're especially useful for space platforms. Most output is still normal, but the occasional quality item is useful for platform use.
Or they put quality modules somewhat early into the production chain of intermediate and siphon quality intermediates from the main belts full with normal items, with the goal to craft single higher quality end products.

Approach 2: for the end game and post end game, people build dedicated quality upcycling production lines.
These upcycling production facilities input normal quality ingredients, upcycle them to some target quality (for example legendary) and output items with the target quality only. Inside they deal with intermediate quality, but that's a blackbox if seen from the outside: input normal, output legendary.
Upcycling is crafting some item with quality modules, and if the resulting item isn't the target quality recycle (with quality modules as well) and craft again with the hopefully quality-upgraded ingerdients. This is a loop.
There are some key items and recipes to craft with this approach. For example circuits: The higher your processing unit productivity research, the cheaper the upcycling of processing units. That's one of the key recipes: it gives you red chips and green chips with high quality with a minimum amount of input. And casting low density structures: results in vast amounts of copper plates, as well as steel and plastic.
Some items can just be upcycled efficiently, for example electromagnetic plants and stack inserters, other items are crafted best by upcycling their ingredients with other means then craft the item itself.

Since you seem to be at the end game with everything unlocked and having stable production lines everywhere, I propose you try and explore approach 2.
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Re: Quality levels completely break factory

Post by quineotio »

Tertius wrote: Tue Sep 01, 2026 12:17 pm Actually, people don't do this. Instead, people do 2 different approaches with quality.
I put quality modules in miners and furnaces/foundries. You have to accommodate quality throughout the design of your entire factory, or at least at the miners and foundries. It's a way to essentially get free quality ingredients. It is a bit tedious to set up, and you can't do it until after Fulgora because you need recyclers to process any excess.

But then you can't really do much at all with quality until after recyclers, which is a big complaint I have with the quality system.
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Re: Quality levels completely break factory

Post by XT-248 »

coffee-factorio wrote: Tue Sep 01, 2026 11:28 amThat was never the turn off for me. Because my assumption is that you do a quality burst and not do something like try and shred all undesirable quality. At that point I have a (3/4)*2*p bonus, where p is added productivity. And (2/4) * 2 * p bonus. So (1.25)*2*p in total. But that's in theory, in practice I can't scale it with speed without losing something.

Or I can just throw productivity in, and have a 1.666*2*p and solve more meaningful issues. Note that it is 1.666 because the ratio of max productivity is 2.5 to 1.5 in planetary machines where you will always make science. On Gleba something extra sneaky happens though, as you noticed: if you are willing to do multiple bursts you increase your resource demands on a level by level basis, including to seeds. So when we do bioflux and pentapod eggs, that's now a 1.5 bonus but our farms grow by 1.666 size. The last stage causes you to lose seeds too, which constrains your operation to use the standard ratio instead of the more productive one. I won't have an immediate effect on farms but it will make soils harder.

My experience with this was that it always looked beautiful until I desk checked it. Then it's like...
...why are you showing me these things that people seem to enjoy...
It is not about whether something is a "turn off". It is about looking at different design choices and picking the better one that gives me, the player, the most return on my time and investment.

Quality fell a bit short compared to module-less designs on Gleba. Of course, productivity modules are a better choice than no modules at all. Even efficiency modules feel a bit unnecessary on Gleba since processing Bioflux creates batches of 60 nutrients (with the biochamber 50% bonus) without productivity modules, and at least it does something with minimum effort. Speed modules do improve the throughput at the cost of consuming a little extra nutrients.


We can compare different modules in biochambers or machines on Gleba all day; however, this thread is about quality mechanics and quality modules breaking factories.
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Re: Quality levels completely break factory

Post by coffee-factorio »

XT-248 wrote: Tue Sep 01, 2026 4:24 pm
It is not about whether something is a "turn off". It is about looking at different design choices and picking the better one that gives me, the player, the most return on my time and investment.

Quality fell a bit short compared to module-less designs on Gleba. Of course, productivity modules are a better choice than no modules at all. Even efficiency modules feel a bit unnecessary on Gleba since processing Bioflux creates batches of 60 nutrients (with the biochamber 50% bonus) without productivity modules, and at least it does something with minimum effort. Speed modules do improve the throughput at the cost of consuming a little extra nutrients.


We can compare different modules in biochambers or machines on Gleba all day; however, this thread is about quality mechanics and quality modules breaking factories.
If it is how I said it, I do not mean offense.
I feel I have to clarify, compared to productivity quality returns less science and seeds. In my facility this makes problems because I use those to make legendary overgrowth soil. I also was running a stealth build until 2.1, now I'm running a few more spidertrons. I do not disagree with your point of view. I see it differently, but arrive at a similar conclusion.

As for breaking things. There's a reason why I said you want to analyze upgrades at rare. A normal to legendary upgrade is going to do some very odd things to a conventional city block because of how they both cause the building count to shrink and the power use to drop.
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Re: Quality levels completely break factory

Post by XT-248 »

coffee-factorio wrote: Wed Sep 02, 2026 2:27 amIf it is how I said it, I do not mean offense.
Nothing wrong with what you said. It is just that the topic is about quality mechanics, and I don't want to drift too far off-topic.

coffee-factorio wrote: Wed Sep 02, 2026 2:27 amI feel I have to clarify, compared to productivity quality returns less science and seeds. In my facility this makes problems because I use those to make legendary overgrowth soil. I also was running a stealth build until 2.1, now I'm running a few more spidertrons. I do not disagree with your point of view. I see it differently, but arrive at a similar conclusion.
No disagreement on quality modules yielding less science value per harvest than without quality modules. I explicitly mentioned in my previous post that having no modules is better than using quality modules for getting more science value.

I was curious if there was any extra bonus or effect from producing higher-quality overgrowth soils. I couldn't find any. Can you explain why you are making higher-quality overgrowth soils? It might help me understand what you are trying to do better.

It is less of a "stealth" build. It is more about getting more done while using less raw material. It happens to be good at being "stealthy," which might be the primary goal for some people, but not always.

I like finding unusual, more efficient designs that people might not think of.

coffee-factorio wrote: Wed Sep 02, 2026 2:27 amAs for breaking things. There's a reason why I said you want to analyze upgrades at rare. A normal to legendary upgrade is going to do some very odd things to a conventional city block because of how they both cause the building count to shrink and the power use to drop.
I will reiterate my point in a shorter form.
  • No-quality build: Harvest enough material for 1k Gleba science packs to make 1k Gleba Science value worth of science packs.
  • quality-2 build: Harvest enough material for 4k Gleba science packs to make 1k Gleba Science Value worth of science packs.
Even at an absolute minimum, moving to the next tier requires 4 times as much material. This is before analyzing quality-3 Gleba science packs, as you suggested I do.

What do I get in return for breaking the Gleba factory by going to the next tier? Fewer rocket launches? Meh. Rocket launches are very cheap. It is still better not to use quality modules, given the quality-2 analysis.


As an aside, I am interested in inspecting city-block designs, if you can find them, on Gleba because I don't think I've seen any.
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Re: Quality levels completely break factory

Post by Hurkyl »

XT-248 wrote: Wed Sep 02, 2026 4:34 amI will reiterate my point in a shorter form.
  • No-quality build: Harvest enough material for 1k Gleba science packs to make 1k Gleba Science value worth of science packs.
  • quality-2 build: Harvest enough material for 4k Gleba science packs to make 1k Gleba Science Value worth of science packs.
Even at an absolute minimum, moving to the next tier requires 4 times as much material. This is before analyzing quality-3 Gleba science packs, as you suggested I do.
As you said earlier, those numbers were just made up. You need to make comparisons with something more realistic before you say things like "no modules is better than quality modules".

E.g. if you do nothing more bold than put (four legendary tier 3) quality modules in the science pack biochambers, it turns out like this:
  • No modules build: Harvest enough material for 1k Gleba science packs to make 1000 Gleba Science value worth of science packs.
  • Quality modules build: Harvest enough material for 1k Gleba science packs to make something like 1275 Gleba Science Value worth of science packs on average, coming in a mix of all qualities
If you are looking at the whole production chain rather than just the science pack biochambers, then I think something like 58% of your science packs will be uncommon or better: yumako/jellynut -> mash/jelly -> bioflux -> science pack is three craft steps, so you have to pass three 75% checks to stay common. So even if you just let all the common packs rot, you would still get more science value from the quality module build than a no module build.

And incidentally, even if you went with a scenario like "put quality modules only in the science pack biochamber and let the common outputs spoil", you would only need to double the material to get 1k science value, not quadruple. Multiply by 4 to pass the quality roll, then divide by 2 because uncommon packs have double value.
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Re: Quality levels completely break factory

Post by mmmPI »

Tertius wrote: Tue Sep 01, 2026 12:17 pm
TV4Fun wrote: Mon Aug 31, 2026 8:17 pm What am I missing here?
Actually, people don't do this.
I agree with the explanation, i think that's the most precise answer so far, it's up the to player to choose where to place the quality module, if you don't want to have pieces of different qualities all over the place, you need to be strategic about it.

Recyclers allows you to deal with all the problems eventually, but if one went to Vulcanus first you can throw things into lava, and let them spoil or burn them if you went to Gleba, it's usually not advised to use quality before recyclers are availble because it can be difficult.

An example : you can use quality module on things like ammunition, where you can't use productivity anyway, then you use the regular ammo for your base defense, and you keep the quality one for yourself in a chest, for turret creep or expansion, but you need to be careful to make sure the production doesn't stop if the chest of quality ammo is full, because that would leave the base not protected, if the personnal chest of quality ammo has filled up, the excess should be distributed to the defense to avoid jamming the system. ( Or you make 2 separate subfactory).
Check out my latest mod ! It's noisy !
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Re: Quality levels completely break factory

Post by quineotio »

XT-248 wrote: Wed Sep 02, 2026 4:34 am As an aside, I am interested in inspecting city-block designs, if you can find them, on Gleba because I don't think I've seen any.
I haven't strictly made city blocks, but I've made something similar. The first thing I tried was having a central "bus", with the inputs controlled by circuits (just in time). So fruits would be harvested into a balancer/splitter, and then the belts allowed the release of fruit based on demand to different sections.

Each section had it's own bus, which was a "circular" bus, which fed into discreet areas for each recipe - bioflux, bacteria etc. And each of these areas also had their own smaller supply, the amount being controlled by circuits based on demand. I could then increase the size of the bus to add more stuff until there wasn't enough fruit flowing through the system.

So basically,

Fruit > balancer - circuits making sure that there was always some fruit waiting to be distributed but not too much.

Gleba 1.png
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Balancer > local bus. I used 4 of these - basically more local areas containing enough fruit/bioflux for the different recipes.

Gleba 2.png
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Local bus > discreet recipes - small builds which requested from the local bus, controlled by circuits as demanded.

Gleba 3.png
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But in my most recent playthrough I used a fully train based design, which was more challenging, but fun.

Overall layout:

Gleba 4.png
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The logic was more complex, but the idea the same. Each station requests a train when supplies are needed by setting the train limit. Train limit = 0 when nothing required, limit = 1 when required. This would send a signal to the wait stop at the fruit, which then passes a circuit condition to the waiting train. I used a clock to open up different fruit pickup stops at different times to spread out where the trains would pick up from, and had logic to ensure a specific number of fruit was picked up, and to ensure that all harvested fruit was picked up before the train left.

Gleba 5.png
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This is what the stations look like. There are typically up to 4 stops, but you can theoretically add more if you leave more space. You could do this differently, for example using the fruit trains to carry away spoilage, but I had dedicated trains that carried spoilage and also rocket fuel to fuel the other trains, and also keep the power going.

Gleba 6.png
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The power area:

Gleba 7.png
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I then carried all the normal factory stuff to a different area:

Gleba 8.png
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Re: Quality levels completely break factory

Post by XT-248 »

quineotio wrote: Wed Sep 02, 2026 8:39 am
XT-248 wrote: Wed Sep 02, 2026 4:34 am As an aside, I am interested in inspecting city-block designs, if you can find them, on Gleba because I don't think I've seen any.
I haven't strictly made city blocks, but I've made something similar. The first thing I tried was having a central "bus", with the inputs controlled by circuits (just in time). So fruits would be harvested into a balancer/splitter, and then the belts allowed the release of fruit based on demand to different sections.

Each section had it's own bus, which was a "circular" bus, which fed into discreet areas for each recipe - bioflux, bacteria etc. And each of these areas also had their own smaller supply, the amount being controlled by circuits based on demand. I could then increase the size of the bus to add more stuff until there wasn't enough fruit flowing through the system.

*Edited to keep post short and easier to read*
Obviously, you are in a very different situation than what I originally envisioned: expanding the factory in mid-game vs. late-game.


Since you kindly shared screenshots. I am going to share some FactorioLab links to help you understand where I am coming from.

I am targeting 600 Gleba science value per minute in all scenarios so that it makes for easy normalized comparisons between quality-1, quality-2, quality-3, and quality-5. I am primarily using baseline module tier-2 because that is when I am most likely to do a second round of expanding up to 600 science value per minute and wouldn't have access to better modules until much later.


Scenario 1: Brutal no-quality and no-modules solution

600 quality-1 Gleba Science packs per minute: 961.9 yumako per minute and 384.8 jellynut per minute.

https://factoriolab.github.io/2x1/list? ... hX*is&v=11


Scenario 2:

300 quality-2 Gleba Science packs per minute at minimum guaranteed, while allowing for extra Gleba science surplus: 1816.6 yumako per minute and 726.7 jellynut per minute.

https://factoriolab.github.io/2x1/list? ... loc=D&v=11


Scenario 3:

300 quality-2 Gleba science packs per minute using all possible pathways (recycling no-quality packs, etc). No surplus unless it is above quality-2: 1203.2 yumako per minute and 481.3 jellynut per minute

https://factoriolab.github.io/2x1/list? ... rKTis&v=11

Note: This is the most expensive one so far in terms of modules and biochambers. 488 modules and 115 biochambers. Scenario 2 is worse. Scenario 1 needs only 74 biochambers, which is significantly cheaper and has no modules at all.


Scenario 4:

Using what we learned from scenarios 2 and 3. I repeat the same approach for 3, but instead targeting quality-3 as suggested earlier.

200 quality-3 Gleba science packs per minute using all possible pathways (recycling baseline and quality-2 into quality-3) - 9283.1 yumako per minute and 3713.3 jellynut per minute.

https://factoriolab.github.io/2x1/list? ... 2fjqr&v=11

Note: Reminder that Scenario 1 only needs 74 biochambers to get 600 Gleba science value per minute at maximum.

The setup cost for Scenario 4 is ludicrous to start with: 764 biochambers, 316 recyclers, 4232 quality tier-2 modules, and 88 productivity tier-2 modules to get 600 Gleba science value per minute.


Scenario 5:

100 quality-5 Gleba science packs per minute. I am just going to post the link to show how much effort one has to put into making something like this in the mid-game.

I will only say this once: don't click this link if you want to preserve your sanity. You have been warned.

https://factoriolab.github.io/2x1/list? ... M0g__&v=11



Back to the original topic at hand, quality does break the factory. Especially very true on Gleba.

It's better to pretend quality doesn't exist on Gleba and use a pure-quantity, simple design that doesn't tax your attention as much.
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Re: Quality levels completely break factory

Post by Hurkyl »

XT-248 wrote: Wed Sep 02, 2026 8:15 pmI am targeting 600 Gleba science value per minute in all scenarios so that it makes for easy normalized comparisons between quality-1, quality-2, quality-3, and quality-5. I am primarily using baseline module tier-2 because that is when I am most likely to do a second round of expanding up to 600 science value per minute and wouldn't have access to better modules until much later.
Did you mean to use common quality quality modules?
Scenario 2:

300 quality-2 Gleba Science packs per minute at minimum guaranteed, while allowing for extra Gleba science surplus: 1816.6 yumako per minute and 726.7 jellynut per minute.

https://factoriolab.github.io/2x1/list? ... loc=D&v=11
... and 726 common quality packs, for 1326 science value per minute between just those two qualities. You're getting more than double the value with less than twice the ingredients. What's "breaking the factory" is your decisions about how to use quality, not the mechanic itself.

Incidentally, you're also doing quality dirty by considering science pack production in isolation. The opportunity cost of getting quality science goes way down if you have a use for common outputs, such as launching rockets. Also, you need fewer rockets to transport quality science packs; half as many if you insist on only transporting uncommon science packs.

And maybe you can find something useful to do with the 25 rare bioflux per minute it's producing too.
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Re: Quality levels completely break factory

Post by coffee-factorio »

XT-248 wrote: Wed Sep 02, 2026 4:34 am
coffee-factorio wrote: Wed Sep 02, 2026 2:27 amIf it is how I said it, I do not mean offense.
Nothing wrong with what you said. It is just that the topic is about quality mechanics, and I don't want to drift too far off-topic.
We have had to deal with a problem all year round. That problem likes to resemble someone who is genuinely misunderstanding someone. Have some patience, tolerance is returned in kind. I do sense a defensive tone, but we'll see.
I was curious if there was any extra bonus or effect from producing higher-quality overgrowth soils. I couldn't find any. Can you explain why you are making higher-quality overgrowth soils? It might help me understand what you are trying to do better.
Soils are treated as ingredients, even though they are in the logistics tab. This means that you can full load productivity 3 legendary in assembler, and then use recyclers with Q3L (Quality 3 Legendary). This gives a better rate of return than normal builds with all quality, and can be sped up. It's a general trick that has some real good applications for scaling.

It is a bit tricky with overgrowth because biter eggs spoil and you get a very low rate of seeds from an individual process but the value is that you are rewarded in an extra way for shipping eggs to Gleba, by having another way of disposing of seeds. When you do not have a large scale operation, you need to store completed normal overgrowth soils till you have enough to safely recycle till you scale up bioscience. So the initial rate of return will be low. But, compared to straight recycling for biter nests and biolabs it has more potential to scale.

It's justifiable to start with a technically easy cycle just to have something very nice and then gradually ramp this up. Legendary scaling on labs is that good.
coffee-factorio wrote: Wed Sep 02, 2026 2:27 amAs for breaking things. There's a reason why I said you want to analyze upgrades at rare. A normal to legendary upgrade is going to do some very odd things to a conventional city block because of how they both cause the building count to shrink and the power use to drop.
I will reiterate my point in a shorter form.
  • No-quality build: Harvest enough material for 1k Gleba science packs to make 1k Gleba Science value worth of science packs.
  • quality-2 build: Harvest enough material for 4k Gleba science packs to make 1k Gleba Science Value worth of science packs.
Even at an absolute minimum, moving to the next tier requires 4 times as much material. This is before analyzing quality-3 Gleba science packs, as you suggested I do.

What do I get in return for breaking the Gleba factory by going to the next tier? Fewer rocket launches? Meh. Rocket launches are very cheap. It is still better not to use quality modules, given the quality-2 analysis.


As an aside, I am interested in inspecting city-block designs, if you can find them, on Gleba because I don't think I've seen any.
Ah, uh. This is awkward. We seem to have misunderstood, because I meant analyzing legendary building combos and not science.

For science, my desk checks were based off my inventory of modules, which was combinations of Productivity 3 Legendary, Quality 3 Legendary on my run. And, as Hurkyl said, my analysis is putting modules in at different points in the production chain (another way to say that is "experimented with quality in combinations of recipes)".

But the way I've played it, there's enough dramatically different ways of doing this that I'll happily let someone say "Doing it this way is not so fun." If you can say "it does not work at this level". Yeah, you've got some ways where the price explodes. Yeah, I get this how stuff breaks, so even if it seems obvious that is what I'm hear to see.

When you have the time, we might get into what it does to building layouts which might explain why you don't see so many block style layouts compared to times past. I'll show you how to break a space platform. It'll be fun.
XT-248
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Re: Quality levels completely break factory

Post by XT-248 »

coffee-factorio wrote: Thu Sep 03, 2026 12:07 am
XT-248 wrote: Wed Sep 02, 2026 4:34 am
coffee-factorio wrote: Wed Sep 02, 2026 2:27 amIf it is how I said it, I do not mean offense.
Nothing wrong with what you said. It is just that the topic is about quality mechanics, and I don't want to drift too far off-topic.
We have had to deal with a problem all year round. That problem likes to resemble someone who is genuinely misunderstanding someone. Have some patience, tolerance is returned in kind. I do sense a defensive tone, but we'll see.
I don't understand what you are trying to say. So I am asking questions to clear things up.

Who is 'we'? What 'defensive tone'? As far as I know, I am only asking to keep the topic on track about quality mechanics.


I am not upset with you. Perhaps English is not your native language. That is okay. I am more than happy to do something a little different to assist with communication if needed to.

I have dealt with people for several years who have been constantly trying to get me upset on other forums or social media in the hope of eliciting a response from me for some reason that I can't understand. I have genuine reasons to be upset with those other people.


coffee-factorio wrote: Thu Sep 03, 2026 12:07 am
I was curious if there was any extra bonus or effect from producing higher-quality overgrowth soils. I couldn't find any. Can you explain why you are making higher-quality overgrowth soils? It might help me understand what you are trying to do better.
Soils are treated as ingredients, even though they are in the logistics tab. This means that you can full load productivity 3 legendary in assembler, and then use recyclers with Q3L (Quality 3 Legendary). This gives a better rate of return than normal builds with all quality, and can be sped up. It's a general trick that has some real good applications for scaling.

It is a bit tricky with overgrowth because biter eggs spoil and you get a very low rate of seeds from an individual process but the value is that you are rewarded in an extra way for shipping eggs to Gleba, by having another way of disposing of seeds. When you do not have a large scale operation, you need to store completed normal overgrowth soils till you have enough to safely recycle till you scale up bioscience. So the initial rate of return will be low. But, compared to straight recycling for biter nests and biolabs it has more potential to scale.

It's justifiable to start with a technically easy cycle just to have something very nice and then gradually ramp this up. Legendary scaling on labs is that good.
I played around with recycling overgrowth soils, and I think I understand what you are doing a little better.



coffee-factorio wrote: Thu Sep 03, 2026 12:07 am
coffee-factorio wrote: Wed Sep 02, 2026 2:27 amAs for breaking things. There's a reason why I said you want to analyze upgrades at rare. A normal to legendary upgrade is going to do some very odd things to a conventional city block because of how they both cause the building count to shrink and the power use to drop.
I will reiterate my point in a shorter form.
  • No-quality build: Harvest enough material for 1k Gleba science packs to make 1k Gleba Science value worth of science packs.
  • quality-2 build: Harvest enough material for 4k Gleba science packs to make 1k Gleba Science Value worth of science packs.
Even at an absolute minimum, moving to the next tier requires 4 times as much material. This is before analyzing quality-3 Gleba science packs, as you suggested I do.

What do I get in return for breaking the Gleba factory by going to the next tier? Fewer rocket launches? Meh. Rocket launches are very cheap. It is still better not to use quality modules, given the quality-2 analysis.


As an aside, I am interested in inspecting city-block designs, if you can find them, on Gleba because I don't think I've seen any.
Ah, uh. This is awkward. We seem to have misunderstood, because I meant analyzing legendary building combos and not science.

For science, my desk checks were based off my inventory of modules, which was combinations of Productivity 3 Legendary, Quality 3 Legendary on my run. And, as Hurkyl said, my analysis is putting modules in at different points in the production chain (another way to say that is "experimented with quality in combinations of recipes)".

But the way I've played it, there's enough dramatically different ways of doing this that I'll happily let someone say "Doing it this way is not so fun." If you can say "it does not work at this level". Yeah, you've got some ways where the price explodes. Yeah, I get this how stuff breaks, so even if it seems obvious that is what I'm hear to see.

When you have the time, we might get into what it does to building layouts which might explain why you don't see so many block style layouts compared to times past. I'll show you how to break a space platform. It'll be fun.
In most cases, using quality-5 machines only makes the craft go faster, so a quality-5 biochamber will count the same as two and a half quality-1 biochambers.

In the mid-game, I don't need higher-quality machines. I just make sure the defense perimeters are ready and then forget about Gleba.


Yup, there are flaws with FactorioLab calculations; I had to exclude entities that don't exist (primarily higher-quality fruit plants), and at one point, it was going to produce close to 1 million nutrients per minute surplus. As in, no machines were consuming or recycling those nutrients at all.

Erm. Like, nope, I am going to clamp down on that nasty nutrient surplus error. I had to fiddle around with the recipes a bit and found the right settings.

I also use different modules at different stages whenever possible if it will get better results. In the case of the Gleba science pack, productivity modules through the entire crafting process seem to have better results than any other mixture. Your mileage may vary depending on what you are trying to do.
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