Re: Add "quality priority" to inserters
Posted: Sun Apr 19, 2026 8:19 am
just Open a calculator, pick a finished product, and then imagine switching that end product mid-process. If you build a static setup without the ability to switch, your factory ends up oversized and idling. Meanwhile, you know there are other players who might need that space, and rebuilding would take precious time you don't have.
Now, let's sum up all the belts needed for every intermediate production step. For example: to produce 55.379 modules per minute, you need raw materials. One red belt of copper ore will be 99.99% full, another red belt of iron ore at 46.15%, and coal at 20.65% (excluding oil and water pipes). That totals 166.79% in 'belt capacity' at the input.
However, if we sum all the belts used throughout the entire production flow down to the final product (excluding the raw ore inputs), it reaches 438.43%! And remember, the goal is still to switch to a different end product without rebuilding.
Since you need to separate resources by quality onto different belts, multiply that 438.43% by 3 (for the early-game quality tiers). You get 1315.29%. Compare that to the 166.79% at the input. Think about how much space you’d save if these items weren't on belts at all, but stayed in a chest! From there, through automated switching, they could be processed into the final product.
Consider the challenges when your goal is to squeeze every bit of value out of limited space and resources. You can't just spam productivity modules—you might lack the machines or the raw materials. Your only chance is to maximize output through Quality Modules and balance the entire factory based on mathematical probability. All of this is to get the maximum result from minimum space.
In this context, 'priority' becomes a vital concept. You can't automatically switch all filter inserters to 'any quality module' because the developers didn't include an 'any quality' signal or a 'quality priority' parameter. This omission breaks the standard in-game logic you’re used to.
I'm not asking for a 'win button.' I’m simply suggesting the completion of a logical feature that you’d expect to already be there—only to find out, once you start building your dream factory, that the functionality you counted on is actually missing.
I’m not trying to reshape the game to my liking or begging the devs for favors. It’s just that some things are obvious: when everything operates within one paradigm, but one specific element falls out of line, you immediately realize it’s either an error or an oversight.
My main point is this: you can manually set a filter inserter to 'Any Quality Module,' but you can't send that same thing as a signal. That is a flaw; it shouldn't be this way. I probably should have just gone straight to the bug reports.
P.S. I’m using a translator, so I might miss some nuances in tone. I’ve tried my best to be polite and respectful, so please excuse me if anything came across the wrong way. I have huge respect for all of you, and the game is absolutely amazing! But there is always room for improvement. Thanks in advance, everyone. Best regards.
Now, let's sum up all the belts needed for every intermediate production step. For example: to produce 55.379 modules per minute, you need raw materials. One red belt of copper ore will be 99.99% full, another red belt of iron ore at 46.15%, and coal at 20.65% (excluding oil and water pipes). That totals 166.79% in 'belt capacity' at the input.
However, if we sum all the belts used throughout the entire production flow down to the final product (excluding the raw ore inputs), it reaches 438.43%! And remember, the goal is still to switch to a different end product without rebuilding.
Since you need to separate resources by quality onto different belts, multiply that 438.43% by 3 (for the early-game quality tiers). You get 1315.29%. Compare that to the 166.79% at the input. Think about how much space you’d save if these items weren't on belts at all, but stayed in a chest! From there, through automated switching, they could be processed into the final product.
Consider the challenges when your goal is to squeeze every bit of value out of limited space and resources. You can't just spam productivity modules—you might lack the machines or the raw materials. Your only chance is to maximize output through Quality Modules and balance the entire factory based on mathematical probability. All of this is to get the maximum result from minimum space.
In this context, 'priority' becomes a vital concept. You can't automatically switch all filter inserters to 'any quality module' because the developers didn't include an 'any quality' signal or a 'quality priority' parameter. This omission breaks the standard in-game logic you’re used to.
I'm not asking for a 'win button.' I’m simply suggesting the completion of a logical feature that you’d expect to already be there—only to find out, once you start building your dream factory, that the functionality you counted on is actually missing.
I’m not trying to reshape the game to my liking or begging the devs for favors. It’s just that some things are obvious: when everything operates within one paradigm, but one specific element falls out of line, you immediately realize it’s either an error or an oversight.
My main point is this: you can manually set a filter inserter to 'Any Quality Module,' but you can't send that same thing as a signal. That is a flaw; it shouldn't be this way. I probably should have just gone straight to the bug reports.
P.S. I’m using a translator, so I might miss some nuances in tone. I’ve tried my best to be polite and respectful, so please excuse me if anything came across the wrong way. I have huge respect for all of you, and the game is absolutely amazing! But there is always room for improvement. Thanks in advance, everyone. Best regards.