Re: Quality levels completely break factory
Posted: Thu Sep 10, 2026 3:58 am
Right. What I am looking at is from the mid-game, when most technologies aren't unlocked yet. Maybe arriving at Gleba as the first or second off-world.
I am not looking to leverage beacons or modules to reduce the number of biochambers at that point.
Beacons are expensive. Not about how much energy they consume per second. But the initial and ongoing investment to mass-produce fully up-tiered beacons, plus setting up or expanding to handle mixed-quality intermediates.
The beacon's ingredient list is: 135 copper plates, 110 iron plates, and 40 plastic bars. Most of those are then recrafted into other intermediates like Steel, green/red circuits, and copper wires.
On the other hand, a single Biochamber needs at most 25 iron plates, 7.5 copper plates, 5 nutrients, and 50 stones.
Uptiering a machine is a non-trivial sink of resources. Each tier level requires more resources based on the baseline machine's cost. So if a baseline machine costs much more, then fully up-tiering that same type of machine will cost more resources in proportion.
It doesn't help much that when I combine productivity modules and beacons with speed modules, I trade biochambers for a beacon at nearly a two-to-one ratio. I went from ~90 biochambers to 38 biochambers and 38 beacons. It goes without saying that this is not a favorable exchange for beacons.
Fully uptiered beacons don't save material or meaningfully reduce the computational footprint at 600 SPM. At a much higher SPM, PC running Factorio's simulation slower than 60 UPS, and with larger factories to handle quality, it might make sense to switch to fully uptiered biochambers, beacons, modules, and more on Gleba.
The thing is, I don't like spending more time on Gleba if I can help it. Gleba isn't fun for me for several reasons, so it makes sense to avoid mixing quality and Gleba and spend less time there by using a simple setup that can expand horizontally (copy/paste) instead of vertically.
As a result, I've designed a Gleba factory with mostly productivity modules, minimal interaction with quality mechanics, and no beacon, which works best for me.
I am not looking to leverage beacons or modules to reduce the number of biochambers at that point.
Beacons are expensive. Not about how much energy they consume per second. But the initial and ongoing investment to mass-produce fully up-tiered beacons, plus setting up or expanding to handle mixed-quality intermediates.
The beacon's ingredient list is: 135 copper plates, 110 iron plates, and 40 plastic bars. Most of those are then recrafted into other intermediates like Steel, green/red circuits, and copper wires.
On the other hand, a single Biochamber needs at most 25 iron plates, 7.5 copper plates, 5 nutrients, and 50 stones.
Uptiering a machine is a non-trivial sink of resources. Each tier level requires more resources based on the baseline machine's cost. So if a baseline machine costs much more, then fully up-tiering that same type of machine will cost more resources in proportion.
It doesn't help much that when I combine productivity modules and beacons with speed modules, I trade biochambers for a beacon at nearly a two-to-one ratio. I went from ~90 biochambers to 38 biochambers and 38 beacons. It goes without saying that this is not a favorable exchange for beacons.
Fully uptiered beacons don't save material or meaningfully reduce the computational footprint at 600 SPM. At a much higher SPM, PC running Factorio's simulation slower than 60 UPS, and with larger factories to handle quality, it might make sense to switch to fully uptiered biochambers, beacons, modules, and more on Gleba.
The thing is, I don't like spending more time on Gleba if I can help it. Gleba isn't fun for me for several reasons, so it makes sense to avoid mixing quality and Gleba and spend less time there by using a simple setup that can expand horizontally (copy/paste) instead of vertically.
As a result, I've designed a Gleba factory with mostly productivity modules, minimal interaction with quality mechanics, and no beacon, which works best for me.