Tricorius wrote: Sun Sep 17, 2023 6:49 am
draslin wrote: Sat Sep 16, 2023 12:59 pm
As near as I can discern, you don't even make high quality resources to build your high quality products, its just random. My approach has you produce high quality materials at the base level.
The system they proposed (and is already working) has the concept of feeding higher quality intermediates in to lock in at least a given quality output. The quality modules just give you a chance to boost higher than this periodically.
So, if you had stacks of legendary ingredients that you tossed into an assembler making Spidertrons, you’d be guaranteed to get out legendary Spidertrons.
And I’m sure they have at least a few other ways to influence this and make it more deterministic. Or at least to push the probabilistic model higher.
As I’ve mentioned countless times, whining about this mechanism now, when we still only have the barest information about the expansion is kinda silly. I’m expecting that WUBE isn’t too worried as they ALREADY have a bunch of mechanisms in the code that address a lot of the common complaints.
They aren’t stupid people. They are way smarter than me, for sure. And if I can see some possible shortcomings, I’d assume their thousands of hours of play testing have uncovered some things they have figured out solutions to.
The way I see this playing out is that you basically have two factories (or in my case I’d solve it with two separate busses).
- productivity bus: this is basically my current play style which drives everything toward efficient science as consistently as possible
- quality bus: I’ll be building a looping bus that aims for the highest common denominator that I can currently make across all raw (plates, bricks, etc) and intermediates (circuits, engines, whatever)
The productivity bus is built on consistency, productivity, and speed. It’s meant to drive science as quickly as possible so I’m not tech bottlenecked.
The quality bus is there to supply me first, and the factory second. It will only build stuff where quality matters. And as I tech up, the highest common denominator will slowly morph a bit and raise. But it is there to make me stuff like legendary armors, personal roboports, construction bots, ammo, etc. It’s also there to build the highest level of stuff I can in my HUB. I want it building the highest quality miners, assemblers, etc that it can.
I also expect to have a few mini-modules that I want to internally improve themselves. I look forward, for instance, to building a module that is optimized to build and increase quality solar panels and accumulators for use in my solar builder train (or sent on the legendary Spidertrons meant for building which my HUB is producing).
I already like having a construction train that contains solar panels, accumulators, and a few other things to build my solar module blueprints. It seems pretty cool to me that over time that train will be loaded with higher and higher quality buildings. Which means over time I can stamp down fewer, more powerful, dense solar fields, and slowly pack up and recycle older low quality solar fields.
Will there be an achievement for pumping out a gigantic amount of energy completely from legendary solar panels and stored solely in legendary accumulators. Man, I HOPE so! That would, truely, be a legendary sort of achievement, dontchya think?
I think that is *pretty damn cool* and a fun upgrade, efficiency, and optimization puzzle that has its core roots in pure automation. I honestly can’t think of anything more
Factorio than that.
I think a lot of people are caught up so much in the “loot box” nonsense that they aren’t considering the possibilities quality is going to bring to their creativity and optimization.