A couple of issues I have with quality:
1. The early game.
Without recyclers you can't do much with it. You can't use it in your main production lines because it will jam your factory. And you can't do upcycling. So the only thing you can really do with it is gamble.
Now technically you CAN use it in more ways, but only if you manually clear things. You could argue that this is a legitimate form of progression - you get the base functionality first and then automate it later. But this feels bad, because the thing required for automation (the recycler) is unlocked on Fulgora, which reduces your options with regard to planet order if you want to use quality.
I think it's bad design. It's a noob trap, and another example of Wube forcing particular playstyles. Of course people don't like quality when there's no easy way to use it until you've been to another specific planet. There's this idea that "quality is controversial", which I think is the wrong framing, because it implies that there aren't obvious things that could be done to improve it. Quality is controversial because it's badly implemented.
The solution is easy. Unlock the recycler on Nauvis. Let people actually use quality when it's unlocked.
And there are other suggestions which would achieve a similar thing, such as allowing quality to be controlled via circuits. If it was possible to turn off quality modules when your buffers get full you could automate quality production without needing recyclers.
2. The late game.
The most fun I've had with quality is progressively upgrading things over time. It's fun to squeeze more production out of the same space and watch builds slightly morph as faster machines/inserters/power poles/modules become available. But this ends once everything is upgraded to legendary, which doesn't take
that long. And then I find myself with all this factory infrastructure devoted to quality which is no longer doing anything, and I have to pull it out before all the buffers fill with legendary stuff.
The logical thing to use quality for in the late game is science, but it's not worth doing for two main reasons. Firstly, productivity is just better. Secondly, there's not much challenge to quality science - it's exactly the same builds multiplied by 5. So it's tedious and boring.
I think the solution to this is to make some way to produce quality reliably via different and more complex crafting chains.
I also don't think quality modules should have a negative interaction with speed modules. It reduces the space of possible builds and adds nothing interesting. There's already a speed penalty on the quality modules.
To what extent do I repeat myself here? It's annoying that the devs refuse to comment on these things. "We don't want to ruin your fun but space casinos make other options less appealing". Ok, so what are the new options? From a different thread:
Rseding91 wrote: Sat Jun 27, 2026 12:03 am
Quality was the first system implemented in the expansion. It was not tacked on to anything. There are no intentions to change how things work because it *is working how it was intended to work*. I get it; not everyone likes how it works - but it is working how it was intended to work. A huge resource sink for marginally better versions of machines - something that you can use to scale *up* rather than out.
So it's intended to work in a way that it doesn't actually work when you unlock it? It's NOT a resource sink for better machines when you unlock it. That only happens after Fulgora. And why should it only work in this way? Why do you allow quality modules in miners? I have to doubt that the devs actually play the game. It's not as if it's just me, or even just a small number of people complaining. And it's not as if the complaints aren't similar. The same things keep coming up over and over again.
It blows my mind that so much time has been devoted to fixing obscure bugs that only occur in obscure mods, but a major system which has been "controversial" since the beginning has had no work done on it at all. It feels like trolling. It's the perfect encapsulation of the idea that we
supposed to play the game in a particular way.
"You wanted to do other things with quality? Sorry, it's only for what we intend and nothing else".
I feel the same way about Gleba. So many things could be done to ease that obvious pain point, but nothing. But what's the point in going over that again, it's working as intended apparently.