mmk, so, I've have now gotten to Aquilo and done all the non infinite techs, so I feel like my opinion on quality is a lot more informed. I also (before I got to Aquilo) built a large scale factory on Vulcanus that can do 600 quality SPM* of all science that can be done on land there (*: production needs were calculated as if the science was not being prod modded, but then I prod modded the science assemblers and increased the number of them that I had to deal with the speed loss. I'm using T2 common prod mods, so 600*1.24 = 744, it should be producing approximately 744 SPM).
I have 5 parallel factories, 1 for common, and then 4 duplicate factories for uncommon, rare, epic, and legendary. (I'm calling them duplicate factories because they are built the exact same, with the only differences being the quality inputs that they take).
Every single machine has quality modules (with the exception of the end science assemblers).
I built it to handle legendary originally, but it hasn't produced much legendary yet.
I'm still not sure if I've gotten all the recyclers I need in (I've yet to see it fully stabilize at over 700 SPM..), but I have seen it hit expected production numbers in individual dry runs, and with buffers, it's hit just under 1k SPM (edit: got an exact figure: it's going pretty steady at around 935 SPM. 200 rare labs running full time. I might actually be getting lab throttled here..), so it should have the juice to squeeze.
It was annoying to build for a few reasons:
- You can't easily change the quality input of an assembler
- You can't easily change the quality that a filter splitter is filtering out
- There were a number of intermediates that I forgot to put in recyclers for, so it had a lot of startup pains as I kept needing to check on my SPM (super grateful for the new SPM graph when you hover over the research bar!), then go to Vulcanus, see what was clogged, add a recycler, go back to doing other stuff, check back in later, etc. You know the loop.
Overall, it works pretty well, but a few things to note:
- Quality science is terrible. Every bit of math I have done tells me that using prod mods everywhere you can will produce more science at a lower cost than using quality modules. So there's no point in even making a quality science factory. (this is a big issue to me, but the discussion around it belong in a separate thread)
- In a similar vein, you waste a lot of resources due to recycling, so quality also has that issue - quality generally leads to resource loss (I'm actually pretty OK with this)
In terms of handling the whole quality separation thing, it really was not that bad. Sure it clogs, but I have it set to split off commons, then each of the quality levels one at a time. My recyclers are set up between those two phases - so they can recycle anything of quality higher than normal, and they recycle when the stuff of all quality backs up, which would clog up the normal line.
So, while its a pain and annoying to manage, I've since changed my opinion on this - I don't think we need a down binning system. I think what would be better would be to somehow encourage using quality only in bulk systems (i.e. buff quality science).
Quality machines are very meh to me. I don't see the use of them. The only stuff of quality that has value is: personal equipment, modules, beacons. That's it. The argument of using down binning to craft lower tier stuff is a good suggestion, but I think it hides the true problem of "we don't want to build 5 parallel factories", which yeah, I've done it large scale, it sucks.
I think a change in the quality system where you can input items of different quality levels into a machine and the quality of the output is based on the quality of ingredients would make more sense.
It would need to be structured such that the complexity and amount of the input determines the weight it has on the end product (i.e. something like a flying robot frame, which has a lot of intermediates and is a complicated item should have more weight then say, a copper plate). Same with number - a blue chip takes 20 greens and 2 reds. If I have 2 epic reds, 10 uncommon greens, and 10 common greens, the sheer quantity of greens would bring the end result to being closer to an uncommon than a rare, or even an epic.
I do think that the quality system needs more work (particularly, I want to see quality science actually be useful, that would frankly make me go from not liking the quality system to have a great time with it, even as is), but I no longer think down binning is the solution.
The only really annoying part was needing to duplicate and set recipes for the parallel factories of quality, and all the recyclers I forgot to put in. (and blue science, where I forgot to make any quality intermediates, and had to pull out some crazy spaghetti techniques).
Overall, I had fun designing a large scale factory using quality and dealing with all the challenges it provides! I just wish there was an actual benefit to it...