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	<id>https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnthonyDPS</id>
	<title>Official Factorio Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.factorio.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnthonyDPS"/>
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	<updated>2026-04-23T08:14:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Agricultural_science_pack&amp;diff=210814</id>
		<title>Agricultural science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Agricultural_science_pack&amp;diff=210814"/>
		<updated>2025-02-05T18:25:21Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: added trivia section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Agricultural science pack}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&#039;&#039;&#039;Agricultural science pack&#039;&#039;&#039; is a [[Gleba]]{{SA}} science pack. It is used in [[lab]]s to [[research]] [[technologies]].&lt;br /&gt;
&lt;br /&gt;
The agricultural science pack does spoil, which will gradually decrease its research value, so the player is incentivized to build a fast space platform to bring them back to Nauvis. The spoil time also scales with [[quality]].&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
{{Achievement|research-with-agriculture}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This page needs to show the difference between productivity and quality modules, but I don&#039;t know the math... --&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
==Trivia==&lt;br /&gt;
* During the playtesting of Space Age, the agricultural science pack used to have nutrients as an ingredient.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Science pack]]&lt;br /&gt;
* [[Technologies]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=209977</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=209977"/>
		<updated>2025-01-23T22:29:47Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: Added missing quality-related achievements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond in the tooltip.&lt;br /&gt;
[[File:Quality icon.png|50px|thumb|right|Quality icon]]&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Achievements ==&lt;br /&gt;
Quality is directly related to the following achievements:&lt;br /&gt;
{{Achievement|crafting-with-quality}}&lt;br /&gt;
{{Achievement|make-it-better}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|look-at-my-shiny-rare-armor}}&lt;br /&gt;
{{Achievement|todays-fish-is-trout-a-la-creme}}&lt;br /&gt;
{{Achievement|my-modules-are-legendary}}&lt;br /&gt;
{{Achievement|no-room-for-more}}&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
* -16.67% (1/6) resource drain on miners.&lt;br /&gt;
** This is multiplicative with productivity&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* −16% power consumption on beacons&lt;br /&gt;
* +1 to both continuous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings only get increased health, with no special effect. Examples are:&lt;br /&gt;
*Buildings related to [[Circuit network]]s and [[Rail signal]]s&lt;br /&gt;
*[[Transport belt]]s&lt;br /&gt;
*[[Pipe]]s&lt;br /&gt;
*[[Wall]]s&lt;br /&gt;
*[[Locomotive|Trains]]&lt;br /&gt;
*[[Cargo wagon]]s&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Quality Effects&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Effect !! [[File:quality_normal.png|15px]] Normal !! [[File:quality_uncommon.png|15px]] Uncommon !! [[File:quality_rare.png|15px]] Rare !! [[File:quality_epic.png|15px]] Epic !! [[File:quality_legendary.png|15px]] Legendary&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_1.png|15px]] [[Assembling machine 1]] || Health || 300 || 390 || 480 || 570 || 750&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.5 || 0.65 || 0.8 || 0.95 || 1.25&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_2.png|15px]] [[Assembling machine 2]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 0.75 || 0.975 || 1.2 || 1.425 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:assembling_machine_3.png|15px]] [[Assembling machine 3]] || Health || 400 || 520 || 640 || 760 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| Crafting&amp;amp;nbsp;speed || 1.25 || 1.625 || 2 || 2.375 || 3.125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:construction_robot.png|15px]] [[Construction robot]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Max flying reach || 571m || 1152m || 1728m || 2305m || 3457m&lt;br /&gt;
|-&lt;br /&gt;
| Energy capacity || 3MJ || 6MJ || 9MJ || 12MJ || 18MJ&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:inserter.png|15px]] [[Inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 15.1kW || 19.51kW || 23.92kW || 28.33kW || 37.15kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 302°/s || 393°/s || 484°/s || 575°/s || 756°/s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:fast_inserter.png|15px]] [[Fast inserter]] || Health || 150 || 195 || 240 || 285 || 375&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 59.3kW  || 76.94kW || 94.58kW || 112kW || 148kW&lt;br /&gt;
|-&lt;br /&gt;
| Rotation&amp;amp;nbsp;speed || 864°/s || 1123°/s || 1382°/s || 1642°/s || 2160°/s&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:iron_chest.png|15px]] [[Iron chest]] || Health || 200 || 260 || 320 || 380 || 500&lt;br /&gt;
|-&lt;br /&gt;
| Storage size || 32 || 41 || 51 || 60 || 80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:laser_turret.png|15px]] [[Laser turret]] || Health || 1000  || 1300 || 1600 || 1900 || 2500&lt;br /&gt;
|-&lt;br /&gt;
| Range || 24 tiles || 26.4 tiles || 28.8 tiles || 31.2 tiles || 36 tiles&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | [[File:pipe.png|15px]] [[Pipe]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:roboport.png|15px]] [[Roboport]] || Health || 500 || 650 || 800 || 950 || 1250&lt;br /&gt;
|-&lt;br /&gt;
| Energy&amp;amp;nbsp;consumption || 2.1MW || 2.7MW || 3.3MW || 3.9MW || 5.1MW&lt;br /&gt;
|-&lt;br /&gt;
| Robot&amp;amp;nbsp;recharge&amp;amp;nbsp;rate || 4 x 500kW || 4 x 650kW || 4 x 800kW || 4 x 950kW || 4 x 1.25MW&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[File:small_electric_pole.png|15px]] [[Small electric pole]] || Health || 100 || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Supply&amp;amp;nbsp;area || 5x5 || 7x7 || 9x9 || 11x11 || 15x15&lt;br /&gt;
|-&lt;br /&gt;
| Wire&amp;amp;nbsp;reach || 7.5 tiles || 9.5 tiles || 11.5 tiles || 13.5 tiles || 17.5 tiles&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:steel_chest.png|15px]] [[Steel chest]] || Health || 350 || 455 || 560 || 665 || 875&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 48 || 62 || 76 || 91 || 120&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[File:wooden_chest.png|15px]] [[Wooden chest]] || Health || 100  || 130 || 160 || 190 || 250&lt;br /&gt;
|-&lt;br /&gt;
| Storage&amp;amp;nbsp;size || 16 || 20 || 25 || 30 || 40&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Module|Quality}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where Q is quality chance, the following tables present expected outputs for each level of research.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+ {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
!{{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|16px]]&lt;br /&gt;
| 1 - Q || Q * 9/10|| Q * 9/100 ||Q * 9/1000 || Q * 1/1000&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|16px]]&lt;br /&gt;
| - || 1 - Q || Q * 9/10|| Q * 9/100 || Q * 1/100&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|16px]]&lt;br /&gt;
| - || - || 1 - Q || Q * 9/10|| Q * 1/10&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|16px]]&lt;br /&gt;
| - || - || - || 1 - Q || Q&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|16px]]&lt;br /&gt;
| - || - || - || - || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px; vertical-align:top;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 2× {{Icon|quality_module_2|[[File:quality_normal.png|Normal|16px]]}} → Q = 4%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_normal.png|Normal|16px]]}} → Q = 10%&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;display:inline-block; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|+ 4× {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} → Q = 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
It is optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.&lt;br /&gt;
&lt;br /&gt;
It is important to emphasize that these ratios maximize return per input material. If input capacity isn&#039;t a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_rare.png|Rare|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_rare.png|Rare|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 891&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 0 || 3 || 533&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 342&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 0 || 4 || 97&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 1 || 4 || 67&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 4 || 4 || 70&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_epic.png|Epic|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_epic.png|Epic|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 608&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 356&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 1 || 3 || 212&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 1 || 3 || 62&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 2 || 3 || 40&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 5 || 3 || 34&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; vertical-align:top; margin-right:20px;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! Max Modules !! Base Prod. !! No. of {{Icon|productivity_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! No. of {{Icon|quality_module_3|[[File:quality_legendary.png|Legendary|16px]]}} !! Crafts&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 0% || 0 || 2 || 309&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 0% || 1 || 2 || 153&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 0% || 2 || 2 || 80&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 50% || 3 || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 50% || 4 || 1 || 14&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 0% || 8 || 0 || 7&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
For example, suppose legendary T3 modules are available and the goal is to produce legendary [[File:Processing_unit.png|link=Processing unit|20px]]. If each electromagnetic plant producing epic quality or below has 4 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]] and 1 legendary [[File:quality_module_3.png|link=Quality module 3|20px]], and the electromagnetic plant with the legendary recipe has 5 legendary [[File:productivity_module_3.png|link=Productivity module 3|20px]], then on average an input of 280 normal [[File:Electronic_circuit.png|link=Electronic circuit|20px]] and 28 normal [[File:Advanced_circuit.png|link=Advanced circuit|20px]] is expected to produce 1 legendary [[File:Processing_unit.png|link=Processing unit|20px]].&lt;br /&gt;
&lt;br /&gt;
===== Derivation =====&lt;br /&gt;
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;))|| (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + P) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1 - Q) || (1 + P) * Q * 9/10 || (1 + P) * Q * 9/100 || (1 + P) * Q * 9/1000 || (1 + P) * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| (1 + -0.75) * (1-Q) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;0&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * (10&amp;lt;sup&amp;gt;-2&amp;lt;/sup&amp;gt; - 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)) || (1 + -0.75) * (Q * 10&amp;lt;sup&amp;gt;-3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
| 0.25 * (1-Q) || 0.25 * Q * 9/10|| 0.25 * Q * 9/100 || 0.25 * Q * 9/1000 || 0.25 * Q * 1/1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, recycling an uncommon ingredient with a Q of 25%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle;&amp;quot;&lt;br /&gt;
! {{Diagonal split header|Input|Output}} !! [[File:quality_normal.png|Normal|20px]] !! [[File:quality_uncommon.png|Uncommon|20px]] !! [[File:quality_rare.png|Rare|20px]] !! [[File:quality_epic.png|Epic|20px]] !! [[File:quality_legendary.png|Legendary|20px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background:#424242&amp;quot; | [[File:quality_uncommon.png|Uncommon|16px]] || - || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see Stochastic Matrix on wikipedia) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:2px solid; text-align:center;&amp;quot;&lt;br /&gt;
! !! style=&amp;quot;border-left:2px solid&amp;quot; | I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
! style=&amp;quot;border-left:2px solid&amp;quot; | P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt; !! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 1.125 || 0.3375 || 0.03375 || 0.003375 || 0.000375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 1.125 || 0.3375 || 0.03375 || 0.00375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 1.125 || 0.3375 || 0.0375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 1.125 || 0.375&lt;br /&gt;
|-&lt;br /&gt;
! I&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1.5&lt;br /&gt;
|- style=&amp;quot;border-top:2px solid&amp;quot;&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_normal.png|Normal|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0.1875 || 0.05625 || 0.005625 || 0.0005625 || 0.0000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_uncommon.png|Uncommon|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0.1875 || 0.05625 || 0.005625 || 0.000625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_rare.png|Rare|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0.1875 || 0.05625 || 0.00625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_epic.png|Epic|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0.1875 || 0.0625&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! P&amp;lt;sub&amp;gt;[[File:quality_legendary.png|Legendary|10px]]&amp;lt;/sub&amp;gt;&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| style=&amp;quot;border-left:2px solid&amp;quot; | 0 || 0 || 0 || 0 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To iterate this matrix (M) apply the matrix to itself. For example, M&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have &#039;1&#039; in the first column and &#039;0&#039;s everywhere else. Likewise, a set of uncommon ingredients will correspond to &#039;1&#039; in the second column of the vector.&lt;br /&gt;
&lt;br /&gt;
It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.&lt;br /&gt;
&lt;br /&gt;
Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in M&amp;lt;sup&amp;gt;x&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&amp;lt;!--[[File:Quality_Transition_Matrix.png]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=209398</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=209398"/>
		<updated>2025-01-17T15:53:23Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: /* Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Science packs are items which are required by [[lab]]s to perform [[research]]. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, [[Physical projectile damage (research)|Physical projectile damage 3]] requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 automation science packs, 300 logistic science packs and 300 military science packs.&lt;br /&gt;
&lt;br /&gt;
==Base Game Science Packs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!  Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|Time|5}} + {{icon|copper plate|1}} + {{icon|iron gear wheel|1}} &amp;amp;rarr; {{icon|Automation science pack|1}} || {{icon|Time|5.5}} {{icon|iron plate|2}} {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|Time|6}} + {{icon|Transport belt|1}} + {{icon|Inserter|1}} &amp;amp;rarr; {{icon|Logistic science pack|1}} || {{icon|Time|8.75}} {{icon|iron plate|5.5}} {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|Time|10}} + {{icon|Piercing rounds magazine|1}} + {{icon|Grenade|1}} + {{Icon|Wall|2}} &amp;amp;rarr; {{icon|Military science pack|2}} || {{icon|Time|23}} {{icon|Iron plate|9}} {{icon|Copper plate|5}} {{icon|Steel plate|1}} {{icon|Coal|10}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &amp;amp;rarr; {{icon|Chemical science pack|2}} || {{icon|Time|52.5}} {{icon|Iron plate|6}} {{icon|Copper plate|15}} {{icon|Engine unit|2}} {{icon|Plastic bar|6}} {{icon|Sulfur|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|Time|21}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &amp;amp;rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon|Iron plate|32.5}} {{icon|Copper plate|57.5}} {{icon|Steel plate|25}} {{icon|Plastic bar|20}} {{icon|Stone|15}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|Time|21}} + {{icon|Processing unit|2}} + {{icon|Flying robot frame|1}} + {{icon|Low density structure|3}} &amp;amp;rarr; {{icon|Utility science pack|3}} ||  {{icon|Time|104.75}} {{icon|Iron plate|3}} {{icon|Copper plate|64.5}} {{icon|Steel plate|7}} {{icon|Plastic bar|15}} {{icon|Battery|2}} {{icon|Processing unit|2}} {{icon|Electric engine unit|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space science pack|1000}} per launched {{icon|Satellite}} || {{icon|Time|300}} {{icon|Iron plate|43.7}} {{icon|Copper plate|101.8}} {{icon|Steel plate|2.7}} {{icon|Plastic bar|19.9}} {{icon|Solid fuel|10.5}} {{icon|Sulfuric acid|15.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Space science pack calculations:&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=0-17-1&amp;amp;items=space-science-pack:r:1&amp;amp;ignore=sulfuric-acid,steel-plate&lt;br /&gt;
Space science pack calculations (Total raw):&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=1-1-19&amp;amp;rate=h&amp;amp;rp=5&amp;amp;cp=4&amp;amp;items=space-science-pack:r:1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Or, broken down into the most basic components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Per 1 !! colspan=&amp;quot;5&amp;quot; | Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|iron plate|2}} || {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|iron plate|5.5}} || {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|iron plate|7}} || {{icon|copper plate|2.5}} || {{icon|coal|5}} || || {{icon|stone|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|iron plate|12}} || {{icon|copper plate|7.5}} || {{icon|coal|1.5}} || {{icon|crude oil|38.46}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|iron plate|52.5}} || {{icon|copper plate|19.17}} || {{icon|coal|3.33}} || {{icon|crude oil|68.38}} || {{icon|stone|11.67}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|iron plate|33.33}} || {{icon|copper plate|49.83}} || {{icon|coal|3.83}} || {{icon|crude oil|106.84}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|iron plate|57.54}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|copper plate|101.79}} || {{icon|coal|9.95}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|crude oil|306.92}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creating science packs==&lt;br /&gt;
The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create automation science packs by hand to research automation. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.&lt;br /&gt;
&lt;br /&gt;
If needed due to [[enemies]], the next step is to create military science packs to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.&lt;br /&gt;
&lt;br /&gt;
Following military science, chemical science packs should be created. This science pack incorporates a new &#039;raw&#039; intermediary - [[plastic bar]]s necessitate the need to harvest and process [[crude oil]].&lt;br /&gt;
&lt;br /&gt;
After chemical science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
The final stage of automated research pack creation is utility science pack. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or gun turret damage.&lt;br /&gt;
&lt;br /&gt;
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:&lt;br /&gt;
* 5 Automation science pack assemblers&lt;br /&gt;
* 6 Logistic science pack assemblers&lt;br /&gt;
* 5 Military science pack assemblers&lt;br /&gt;
* 12 Chemical science pack assemblers&lt;br /&gt;
* 7 Production science pack assemblers&lt;br /&gt;
* 7 Utility science pack assemblers&lt;br /&gt;
&lt;br /&gt;
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain [[assembling machine 3]] then packs will be produced at 75 items per minute.&lt;br /&gt;
&lt;br /&gt;
==[[Space Age]]{{SA}} Science Packs==&lt;br /&gt;
The Space Age expansion adds five new types of science packs, and changes the recipe for [[space science pack]]. Each is only able to be crafted on a specific planet or a [[space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Crafted on !! Made in !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|assembling machine}} {{icon|assembling machine 2}} {{icon|assembling machine 3}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}} &amp;amp;rarr; {{icon|Space science pack|5}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack|space-age=yes}} || {{icon|Vulcanus}} || {{icon|Foundry}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}} &amp;amp;rarr; {{icon|Metallurgic science pack|1}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack|space-age=yes}} || {{icon|Fulgora}} || {{icon|Electromagnetic plant}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}} &amp;amp;rarr; {{icon|Electromagnetic science pack|1}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || {{icon|Gleba}} || {{icon|Biochamber}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}} &amp;amp;rarr; {{icon|Agricultural science pack|1}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack|space-age=yes}} || {{icon|Aquilo}} || {{icon|Cryogenic plant}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}} &amp;amp;rarr; {{icon|Cryogenic science pack|1}} + {{icon|Fluoroketone (hot)|3}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Cryogenic plant}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}} &amp;amp;rarr; {{icon|promethium science pack|10}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that Agricultural science packs are subject to [[Spoilage mechanics|spoilage]]. Their freshness also reduces their science value.&lt;br /&gt;
&lt;br /&gt;
==[[Productivity module]] vs [[Quality module]] {{SA}}==&lt;br /&gt;
&lt;br /&gt;
Quality science pack decreases science pack drain, while production science outputs additional science packs from the same amount of input. Assuming that you are only using common ingredients and a single 1 tier module, and that all quality levels have been researched:&lt;br /&gt;
&lt;br /&gt;
=== [[Quality module|Quality module:]] ===&lt;br /&gt;
* &#039;&#039;&#039;0.9%&#039;&#039;&#039; chance to create at least 1 uncommon science pack, which lasts &#039;&#039;&#039;100%&#039;&#039;&#039; longer than normal (equivalent of 2 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.09%&#039;&#039;&#039; chance to create 1 rare science pack, which lasts &#039;&#039;&#039;200%&#039;&#039;&#039; longer than normal (equivalent of 3 science packs). &lt;br /&gt;
* &#039;&#039;&#039;0.009%&#039;&#039;&#039; chance to create 1 epic science pack, which lasts &#039;&#039;&#039;300%&#039;&#039;&#039; longer than normal (equivalent of 4 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.001%&#039;&#039;&#039; chance to create 1 legendary science pack, which lasts &#039;&#039;&#039;500%&#039;&#039;&#039; longer than normal (equivalent of 6 science packs).&lt;br /&gt;
&lt;br /&gt;
Overall, this represents approximately &#039;&#039;&#039;1.1112%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
=== [[Productivity module|Productivity module:]] ===&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; extra product every &#039;&#039;&#039;25&#039;&#039;&#039; normal products.&lt;br /&gt;
&lt;br /&gt;
This provides approximately &#039;&#039;&#039;4%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
&lt;br /&gt;
* Productivity is more resource efficient, as it provides more science progress for the same amount of resources.&lt;br /&gt;
* Quality is more space/rocket efficient, as higher quality packs take up the same amount of space.&lt;br /&gt;
* Quality has a special effect on Agricultural science packs, as quality increases their spoil time. This means that a higher quality pack will not only have more science value, it will lose less of that value over the same time period as a lower one.&lt;br /&gt;
* In situations where the [[foundry]] isn&#039;t being used for casting copper or iron, inserting quality modules in mining drills and utilizing quality ores for making ingredients for science packs can be more resource-efficient if the bonus from mining productivity research exceeds +300%. This is much slower than using [[speed module]]s (which are antagonic to quality), and requires designing a base around handling multiple quality levels.&lt;br /&gt;
** Casting metals with foundries is not compatible with this strategy, as ores are turned into molten metal which, as a fluid, doesn&#039;t retain quality. With productivity modules, foundries are more resource-efficient and faster for processing metals for science packs than furnaces smelting quality ores, but in [[Nauvis]], they need the import of [[calcite]] to work.&lt;br /&gt;
&lt;br /&gt;
Do note that quality modules cannot be combined with [[speed module]]s or speed [[beacon]]s for smaller builds, while productivity modules can.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=209397</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=209397"/>
		<updated>2025-01-17T15:40:12Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: /* Comparison */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Science packs are items which are required by [[lab]]s to perform [[research]]. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, [[Physical projectile damage (research)|Physical projectile damage 3]] requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 automation science packs, 300 logistic science packs and 300 military science packs.&lt;br /&gt;
&lt;br /&gt;
==Base Game Science Packs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!  Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|Time|5}} + {{icon|copper plate|1}} + {{icon|iron gear wheel|1}} &amp;amp;rarr; {{icon|Automation science pack|1}} || {{icon|Time|5.5}} {{icon|iron plate|2}} {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|Time|6}} + {{icon|Transport belt|1}} + {{icon|Inserter|1}} &amp;amp;rarr; {{icon|Logistic science pack|1}} || {{icon|Time|8.75}} {{icon|iron plate|5.5}} {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|Time|10}} + {{icon|Piercing rounds magazine|1}} + {{icon|Grenade|1}} + {{Icon|Wall|2}} &amp;amp;rarr; {{icon|Military science pack|2}} || {{icon|Time|23}} {{icon|Iron plate|9}} {{icon|Copper plate|5}} {{icon|Steel plate|1}} {{icon|Coal|10}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &amp;amp;rarr; {{icon|Chemical science pack|2}} || {{icon|Time|52.5}} {{icon|Iron plate|6}} {{icon|Copper plate|15}} {{icon|Engine unit|2}} {{icon|Plastic bar|6}} {{icon|Sulfur|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|Time|21}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &amp;amp;rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon|Iron plate|32.5}} {{icon|Copper plate|57.5}} {{icon|Steel plate|25}} {{icon|Plastic bar|20}} {{icon|Stone|15}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|Time|21}} + {{icon|Processing unit|2}} + {{icon|Flying robot frame|1}} + {{icon|Low density structure|3}} &amp;amp;rarr; {{icon|Utility science pack|3}} ||  {{icon|Time|104.75}} {{icon|Iron plate|3}} {{icon|Copper plate|64.5}} {{icon|Steel plate|7}} {{icon|Plastic bar|15}} {{icon|Battery|2}} {{icon|Processing unit|2}} {{icon|Electric engine unit|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space science pack|1000}} per launched {{icon|Satellite}} || {{icon|Time|300}} {{icon|Iron plate|43.7}} {{icon|Copper plate|101.8}} {{icon|Steel plate|2.7}} {{icon|Plastic bar|19.9}} {{icon|Solid fuel|10.5}} {{icon|Sulfuric acid|15.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Space science pack calculations:&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=0-17-1&amp;amp;items=space-science-pack:r:1&amp;amp;ignore=sulfuric-acid,steel-plate&lt;br /&gt;
Space science pack calculations (Total raw):&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=1-1-19&amp;amp;rate=h&amp;amp;rp=5&amp;amp;cp=4&amp;amp;items=space-science-pack:r:1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Or, broken down into the most basic components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Per 1 !! colspan=&amp;quot;5&amp;quot; | Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|iron plate|2}} || {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|iron plate|5.5}} || {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|iron plate|7}} || {{icon|copper plate|2.5}} || {{icon|coal|5}} || || {{icon|stone|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|iron plate|12}} || {{icon|copper plate|7.5}} || {{icon|coal|1.5}} || {{icon|crude oil|38.46}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|iron plate|52.5}} || {{icon|copper plate|19.17}} || {{icon|coal|3.33}} || {{icon|crude oil|68.38}} || {{icon|stone|11.67}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|iron plate|33.33}} || {{icon|copper plate|49.83}} || {{icon|coal|3.83}} || {{icon|crude oil|106.84}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|iron plate|57.54}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|copper plate|101.79}} || {{icon|coal|9.95}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|crude oil|306.92}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creating science packs==&lt;br /&gt;
The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create automation science packs by hand to research automation. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.&lt;br /&gt;
&lt;br /&gt;
If needed due to [[enemies]], the next step is to create military science packs to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.&lt;br /&gt;
&lt;br /&gt;
Following military science, chemical science packs should be created. This science pack incorporates a new &#039;raw&#039; intermediary - [[plastic bar]]s necessitate the need to harvest and process [[crude oil]].&lt;br /&gt;
&lt;br /&gt;
After chemical science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
The final stage of automated research pack creation is utility science pack. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or gun turret damage.&lt;br /&gt;
&lt;br /&gt;
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:&lt;br /&gt;
* 5 Automation science pack assemblers&lt;br /&gt;
* 6 Logistic science pack assemblers&lt;br /&gt;
* 5 Military science pack assemblers&lt;br /&gt;
* 12 Chemical science pack assemblers&lt;br /&gt;
* 7 Production science pack assemblers&lt;br /&gt;
* 7 Utility science pack assemblers&lt;br /&gt;
&lt;br /&gt;
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain [[assembling machine 3]] then packs will be produced at 75 items per minute.&lt;br /&gt;
&lt;br /&gt;
==[[Space Age]]{{SA}} Science Packs==&lt;br /&gt;
The Space Age expansion adds five new types of science packs, and changes the recipe for [[space science pack]]. Each is only able to be crafted on a specific planet or a [[space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Crafted on !! Made in !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|assembling machine}} {{icon|assembling machine 2}} {{icon|assembling machine 3}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}} &amp;amp;rarr; {{icon|Space science pack|5}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack|space-age=yes}} || {{icon|Vulcanus}} || {{icon|Foundry}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}} &amp;amp;rarr; {{icon|Metallurgic science pack|1}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack|space-age=yes}} || {{icon|Fulgora}} || {{icon|Electromagnetic plant}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}} &amp;amp;rarr; {{icon|Electromagnetic science pack|1}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || {{icon|Gleba}} || {{icon|Biochamber}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}} &amp;amp;rarr; {{icon|Agricultural science pack|1}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack|space-age=yes}} || {{icon|Aquilo}} || {{icon|Cryogenic plant}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}} &amp;amp;rarr; {{icon|Cryogenic science pack|1}} + {{icon|Fluoroketone (hot)|3}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Cryogenic plant}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}} &amp;amp;rarr; {{icon|promethium science pack|10}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that Agricultural science packs are subject to [[Spoilage mechanics|spoilage]]. Their freshness also reduces their science value.&lt;br /&gt;
&lt;br /&gt;
==[[Productivity module]] vs [[Quality module]] {{SA}}==&lt;br /&gt;
&lt;br /&gt;
Quality science pack decreases science pack drain, while production science outputs additional science packs from the same amount of input. Assuming that you are only using common ingredients and a single 1 tier module, and that all quality levels have been researched:&lt;br /&gt;
&lt;br /&gt;
=== [[Quality module|Quality module:]] ===&lt;br /&gt;
* &#039;&#039;&#039;0.9%&#039;&#039;&#039; chance to create at least 1 uncommon science pack, which lasts &#039;&#039;&#039;100%&#039;&#039;&#039; longer than normal (equivalent of 2 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.09%&#039;&#039;&#039; chance to create 1 rare science pack, which lasts &#039;&#039;&#039;200%&#039;&#039;&#039; longer than normal (equivalent of 3 science packs). &lt;br /&gt;
* &#039;&#039;&#039;0.009%&#039;&#039;&#039; chance to create 1 epic science pack, which lasts &#039;&#039;&#039;300%&#039;&#039;&#039; longer than normal (equivalent of 4 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.001%&#039;&#039;&#039; chance to create 1 legendary science pack, which lasts &#039;&#039;&#039;500%&#039;&#039;&#039; longer than normal (equivalent of 6 science packs).&lt;br /&gt;
&lt;br /&gt;
Overall, this represents approximately &#039;&#039;&#039;1.1112%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
=== [[Productivity module|Productivity module:]] ===&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; extra product every &#039;&#039;&#039;25&#039;&#039;&#039; normal products.&lt;br /&gt;
&lt;br /&gt;
This provides approximately &#039;&#039;&#039;4%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
&lt;br /&gt;
* Productivity is more resource efficient, as it provides more science progress for the same amount of resources.&lt;br /&gt;
* Quality is more space/rocket efficient, as higher quality packs take up the same amount of space.&lt;br /&gt;
* Quality has a special effect on Agricultural science packs, as quality increases their spoil time. This means that a higher quality pack will not only have more science value, it will lose less of that value over the same time period as a lower one.&lt;br /&gt;
* In situations where the [[foundry]] isn&#039;t being used, inserting quality modules in mining drills and utilizing quality ores for making ingredients for science packs can be more resource-efficient if the bonus from mining productivity research exceeds +300%. This is much slower than using [[speed module]]s (which are antagonic to quality), and requires designing a base around handling multiple quality levels.&lt;br /&gt;
** Casting metals with foundries is not compatible with this strategy, as ores are turned into molten metal which, as a fluid, doesn&#039;t retain quality. With productivity modules, foundries are more resource-efficient and faster for processing metals for science packs than furnaces smelting quality ores, but in [[Nauvis]], they need the import of [[calcite]] to work.&lt;br /&gt;
&lt;br /&gt;
Do note that quality modules cannot be combined with [[speed module]]s or speed [[beacon]]s for smaller builds, while productivity modules can.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=209396</id>
		<title>Science pack</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Science_pack&amp;diff=209396"/>
		<updated>2025-01-17T15:38:36Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: /* Comparison */ added more tips for strategies when using quality with miners and comparing them with productivity and metal casting for the purpose of making science packs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
Science packs are items which are required by [[lab]]s to perform [[research]]. Researching technologies requires a certain number of different types of science packs, which is then multiplied by a certain value to get the tech cost. For example, [[Physical projectile damage (research)|Physical projectile damage 3]] requires one automation science pack and one logistic science pack and one military science pack to begin researching, but it needs this to be input into labs a total of 300 times, raising the research cost to 300 automation science packs, 300 logistic science packs and 300 military science packs.&lt;br /&gt;
&lt;br /&gt;
==Base Game Science Packs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !!  Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|Time|5}} + {{icon|copper plate|1}} + {{icon|iron gear wheel|1}} &amp;amp;rarr; {{icon|Automation science pack|1}} || {{icon|Time|5.5}} {{icon|iron plate|2}} {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|Time|6}} + {{icon|Transport belt|1}} + {{icon|Inserter|1}} &amp;amp;rarr; {{icon|Logistic science pack|1}} || {{icon|Time|8.75}} {{icon|iron plate|5.5}} {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|Time|10}} + {{icon|Piercing rounds magazine|1}} + {{icon|Grenade|1}} + {{Icon|Wall|2}} &amp;amp;rarr; {{icon|Military science pack|2}} || {{icon|Time|23}} {{icon|Iron plate|9}} {{icon|Copper plate|5}} {{icon|Steel plate|1}} {{icon|Coal|10}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|Time|24}} + {{icon|Sulfur|1}} + {{icon|Advanced circuit|3}} + {{icon|Engine unit|2}} &amp;amp;rarr; {{icon|Chemical science pack|2}} || {{icon|Time|52.5}} {{icon|Iron plate|6}} {{icon|Copper plate|15}} {{icon|Engine unit|2}} {{icon|Plastic bar|6}} {{icon|Sulfur|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|Time|21}} + {{icon|Rail|30}} + {{icon|Electric furnace|1}} + {{icon|Productivity module|1}} &amp;amp;rarr; {{icon|Production science pack|3}} || {{icon|Time|153.5}} {{icon|Iron plate|32.5}} {{icon|Copper plate|57.5}} {{icon|Steel plate|25}} {{icon|Plastic bar|20}} {{icon|Stone|15}} {{icon|Stone brick|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|Time|21}} + {{icon|Processing unit|2}} + {{icon|Flying robot frame|1}} + {{icon|Low density structure|3}} &amp;amp;rarr; {{icon|Utility science pack|3}} ||  {{icon|Time|104.75}} {{icon|Iron plate|3}} {{icon|Copper plate|64.5}} {{icon|Steel plate|7}} {{icon|Plastic bar|15}} {{icon|Battery|2}} {{icon|Processing unit|2}} {{icon|Electric engine unit|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|Space science pack|1000}} per launched {{icon|Satellite}} || {{icon|Time|300}} {{icon|Iron plate|43.7}} {{icon|Copper plate|101.8}} {{icon|Steel plate|2.7}} {{icon|Plastic bar|19.9}} {{icon|Solid fuel|10.5}} {{icon|Sulfuric acid|15.5}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Space science pack calculations:&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=0-17-1&amp;amp;items=space-science-pack:r:1&amp;amp;ignore=sulfuric-acid,steel-plate&lt;br /&gt;
Space science pack calculations (Total raw):&lt;br /&gt;
https://kirkmcdonald.github.io/calc.html#data=1-1-19&amp;amp;rate=h&amp;amp;rp=5&amp;amp;cp=4&amp;amp;items=space-science-pack:r:1&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
Or, broken down into the most basic components:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Per 1 !! colspan=&amp;quot;5&amp;quot; | Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Automation science pack}} || {{icon|iron plate|2}} || {{icon|copper plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Logistic science pack}} || {{icon|iron plate|5.5}} || {{icon|copper plate|1.5}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Military science pack}} || {{icon|iron plate|7}} || {{icon|copper plate|2.5}} || {{icon|coal|5}} || || {{icon|stone|10}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Chemical science pack}} || {{icon|iron plate|12}} || {{icon|copper plate|7.5}} || {{icon|coal|1.5}} || {{icon|crude oil|38.46}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Production science pack}} || {{icon|iron plate|52.5}} || {{icon|copper plate|19.17}} || {{icon|coal|3.33}} || {{icon|crude oil|68.38}} || {{icon|stone|11.67}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Utility science pack}} || {{icon|iron plate|33.33}} || {{icon|copper plate|49.83}} || {{icon|coal|3.83}} || {{icon|crude oil|106.84}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack}} || {{icon|iron plate|57.54}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|copper plate|101.79}} || {{icon|coal|9.95}} &amp;amp;nbsp;&amp;amp;nbsp; || {{icon|crude oil|306.92}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creating science packs==&lt;br /&gt;
The science packs and research are meant to guide players through the game by gradually increasing in complexity. At first the player has to create automation science packs by hand to research automation. Then the next goal is to create automation and logistic science automatically and to automatically feed the science packs into labs. These science packs allow research of most of the basic technologies.&lt;br /&gt;
&lt;br /&gt;
If needed due to [[enemies]], the next step is to create military science packs to allow unlock higher tier combat-oriented products. Unlike previous science packs, military science produces two packs per crafting cycle versus just one per cycle from automation/logistic.&lt;br /&gt;
&lt;br /&gt;
Following military science, chemical science packs should be created. This science pack incorporates a new &#039;raw&#039; intermediary - [[plastic bar]]s necessitate the need to harvest and process [[crude oil]].&lt;br /&gt;
&lt;br /&gt;
After chemical science, production science packs are next. Production science packs are a fair jump in complexity, as the required products have quite a few different intermediaries. Production packs yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
The final stage of automated research pack creation is utility science pack. Utility sciences packs are the most complex packs to make, requiring a large chain of intermediate products. Utility science packs, like previous production science packs, yield three packs per crafting cycle.&lt;br /&gt;
&lt;br /&gt;
Space science packs are yielded from launching satellites via rocket, and thus are difficult to automate effectively without massive resource-hungry bases. Unlike other science packs, space science packs are exclusively used to research repeating/infinite technologies - such as mining productivity or gun turret damage.&lt;br /&gt;
&lt;br /&gt;
The ratio needed to keep science production in sync is 5:6:5:12:7:7, or:&lt;br /&gt;
* 5 Automation science pack assemblers&lt;br /&gt;
* 6 Logistic science pack assemblers&lt;br /&gt;
* 5 Military science pack assemblers&lt;br /&gt;
* 12 Chemical science pack assemblers&lt;br /&gt;
* 7 Production science pack assemblers&lt;br /&gt;
* 7 Utility science pack assemblers&lt;br /&gt;
&lt;br /&gt;
The list above assumes that all science packs are being produced by the same tier of assembling machine. For example, if using plain [[assembling machine 3]] then packs will be produced at 75 items per minute.&lt;br /&gt;
&lt;br /&gt;
==[[Space Age]]{{SA}} Science Packs==&lt;br /&gt;
The Space Age expansion adds five new types of science packs, and changes the recipe for [[space science pack]]. Each is only able to be crafted on a specific planet or a [[space platform]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Type !! Crafted on !! Made in !! Recipe !! Total raw&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Space science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|assembling machine}} {{icon|assembling machine 2}} {{icon|assembling machine 3}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}} &amp;amp;rarr; {{icon|Space science pack|5}} || {{icon|Time|15}} + {{icon|carbon|1}} + {{icon|ice|1}} + {{icon|iron plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Metallurgic science pack|space-age=yes}} || {{icon|Vulcanus}} || {{icon|Foundry}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}} &amp;amp;rarr; {{icon|Metallurgic science pack|1}} || {{icon|Time|10}} + {{icon|molten copper|200}} + {{icon|tungsten carbide|3}} + {{icon|tungsten plate|2}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Electromagnetic science pack|space-age=yes}} || {{icon|Fulgora}} || {{icon|Electromagnetic plant}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}} &amp;amp;rarr; {{icon|Electromagnetic science pack|1}} || {{icon|Time|10}} + {{icon|Accumulator|1}} + {{icon|Electrolyte|25}} + {{icon|Holmium solution|25}} + {{icon|Supercapacitor|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Agricultural science pack|space-age=yes}} || {{icon|Gleba}} || {{icon|Biochamber}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}} &amp;amp;rarr; {{icon|Agricultural science pack|1}} || {{icon|Time|4}} + {{icon|Bioflux|1}} + {{icon|Pentapod egg|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Cryogenic science pack|space-age=yes}} || {{icon|Aquilo}} || {{icon|Cryogenic plant}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}} &amp;amp;rarr; {{icon|Cryogenic science pack|1}} + {{icon|Fluoroketone (hot)|3}} || {{icon|Time|20}} + {{icon|Fluoroketone (cold)|6}} + {{icon|Ice|3}} + {{icon|Lithium plate|1}}&lt;br /&gt;
|-&lt;br /&gt;
| {{imagelink|Promethium science pack|space-age=yes}} || {{icon|Space platform hub}} || {{icon|Cryogenic plant}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}} &amp;amp;rarr; {{icon|promethium science pack|10}} || {{icon|Time|5}} + {{icon|Biter egg|10}} + {{icon|Promethium asteroid chunk|25}} + {{icon|Quantum processor|1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that Agricultural science packs are subject to [[Spoilage mechanics|spoilage]]. Their freshness also reduces their science value.&lt;br /&gt;
&lt;br /&gt;
==[[Productivity module]] vs [[Quality module]] {{SA}}==&lt;br /&gt;
&lt;br /&gt;
Quality science pack decreases science pack drain, while production science outputs additional science packs from the same amount of input. Assuming that you are only using common ingredients and a single 1 tier module, and that all quality levels have been researched:&lt;br /&gt;
&lt;br /&gt;
=== [[Quality module|Quality module:]] ===&lt;br /&gt;
* &#039;&#039;&#039;0.9%&#039;&#039;&#039; chance to create at least 1 uncommon science pack, which lasts &#039;&#039;&#039;100%&#039;&#039;&#039; longer than normal (equivalent of 2 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.09%&#039;&#039;&#039; chance to create 1 rare science pack, which lasts &#039;&#039;&#039;200%&#039;&#039;&#039; longer than normal (equivalent of 3 science packs). &lt;br /&gt;
* &#039;&#039;&#039;0.009%&#039;&#039;&#039; chance to create 1 epic science pack, which lasts &#039;&#039;&#039;300%&#039;&#039;&#039; longer than normal (equivalent of 4 science packs).&lt;br /&gt;
* &#039;&#039;&#039;0.001%&#039;&#039;&#039; chance to create 1 legendary science pack, which lasts &#039;&#039;&#039;500%&#039;&#039;&#039; longer than normal (equivalent of 6 science packs).&lt;br /&gt;
&lt;br /&gt;
Overall, this represents approximately &#039;&#039;&#039;1.1112%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
=== [[Productivity module|Productivity module:]] ===&lt;br /&gt;
* &#039;&#039;&#039;1&#039;&#039;&#039; extra product every &#039;&#039;&#039;25&#039;&#039;&#039; normal products.&lt;br /&gt;
&lt;br /&gt;
This provides approximately &#039;&#039;&#039;4%&#039;&#039;&#039; extra science for the same number of inputs.&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
&lt;br /&gt;
* Productivity is more resource efficient, as it provides more science progress for the same amount of resources.&lt;br /&gt;
* Quality is more space/rocket efficient, as higher quality packs take up the same amount of space.&lt;br /&gt;
* Quality has a special effect on Agricultural science packs, as quality increases their spoil time. This means that a higher quality pack will not only have more science value, it will lose less of that value over the same time period as a lower one.&lt;br /&gt;
* In situations where the [[foundry]] isn&#039;t being used, inserting quality modules in mining drills and utilizing quality ores for making ingredients for science packs can be more resource-efficient if the bonus from mining productivity research exceeds +300%. This is much slower than using [[speed module]]s (which are antagonic quality), and requires designing a base around handling multiple quality levels.&lt;br /&gt;
** Casting metals with foundries is not compatible with this strategy, as ores are turned into molten metal which, as a fluid, doesn&#039;t retain quality. With productivity modules, foundries are more resource-efficient and faster for processing metals for science packs than furnaces smelting quality ores, but in [[Nauvis]], they need the import of [[calcite]] to work.&lt;br /&gt;
&lt;br /&gt;
Do note that quality modules cannot be combined with [[speed module]]s or speed [[beacon]]s for smaller builds, while productivity modules can.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Research]]&lt;br /&gt;
&lt;br /&gt;
{{C|Science packs}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=208554</id>
		<title>Space platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Space_platform&amp;diff=208554"/>
		<updated>2024-12-30T13:11:14Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: /* Transport between planets and space platforms */ grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
[[File:Space platform.jpg|thumb|Space platform example provided by Wube in &amp;quot;Friday Facts #381 - Space Platforms&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Space platforms&#039;&#039;&#039; are factories that can be built in outer space. Each space platform is a self-contained factory supported by a [[space platform hub]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
Broadly speaking, there are three purposes which space platforms might serve:&lt;br /&gt;
* To perform recipes that can only be performed in space, such as when manufacturing [[space science pack]]s.&lt;br /&gt;
* To transport players and items between planets.&lt;br /&gt;
* To collect and process [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
== Creation and deletion ==&lt;br /&gt;
Space platforms are created by loading a [[space platform starter pack]] into a rocket and pressing the button to create a new space platform. Alternatively, players may order the creation of a space platform from the remote view through the list on the top-left corner of the screen, in which case the necessary space platform starter pack is treated as a request from a not-yet-existing space platform around the specified planet. Either way, players are then allowed to name their new space platform. Note that space platforms can later be renamed from the menus of their space platform hubs.&lt;br /&gt;
&lt;br /&gt;
Platforms can be deleted. After confirming that the platform is to be deleted, the deleted platform goes into a queue, which is located at the bottom of the platform list. Should the player regret their decision, then this gives  several minutes to decide if they want to undo the removal of the platform before it is permanently deleted.&lt;br /&gt;
&lt;br /&gt;
If the platform hub is destroyed, the entire space platform and all of its contents are lost. If any [[player|character]] is aboard when this happens, the character will respawn at the last planet they were at before going to space.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
Unlike planetary surfaces, space platforms can only edited by using the remote view. Therefore, players will order the construction of a space platform by placing ghosts. Instead of [[construction robot]]s being used for constructing the space  platform, the platform itself will automatically construct ghost entities and move ghost items to and from the platform hub as soon as materials are available and these actions are not obstructed. If the necessary materials are not available, they will be automatically requested from the planet at which the space platform is stationed, if the appropriate option is enabled in the platform&#039;s logistic requests section.&lt;br /&gt;
&lt;br /&gt;
A newly-created space platform consists of a 10x10 square of [[space platform foundation]] with a [[space platform hub]] in its center, all surrounded by empty space. Unlike most buildings, the space platform hub can not be removed, and its destruction directly results in the loss of the entire space platform.&lt;br /&gt;
&lt;br /&gt;
As nothing can be built on empty space, the platform must first be expanded with more space platform foundation. The platform&#039;s foundation must consist of a single connected area with no detached islands, and holes of empty space surrounded by foundation are not allowed; Should these rules be broken, then the violating tiles will not be built or removed before the issue is resolved.&lt;br /&gt;
&lt;br /&gt;
[[Asteroid collector]]s and [[thruster]]s can only be built on the edge of the platform. In particular, thrusters can only be built on the southern edge, and no foundation can be built within the rectangular area extending from the southern edge of the thruster towards infinity.&lt;br /&gt;
&lt;br /&gt;
The entire platform surface functions as an electrical connection, so space platforms do not need any power poles.&lt;br /&gt;
&lt;br /&gt;
=== Building restrictions ===&lt;br /&gt;
Some buildings can not be built on space platforms:&lt;br /&gt;
* [[Chests]] can&#039;t be built in space. The main storage device is the platform hub.&lt;br /&gt;
* [[Robots]] and [[roboport]]s don&#039;t function in space, and no [[railway]] items can be built.&lt;br /&gt;
* [[Burner devices]] can&#039;t be built in space. According to [https://factorio.com/blog/post/fff-381 FFF-381], this is to add &amp;quot;a bit of realism as there&#039;s no atmosphere in space&amp;quot;.&lt;br /&gt;
* Advanced buildings that require certain surface conditions can&#039;t be built on the platform, such as the [[biochamber]] and [[biolab]]s. This is the same as for any other surface.&lt;br /&gt;
&lt;br /&gt;
Electric poles can be built, but the global electric network covering the entire platform powers all devices. As such, electric poles are only useful as a way to [[circuit network|wire together]] distant entities.&lt;br /&gt;
&lt;br /&gt;
== Transport between planets and space platforms ==&lt;br /&gt;
&lt;br /&gt;
To transport players and items between a planet&#039;s surface and a space platform, the space platform must be stationed in orbit around the planet.&lt;br /&gt;
&lt;br /&gt;
Items are delivered up to a platform by launching a [[rocket]] from a [[rocket silo]]. This can be done in one of three ways:&lt;br /&gt;
* Filling the rocket manually or by using inserters, then manually sending the rocket towards the space platform by using the rocket silo&#039;s menu. This method allows sending rockets with several different types of items inside the same rocket, but can not be automated.&lt;br /&gt;
* Assigning logistic requests to the space platform hub, then filling a rocket with items of a type that is being requested, either manually or using by inserters. The rocket will then launch automatically. Only one type of item may be sent per rocket using this method.&lt;br /&gt;
* Assigning logistic requests to the space platform hub while having a rocket silo set to request items from the logistic network. This allows [[logistic robot]]s to fill the rocket automatically, and the rocket will launch automatically when full. Only one type of item will be sent per rocket.&lt;br /&gt;
&lt;br /&gt;
The space platform hub will automatically request any items that are needed for construction of the platform. Automatic requests can receive items from any planet, whereas manual requests will only be fulfilled at one planet specified by the player. For manual requests, it is also possible to set a custom minimum payload per rocket instead of only accepting full rockets.&lt;br /&gt;
&lt;br /&gt;
Items can be sent to a planet orbited by a space platform in one of two ways:&lt;br /&gt;
* Manually moving items into the platform hub&#039;s orbital drop slots.&lt;br /&gt;
* Assigning logistic requests to a planet&#039;s [[cargo landing pad]].&lt;br /&gt;
&lt;br /&gt;
The items will then be carried to the planet&#039;s surface by [[cargo pod]]s. If the planet has a cargo landing pad, then the cargo pods will go there, placing their payloads directly inside the cargo landing pad&#039;s inventory (spilling the items if the cargo landing pad is already full). Otherwise, the cargo pod will land at a random location near the planet&#039;s spawn point. Landed cargo pods will wait for players to collect their payloads, and are automatically destroyed when emptied.&lt;br /&gt;
&lt;br /&gt;
Unlike transfers from a planet&#039;s surface to a space platform, transfers from space platforms to planetary surfaces come at no material costs despite the appearance of a cargo pod.&lt;br /&gt;
&lt;br /&gt;
== Passengers ==&lt;br /&gt;
Player characters can travel to space platforms by riding a rocket, and can likewise leave the platform in a cargo pod.&lt;br /&gt;
&lt;br /&gt;
One character traveling to a space platform takes up an entire rocket, and is not allowed to carry any items in their inventory, except for their equipped weapons and armor (but not ammunition). All other items must be transferred to the space platform hub in separate rockets.&lt;br /&gt;
&lt;br /&gt;
Characters aboard space platforms are locked inside the space platform hub, unable to move. The player is therefore locked into remote view until they drop their character to a planetary surface. Note that there is no way to access a player&#039;s inventory while in this state.&lt;br /&gt;
&lt;br /&gt;
[[Biter egg]]s and [[pentapod egg]]s that spoil on the platform (either in the hub or on a belt) produce enemy entities like normal. These enemies do not suffocate, nor are they damaged by the environment. They will attack nearby structures as normal.&lt;br /&gt;
&lt;br /&gt;
== Travel ==&lt;br /&gt;
Space platforms with one or more [[thruster]]s are able to perform voyages between different space locations, such as planets. The more thrusters that are installed on a platform, the faster the platform can get to its destination, but this also causes asteroids to appear faster and threaten the platform. When the thrusters are stopped while in mid-destination, the platform will slowly move toward the destination it&#039;s closer to via gravitational pull.&lt;br /&gt;
&lt;br /&gt;
=== Weight ===&lt;br /&gt;
Platform weight depends on how many [[space platform foundation]] tiles the platform has. Each tile of [[space platform foundation]] weighs 200kg or 0.2 tons. The [[space platform hub]] itself weighs 20 tons. Notably, extra [[cargo bay]]s do not increase the platform&#039;s weight (aside from requiring [[space platform foundation]] under them).&lt;br /&gt;
&lt;br /&gt;
=== Planetary Schedules ===&lt;br /&gt;
Travel between planets can be automated, in a manner similar to using [[railway|trains]]. Clicking on the [[space platform hub]] will bring up its GUI. Individual planets can be added to the platform&#039;s schedule by clicking the &amp;quot;add station&amp;quot; button. A popup will appear with all currently unlocked space destinations. When one is selected, another button appears for selecting a wait condition from a drop-down list. Like trains, wait conditions are used to tell the platform when to leave the planet&#039;s orbit. If no wait condition is selected, the platform will continue to its next stop, if one exists. One can also select if the platform will unload cargo at a planet. If this option is deselected, platforms will not drop any items down to planets automatically. &lt;br /&gt;
[[File:Space_station_hub_gui.png|thumb|300px|The space platform&#039;s GUI. There is one station set for the [[solar system edge]] ]]&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;automatic&amp;quot; mode, the platform will automatically fly  to the designated planet. If attempting to travel to a planet that has no direct route to, the platform will fill in any gaps along the way. For example, attempting to fly from [[Vulcanus]] to [[Fulgora]] will have a platform automatically fly to [[Nauvis]] first.&lt;br /&gt;
&lt;br /&gt;
There are 12 types of wait conditions, many of them unique to space platforms:&lt;br /&gt;
* &#039;&#039;&#039;All requests satisfied&#039;&#039;&#039;: All requests for the current planet have been satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request not satisfied&#039;&#039;&#039;: At least one request for the current planet is not satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Any request zero&#039;&#039;&#039;: At least one request for the current planet is satisfied.&lt;br /&gt;
* &#039;&#039;&#039;Circuit condition&#039;&#039;&#039;: A condition is met from the [[circuit network]], or one of the platform&#039;s built in control signals&lt;br /&gt;
* &#039;&#039;&#039;Damage taken&#039;&#039;&#039;: The platform has received a certain value of damage, defaulting to 1,000.&lt;br /&gt;
* &#039;&#039;&#039;Inactivity&#039;&#039;&#039;: No items were received or dropped out of the hub for the specified amount of seconds.&lt;br /&gt;
* &#039;&#039;&#039;Item count&#039;&#039;&#039;: The hub contains a specific amount of a certain item. &lt;br /&gt;
* &#039;&#039;&#039;Passenger not present&#039;&#039;&#039;: No players are present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Passenger present&#039;&#039;&#039;: At least one player is present on the platform.&lt;br /&gt;
* &#039;&#039;&#039;Request satisfied&#039;&#039;&#039;: A specific request for any planet is satisfied. Items not requested cannot be set. &lt;br /&gt;
* &#039;&#039;&#039;Time passed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additionally, platforms can make use of [[railway#Schedule Interrupts|schedule interrupts]], which behave exactly like trains. &lt;br /&gt;
&lt;br /&gt;
The one exception to wait conditions is when travelling to the [[shattered planet]]. When this is selected, the wait condition becomes a &amp;quot;fly condition&amp;quot;. Whatever condition is set will trigger while en-route to the shattered planet as if the platform was already stopped there. This is because the player is not intended to actually reach the shattered planet (though it is possible), and so the fly condition becomes a way to easily turn the platform around at a certain time.&lt;br /&gt;
&lt;br /&gt;
The platform hub is able to be connected to the circuit network, with the following reactions:&lt;br /&gt;
* &#039;&#039;&#039;Read contents&#039;&#039;&#039;: The hub will output its contents to the circuit network&lt;br /&gt;
* &#039;&#039;&#039;Send to platform&#039;&#039;&#039;: Any signals on wires will be passed to the hub, allowing them to be used for wait conditions&lt;br /&gt;
* &#039;&#039;&#039;Read moving to&#039;&#039;&#039;: The platform will output the planet at the end of the current space route with a value of 1.&lt;br /&gt;
* &#039;&#039;&#039;Read moving from&#039;&#039;&#039;: The platform will output the planet at the beginning of the current space route with a value of 2.&lt;br /&gt;
** If both &amp;quot;moving from&amp;quot; and &amp;quot;moving to&amp;quot; are selected, a platform stopped at a planet will output the planet&#039;s signal with a value of 3.&lt;br /&gt;
* &#039;&#039;&#039;Read speed&#039;&#039;&#039;: The platform will output its current velocity, defaulting to &amp;quot;V&amp;quot;&lt;br /&gt;
** A speed signal will only show as 0 when stopped at a planet. If a platform is stopped between planets for whatever reason, it will slowly drift into orbit of the nearest planet, giving the signal a value of 10 or -10.&lt;br /&gt;
* &#039;&#039;&#039;Read damage taken&#039;&#039;&#039;: The platform will output the amount of damage taken in the current trip, defaulting to &amp;quot;D&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Asteroids ==&lt;br /&gt;
{{main|asteroids}}&lt;br /&gt;
&lt;br /&gt;
Space platforms regularly encounter [[asteroids]].&lt;br /&gt;
&lt;br /&gt;
The smallest asteroids are called &amp;quot;chunks&amp;quot;. Chunks can be collected by [[asteroid collector]]s and processed into various raw materials by [[crusher]]s. Among other uses, it is possible to convert these materials into thruster fuel.&lt;br /&gt;
&lt;br /&gt;
Asteroids larger than chunks may also appear. However, they cannot be grabbed by asteroid collectors, and will damage the space platform upon impact. They can be targeted by turrets, and can be broken into multiple smaller asteroids by reducing their &amp;quot;health&amp;quot; to 0. This is done repeatedly until they become chunks.&lt;br /&gt;
&lt;br /&gt;
During voyages, the number and relative velocity of asteroids increases proportionally to the platform&#039;s speed. It is therefore dangerous for a space platform to travel faster than it can destroy the asteroids that it will encounter. Different locations contain different amounts of each type of asteroid, and routes between locations may vary these numbers over the course of a journey. For example, only chunks will appear in stationary orbit around [[Nauvis]], thus providing a safe building environment free of larger asteroids that may damage the platform.&lt;br /&gt;
&lt;br /&gt;
== Access to basic resources ==&lt;br /&gt;
* [[Water]] can be obtained from [[oxide asteroid chunk]]s via [[oxide asteroid crushing]] and [[ice melting]].&lt;br /&gt;
* [[Stone]] is not obtainable and must be brought up from planets.&lt;br /&gt;
* [[Iron ore]] can be obtained from [[metallic asteroid chunk]]s via [[metallic asteroid crushing]].&lt;br /&gt;
* [[Copper ore]] can be obtained from [[metallic asteroid chunk]]s via [[advanced metallic asteroid crushing]].&lt;br /&gt;
* [[Coal]] can be obtained from [[carbonic asteroid chunk]]s via [[coal synthesis]] by using [[carbon]] and [[sulfur]] from [[advanced carbonic asteroid crushing]].&lt;br /&gt;
* [[Crude oil]] is not obtainable. However:&lt;br /&gt;
** [[Sulfur]] can be obtained via [[advanced carbonic asteroid crushing]]. &lt;br /&gt;
** [[Heavy oil]] can be obtained via [[simple coal liquefaction]] using [[calcite]] obtained from [[advanced oxide asteroid crushing]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.23|&lt;br /&gt;
* Added an error message when manually trying to launch a rocket to a full space platform.&lt;br /&gt;
* Changed space platforms to not delete items on the ground when deconstructing them.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.14|&lt;br /&gt;
* Deletion of space platforms requires confirmation.}}&lt;br /&gt;
&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SpaceNav}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=208537</id>
		<title>Kovarex enrichment process</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Kovarex_enrichment_process&amp;diff=208537"/>
		<updated>2024-12-28T23:18:01Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: only probabilistic recipe in the *base* game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Kovarex enrichment process}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kovarex enrichment process&#039;&#039;&#039; is a method for reprocessing uranium in a [[centrifuge]]. Although the process requires a large amount of the much rarer [[uranium-235]] to start, it can be a good way to get more use out of the available [[uranium ore]].&lt;br /&gt;
&lt;br /&gt;
== Purpose ==&lt;br /&gt;
[[Uranium processing]] takes 10 uranium ore and returns 1 uranium-235 with 0.007 (0.7%) probability, or 1 [[uranium-238]] with 0.993 (99.3%) probability, leading to an [[:Wikipedia:Binomial_distribution|expected]] (though not guaranteed) 1 unit of uranium-235 per approximately 143 processing cycles (or about a 1:142 ratio of U-235 to U-238). This is currently the only probability-based crafting recipe in the base game.&lt;br /&gt;
&lt;br /&gt;
Uranium-235 is necessary to create [[uranium fuel cell]]s and [[atomic bomb]]s, in considerable quantities for the latter, but the probability distribution of uranium processing leads to it being produced slowly and creating large stockpiles of U-238 as a byproduct. The Kovarex process thus provides the player with a considerably faster (and deterministic) method of producing U-235, as well as a use for the surplus U-238.&lt;br /&gt;
&lt;br /&gt;
It should be noted that U-238 is not useless; it is needed to manufacture [[uranium rounds magazine]]s, [[uranium cannon shell]]s, and [[explosive uranium cannon shell]]s, and is required as a secondary ingredient in uranium fuel cells. Therefore, it is not advisable to use the Kovarex process to convert &#039;&#039;all&#039;&#039; stockpiled U-238 into U-235. (Although, in case of shortage, [[Used up uranium fuel cell]]s can be [[Nuclear fuel reprocessing|reprocessed]] into a modest amount of U-238.)&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Kovarex enrichment process is named after [https://www.factorio.com/game/about Michal Kovařík], lead designer of Factorio and co-owner of Wube, whose online nick is &#039;&#039;kovarex&#039;&#039; (which he usually spells lowercase). [https://www.reddit.com/r/factorio/comments/67bj3p/015_kovarex_uranium_enrichment_is_too_good_with/dgq2ij3/?context=1]&lt;br /&gt;
&lt;br /&gt;
* In the real world, [[:Wikipedia:Uranium-235|uranium-235]] is the most common fissile isotope of uranium and makes up approximately 0.72% of naturally-occurring uranium, with the other 99.28% being [[:Wikipedia:Uranium-238|uranium-238]]. The in-game representation is thus highly accurate in this regard. Uranium is commonly [[:Wikipedia:Enriched_uranium|enriched]] in centrifuges by merely separating isotopes to increase the percentage of &amp;lt;sup&amp;gt;235&amp;lt;/sup&amp;gt;U for use in fission reactions. As the Kovarex enrichment process produces more fissile material than its input, the process is more akin to [[:Wikipedia:breeder reactor|plutonium breeding]]. [https://www.reddit.com/r/factorio/comments/187kupm/kovarex_enrichment_is_plutonium_breeding_right/ Reddit discussion: Kovarex enrichment is plutonium breeding… right? ]&lt;br /&gt;
* Uranium munitions are made from [[:Wikipedia:depleted uranium|depleted uranium]], a byproduct of uranium enrichment, which is mostly &amp;lt;sup&amp;gt;238&amp;lt;/sup&amp;gt;U whose natural admixture of the &amp;lt;sup&amp;gt;235&amp;lt;/sup&amp;gt;U isotope has been lowered even further through the enrichment process. Depleted uranium is minimally radioactive and the reason for its use in munitions is its very high density and other mechanical properties, not radioactivity/toxicity.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|0.17.0|&lt;br /&gt;
* Can be used with productivity modules once again.&lt;br /&gt;
* Use with productivity modules now gives correct amount of bonus items.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.2|&lt;br /&gt;
* No longer usable with productivity modules.}}&lt;br /&gt;
&lt;br /&gt;
{{History|0.15.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Uranium-235]]&lt;br /&gt;
* [[Uranium processing]]&lt;br /&gt;
&lt;br /&gt;
{{IntermediateNav}}&lt;br /&gt;
{{C|Components}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=207341</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=207341"/>
		<updated>2024-12-01T22:16:51Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: corrected wrong information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +10% weapon range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* +30% chest inventory size (rounded down)&lt;br /&gt;
* +30% increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
* Reduced resource depletion on miners (resource drain is reduced by 1/6, or 16,6%)&lt;br /&gt;
** This is multiplicative with productivity&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption and pollution are also increased at the same rate&lt;br /&gt;
* −16% power consumption on beacons&lt;br /&gt;
* +1 to both continous coverage distance and exploration coverage distance in [[radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s)&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds a quality chance to a machine, depending on its tier and quality. See the following table for all quality chances:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Module&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Quality&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module}}&lt;br /&gt;
| +1% || +1.3% || +1.6% || +1.9% || +2.5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_2}}&lt;br /&gt;
| +2% || +2.6% || +3.2% || +3.8% || +5%&lt;br /&gt;
|-&lt;br /&gt;
! {{Icon|quality_module_3}}&lt;br /&gt;
| +2.5% || +3.2% || +4% || +4.7% || +6.2%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Examples ====&lt;br /&gt;
;Example #1&lt;br /&gt;
:2× [[File:quality_normal.png|Normal|15px]] Normal [[quality module 2]] (giving a combined quality chance of 4%) with only uncommon and rare quality unlocked.&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Input quality&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Output quality chance&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 96% || 3.6% || 0.4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 96% || 4%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Example #2&lt;br /&gt;
:4× [[File:quality_normal.png|Normal|15px]] Normal [[quality module 3]] (giving a combined quality chance of 10%) with all quality tiers unlocked.&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Input quality&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Output quality chance&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Example #3&lt;br /&gt;
:4× [[File:quality_legendary.png|Legendary|15px]] Legendary [[quality module 3]] (giving a combined quality chance of 24.8%).&lt;br /&gt;
:{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Input quality&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Output quality chance&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]] !! [[File:quality_uncommon.png|Uncommon|32px]] !! [[File:quality_rare.png|Rare|32px]] !! [[File:quality_epic.png|Epic|32px]] !! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_normal.png|Normal|32px]]&lt;br /&gt;
| 75.2% || 22.32% || 2.232% || 0.2232% || 0.0248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_uncommon.png|Uncommon|32px]]&lt;br /&gt;
| - || 75.2% || 22.32% || 2.232% || 0.248%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_rare.png|Rare|32px]]&lt;br /&gt;
| - || - || 75.2% || 22.32% || 2.48%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_epic.png|Epic|32px]]&lt;br /&gt;
| - || - || - || 75.2% || 24.8%&lt;br /&gt;
|-&lt;br /&gt;
! [[File:quality_legendary.png|Legendary|32px]]&lt;br /&gt;
| - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance (Normal and Uncommon [[Quality module|T1]], [[Quality module 2|T2]], and [[Quality module 3|T3]]s), use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary T3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is Rare, use 4 quality modules&lt;br /&gt;
*** Except when your productivity modules have more than +1.5% productivity use 3 quality modules&lt;br /&gt;
** When the base quality of the inputs is Normal or Uncommon, use 3 quality modules&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
The following tables summarises the number of sets of common ingredients to produce 1 set of legendary output(s) using Quality 3 and Productivity 3 Modules with Quality 3 recycling for each level of quality of the input modules. Machines with 0% base productivity and 4 module slots (Assembling Machine 3) and 50% base and 5 module slots (Electromagnetic Plant, Foundry etc) are considered.&lt;br /&gt;
;Common&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Base Prod!!Number of Productivity Modules!!Number of Quality Modules!!Crafts&lt;br /&gt;
|-&lt;br /&gt;
!0%!!0!!4!!1546&lt;br /&gt;
|-&lt;br /&gt;
!0%!!1!!3!!1655&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!1933&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!2583&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!4505&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!310&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!327&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!365&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!437&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!584&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!949&lt;br /&gt;
|}&lt;br /&gt;
;Uncommon&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Base Prod!!Number of Productivity Modules!!Number of Quality Modules!!Crafts&lt;br /&gt;
|-&lt;br /&gt;
!0%!!0!!4!!900&lt;br /&gt;
|-&lt;br /&gt;
!0%!!1!!3!!889&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!970&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!1220&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!2007&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!171&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!168&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!175&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!196&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!246&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!377&lt;br /&gt;
|}&lt;br /&gt;
;Rare&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Base Prod!!Number of Productivity Modules!!Number of Quality Modules!!Crafts&lt;br /&gt;
|-&lt;br /&gt;
!0%!!0!!4!!538&lt;br /&gt;
|-&lt;br /&gt;
!0%!!1!!3!!489&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!496&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!583&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!897&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!100&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!91&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!89&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!92&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!108&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!153&lt;br /&gt;
|}&lt;br /&gt;
;Epic&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Base Prod!!Number of Productivity Modules!!Number of Quality Modules!!Crafts&lt;br /&gt;
|-&lt;br /&gt;
!0%!!0!!4!!368&lt;br /&gt;
|-&lt;br /&gt;
!0%!!1!!3!!307&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!288&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!314&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!446&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!68&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!58&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!52&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!51&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!55&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!71&lt;br /&gt;
|}&lt;br /&gt;
;Legendary&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Base Prod!!Number of Productivity Modules!!Number of Quality Modules!!Crafts&lt;br /&gt;
|-&lt;br /&gt;
!0%!!0!!4!!189&lt;br /&gt;
|-&lt;br /&gt;
!0%!!1!!3!!133&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!108&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!101&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!120&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!36&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!27&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!21&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!18&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!16&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Derivation&lt;br /&gt;
&lt;br /&gt;
Derivation of the tables above was as follows:&lt;br /&gt;
Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Common !! Uncommon !! Rare !! Epic !! Legendary&lt;br /&gt;
|-&lt;br /&gt;
| (1 + P) * (1-Q) || (1 + P) * ((1-Q) - (1-Q)/10 - (1-Q)/10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)|| (1 + P) * ((1-Q)/10 - (1-Q)/10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)  || (1 + P) * ((1-Q)/10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)  || (1 + P) * (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example with no productivity bonus and Q of 5%:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Common !! Uncommon !! Rare !! Epic !! Legendary&lt;br /&gt;
|-&lt;br /&gt;
| 0.95 || 0.045 || 0.0045  || 0.00045  || 0.00005&lt;br /&gt;
|}&lt;br /&gt;
Similar tables can be derived for higher quality starting ingredients.&lt;br /&gt;
&lt;br /&gt;
In a similar vein, the same calculations can be done for recycling products, except that there is no productivity bonus and there needs to be account for only 1/4 of the ingredients being returned.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
! Common !! Uncommon !! Rare !! Epic !! Legendary&lt;br /&gt;
|-&lt;br /&gt;
| 1/4 * (1-Q) || 1/4 * ((1-Q) - (1-Q)/10 - (1-Q)/10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)|| 1/4 * ((1-Q)/10 - (1-Q)/10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)  || 1/4 * ((1-Q)/10&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)  || 1/4 * (1-Q)/10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Combining these results allows a &#039;Transition Matrix&#039; to be developed (see Stochastic Matrix on wikipedia) which after iteration can generate the expected number of legendary products from 1 set of common ingredients via matrix multiplication. An example matrix for P of 50% and Q of 25% for both recycling and assembly is copied below. Note that since legendary products are the goal, they are not recycled.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Quality_Transition_Matrix.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuit]]s are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing less rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Heating_tower&amp;diff=207215</id>
		<title>Heating tower</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Heating_tower&amp;diff=207215"/>
		<updated>2024-11-29T13:35:48Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: Corrected boilers comparition pollution-wise and expanded that section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Heating tower}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
The &#039;&#039;&#039;heating tower&#039;&#039;&#039; burns [[fuel]] to generate heat. Initially unlocked on [[Gleba]]{{SA}}, it is useful for burning off unneeded biological products, but later becomes a vital source of heat against the cold of [[Aquilo]]{{SA}}. They have 250% efficiency, so they generate 2.5 times the fuel value in heat of any fuel given to them.&lt;br /&gt;
&lt;br /&gt;
Their internal heat can only reach 1000°C. However, much like a [[Nuclear reactor]], they will continue to burn fuel even if they have reached their maximum heat. Like a reactor, you can read their heat and fuel status through the [[Circuit network]]. The fact that they continue to burn even after reaching their maximum temperature makes them more useful than a [[boiler]] for destroying unneeded biological materials.&lt;br /&gt;
&lt;br /&gt;
The heating tower has a heat capacity of 5 MJ/C. Thus, they can buffer 2.5GJ of heat energy across their working range of 500°C to 1000°C, and they require 2.43 GJ of energy to warm up from 15°C to 500°C when initially placed. Because of the efficiency however, this means they only need 0.97 GJ of fuel to reach 500°C, which is slightly less than 10 [[rocket fuel]] items. More fuel will be needed to bring the connected [[heat pipe]]s and [[heat exchanger]]s up to temperature.&lt;br /&gt;
&lt;br /&gt;
Heating towers produce less pollution per-MJ of power generated than [[boiler]]s (0,04 vs 0,28 pollution/MJ) and also consume 60% less fuel, making them a more efficient and clean alternative to boilers even outside of Gleba and Aquilo if [[Nuclear reactor]]s are not available.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Power production]]&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Aquilo]]{{SA}}&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=207101</id>
		<title>Biochamber</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Biochamber&amp;diff=207101"/>
		<updated>2024-11-26T12:02:40Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: added a tip on filtered inserters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Biochamber}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Biochamber&#039;&#039;&#039; is a biological variant of the [[assembly machine]] and [[chemical plant]], unlocked on [[Gleba]]{{SA}}. Unlike most other production buildings, it does not require electricity, but rather a steady supply of [[nutrients]]{{SA}} to operate. It has a built-in 50% productivity bonus.&lt;br /&gt;
&lt;br /&gt;
One nutrients item will power a biochamber for 4 seconds. This can be reduced by [[Efficiency module|Efficiency modules]] or increased by other modules, in exactly the same way as other machines. &lt;br /&gt;
&lt;br /&gt;
An inactive biochamber uses no energy, but nutrients contained in its fuel slot continue to [[Spoilage|spoil]]{{SA}}, so an inactive biochamber will consume about one nutrient every five minutes if there are active [[inserter]]s.&lt;br /&gt;
&lt;br /&gt;
The biochamber won&#039;t work if there is too much spoil in its spoil slot (generated from spoiled nutrients), so outputing inserters will remove any spoil from inside the biochamber that is generated from spoiled nutrients. It is recommended to have one inserter filtered to only take spoil and another filtered to take out the recipe result or otherwise use a filtered [[splitter]] to control where the spoil goes.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
These recipes are exclusive to biochambers:&lt;br /&gt;
* {{NavboxIconLink|Nutrients from yumako mash}}{{SA}} and {{NavboxIconLink|Nutrients from bioflux}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Pentapod egg}}{{SA}} only on Gleba&lt;br /&gt;
* {{NavboxIconLink|Iron bacteria cultivation}}{{SA}} and {{NavboxIconLink|copper bacteria cultivation}}{{SA}} only on Gleba&lt;br /&gt;
* {{NavboxIconLink|Bioflux}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Carbon fiber}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Agricultural science pack}}{{SA}}&lt;br /&gt;
&lt;br /&gt;
These recipes are exclusive to biochamber, but the same items can be made by alternative recipes: &lt;br /&gt;
* {{NavboxIconLink|Rocket fuel from jelly}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Biolubricant}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Bioplastic}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Biosulfur}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Burnt spoilage}}{{SA}}&lt;br /&gt;
&lt;br /&gt;
These recipes can be used either by the biochamber or by other machines, but can benefit from the biochamber&#039;s 50% productivity:&lt;br /&gt;
* {{NavboxIconLink|Biochamber}}{{SA}} only on Gleba&lt;br /&gt;
* {{NavboxIconLink|Heavy oil cracking to light oil}}, {{NavboxIconLink|light oil cracking to petroleum gas}}, and {{NavboxIconLink|rocket fuel}}&lt;br /&gt;
* {{NavboxIconLink|Yumako processing}}{{SA}} and {{NavboxIconLink|jellynut processing}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Nutrients from spoilage}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Iron bacteria}}{{SA}} and {{NavboxIconLink|copper bacteria}}{{SA}} only on Gleba&lt;br /&gt;
* {{NavboxIconLink|Wood processing}}{{SA}} only on [[Nauvis]]&lt;br /&gt;
* {{NavboxIconLink|Fish breeding}}{{SA}} only on Nauvis&lt;br /&gt;
* {{NavboxIconLink|Nutrients from fish}}{{SA}}&lt;br /&gt;
* {{NavboxIconLink|Nutrients from biter egg}}{{SA}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Gleba]]{{SA}}&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
&lt;br /&gt;
{{ProductionNav}}&lt;br /&gt;
{{C|Producers}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=User:AnthonyDPS&amp;diff=206620</id>
		<title>User:AnthonyDPS</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=User:AnthonyDPS&amp;diff=206620"/>
		<updated>2024-11-18T14:01:39Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: Created page with &amp;quot;Hello. I don&amp;#039;t talk much about myself, I created this page so it doesn&amp;#039;t have a red link.  My native language is spanish and I am fluent in written english.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello. I don&#039;t talk much about myself, I created this page so it doesn&#039;t have a red link.&lt;br /&gt;
&lt;br /&gt;
My native language is spanish and I am fluent in written english.&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206619</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206619"/>
		<updated>2024-11-18T13:31:31Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: Added info on resource drain, faster inserters, ammo damage, output rate, beacons, radars, added new section in &amp;quot;usage tips&amp;quot;. Other minor changes like adding links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* Larger inventory (unknown boost size)&lt;br /&gt;
* +30% Increased ammo damage&lt;br /&gt;
* +30% inserter rotation speed&lt;br /&gt;
* Reduced resource depletion on miners (resource drain is reduced by 1/6, or 16,6%)&lt;br /&gt;
** This is multiplicative with productivity&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s and [[nuclear reactor]]s&lt;br /&gt;
** Note that consumption is also increased at the same rate, but not pollution&lt;br /&gt;
* -16% power consumption on beacons&lt;br /&gt;
* +1 to both continous coverage distance and exploration coverage distance in [[Radar]]s&lt;br /&gt;
* +100% durability on consumable items ([[repair pack]]s, [[science packs]])&lt;br /&gt;
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive, a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
{{Main|Quality module}}&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance (Normal and Uncommon [[Quality module|T1]], [[Quality module 2|T2]], and [[Quality module 3|T3]]s), use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary T3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is Rare, use 4 quality modules&lt;br /&gt;
*** Except when your productivity modules have more than +1.5% productivity use 3 quality modules&lt;br /&gt;
** When the base quality of the inputs is Normal or Uncommon, use 3 quality modules&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Usage tips ==&lt;br /&gt;
=== Using quality to increase production ===&lt;br /&gt;
There are four ways in which quality can increase the output of a single production machine:&lt;br /&gt;
* Increasing the quality of the machine itself will improve its base crafting speed.&lt;br /&gt;
* Increasing the quality of [[speed module]]s will increase the effect of their speed improvements.&lt;br /&gt;
* Increasing the quality of [[productivity module]]s will increase their productivity bonus without reducing crafting speed. Since extra items obtained from the productivity bonus do not take extra time to produce, this will also increase the number of items produced over time.&lt;br /&gt;
* Increasing the quality of [[beacon]]s will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.&lt;br /&gt;
&lt;br /&gt;
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where [[electronic circuits]] are made using one [[electromagnetic plant]] with five [[productivity module 3]]s, which is surrounded by 12 [[beacon]]s with two [[speed module 3]]s, each. With normal quality, this will achieve an output rate of almost 45 items per second (almost enough to saturate one non-layered [[express transport belt]]). However, if the electromagnetic plant and all beacons and modules have legendary quality, the output rate becomes slightly more than 600 items per second (enough to saturate two and a half [[turbo transport belt]]s with four layers of items). This is more than 13 times as many items as without quality.&lt;br /&gt;
&lt;br /&gt;
It should be noted that quality beacons are the only one of these factors that may increase energy consumption over time, as the transmission effect is also applied to the energy cost of speed modules. However, this is offset or even negated by the reduced energy consumption of the beacons themselves (which is also affected by quality), especially with high beacon counts wherein the transmission effect is subject to diminishing returns. For speed modules, productivity modules, and the machine itself, only the speed increase, productivity bonus, and base crafting speed are affected, respectively.&lt;br /&gt;
&lt;br /&gt;
The increased transmission effect of high-quality beacons is also notable because unlike when increasing the number of beacons, there are no diminishing returns for increasing their quality (aside from the exponentially increasing cost of producing those higher-quality beacons in the first place). This means that, despite a legendary beacon only being 1.66 times as powerful as a normal-quality beacon, one would need 0.36 times as many legendary beacons as normal ones to achieve the same effect. Aside from making more powerful beacon setups, this can also be used to save space by achieving the same effect with fewer beacons, thereby leaving more room for machines and belts.&lt;br /&gt;
&lt;br /&gt;
Higher-quality machines are also particularly useful for producing quality items as, unlike speed modules, machine quality does not reduce the chance of increasing a product&#039;s quality.&lt;br /&gt;
&lt;br /&gt;
=== Using quality to save space ===&lt;br /&gt;
Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a [[space platform]], where small, compact designs are rewarded with increased speed, as well as needing less rockets to build the platform.&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206223</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206223"/>
		<updated>2024-11-13T20:21:09Z</updated>

		<summary type="html">&lt;p&gt;AnthonyDPS: player&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Boilerplate&lt;br /&gt;
|icon=No-building-material-icon.png&lt;br /&gt;
|line-1=This article is a lacking sources for details of upcoming changes.&lt;br /&gt;
|line-2=You can help this wiki by [{{fullurl:{{FULLPAGENAME}}|action=edit}} adding them].}}&lt;br /&gt;
{{About/Space age}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quality&#039;&#039;&#039; is a feature of the [[Space Age]] expansion. It introduces four higher quality levels for all items, structures and equipment with improved attributes. The goal of quality is to allow vertical factory upgrading as alternative to expansion in size. Items of higher quality are created by chance when using quality modules in the producing structure. The two highest quality tiers require technology not available on Nauvis. Different buildings and items can have different attributes that can be upgraded. When hovering over something, the attributes that will be upgraded with quality will be marked with a blue diamond in the tooltip.&lt;br /&gt;
&lt;br /&gt;
While players are required to own Space Age to access this feature, quality is a separate mod, and can be activated independent of most Space Age content.&lt;br /&gt;
&lt;br /&gt;
== Quality tiers ==&lt;br /&gt;
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:&lt;br /&gt;
* [[File:quality_normal.png|15px]] Normal (0)&lt;br /&gt;
* [[File:quality_uncommon.png|15px]] Uncommon (1)&lt;br /&gt;
* [[File:quality_rare.png|15px]] Rare (2)&lt;br /&gt;
* [[File:quality_epic.png|15px]] Epic (3)&lt;br /&gt;
* [[File:quality_legendary.png|15px]] Legendary (&#039;&#039;&#039;5&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
Note that legendary quality represents a 2-tier improvement over epic.&lt;br /&gt;
&lt;br /&gt;
== Technologies ==&lt;br /&gt;
Certain tiers of quality cannot be created until they have been researched.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Research !! Base Game !! {{SA}} Space Age !! Unlocks&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Quality module (research)|}} [[Quality module (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}} x 300&lt;br /&gt;
| {{icon|Time|30}}{{icon|Automation science pack}}{{icon|Logistic science pack}} x 500&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] [[File:quality_rare.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Epic quality (research)|}} [[Epic quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Agricultural science pack}} x 5000&lt;br /&gt;
| [[File:quality_epic.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
| {{icontech|Legendary quality (research)|}} [[Legendary quality (research)]]&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}} x 5000&lt;br /&gt;
| {{icon|Time|60}}{{icon|Automation science pack}}{{icon|Logistic science pack}}{{icon|Chemical science pack}}{{icon|Production science pack}}{{icon|Utility science pack}}{{icon|Space science pack}}{{icon|Metallurgic science pack}}{{icon|Electromagnetic science pack}}{{icon|Agricultural science pack}}{{icon|Cryogenic science pack}} x 5000&lt;br /&gt;
| [[File:quality_legendary.png|32px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality effects ==&lt;br /&gt;
The currently known effects of each level of quality are as follows:&lt;br /&gt;
* +30% health&lt;br /&gt;
* +30% energy output&lt;br /&gt;
* +30% crafting speed&lt;br /&gt;
* +30% robot limit (rounded down)&lt;br /&gt;
* +30% robot recharge rate (both number and speed, rounded down)&lt;br /&gt;
* +30% positive module effects (rounded down for at least quality modules)&lt;br /&gt;
* +10% turret range&lt;br /&gt;
* +1 tile reach and +2 wire reach on power poles&lt;br /&gt;
* +1 equipment grid size (both dimensions)&lt;br /&gt;
* Larger inventory (unknown boost size)&lt;br /&gt;
* Increased ammo damage (30%?)&lt;br /&gt;
* Faster inserters&lt;br /&gt;
* Reduced resource depletion on miners (likely multiplicative in effect with productivity)&lt;br /&gt;
* +100% (+5 MJ) capacity on accumulators&lt;br /&gt;
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines&lt;br /&gt;
* Reduced power consumption on beacons&lt;br /&gt;
* Larger scan range on radars&lt;br /&gt;
* +100% durability on consumable items (repair packs, science packs)&lt;br /&gt;
&lt;br /&gt;
These effects are per quality strength and additive, a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity.&lt;br /&gt;
&lt;br /&gt;
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health.&lt;br /&gt;
&lt;br /&gt;
== Creating high-quality items ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to create an item with above normal quality: The player must either use ingredient items of the same quality, or use quality modules for a random chance of a higher-quality item.&lt;br /&gt;
&lt;br /&gt;
=== Quality ingredients ===&lt;br /&gt;
Recipes that create items have variations for each quality that the item might take. When setting such a recipe in a production unit, an ingredient quality must be selected. For these variations, the set of ingredients required is the same, except that all item ingredients must have the specified quality.&lt;br /&gt;
&lt;br /&gt;
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clobber belts and starve production units of lower-quality items.&lt;br /&gt;
&lt;br /&gt;
As fluids do not possess any quality, they are exempt from ingredient quality requirements; The same [[lubricant]] can be used to create [[electric engine unit]]s of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Quality modules ===&lt;br /&gt;
[[File:quality_module_animated.png|64px|right]]&#039;&#039;&#039;Quality modules&#039;&#039;&#039; allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.&lt;br /&gt;
&lt;br /&gt;
When working out the odds of improving quality, a machine starts with the sum of the quality chance of all its modules. When the machine produces an item, it performs a random roll with that chance to succeed. If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails.&lt;br /&gt;
&lt;br /&gt;
For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! Input !! [[File:quality_normal.png|32px]] chance !! [[File:quality_uncommon.png|32px]] chance !! [[File:quality_rare.png|32px]] chance !! [[File:quality_epic.png|32px]] chance !! [[File:quality_legendary.png|32px]] chance&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_normal.png|32px]] || 90% || 9% || 0.9% || 0.09% || 0.01%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_uncommon.png|32px]] || - || 90% || 9% || 0.9% || 0.1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_rare.png|32px]] || - || - || 90% || 9% || 1%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_epic.png|32px]] || - || - || - || 90% || 10%&lt;br /&gt;
|-&lt;br /&gt;
| [[File:quality_legendary.png|32px]]  || - || - || - || - || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For 24.8% quality chance (4x[[File:quality_legendary.png|15px]]Legendary [[quality module 3]]), the odds are instead:&lt;br /&gt;
* 75.2% Normal&lt;br /&gt;
* 22.32% Uncommon (24.8% Uncommon+)&lt;br /&gt;
* 2.232% Rare (2.48% Rare+)&lt;br /&gt;
* 0.2232% Epic (0.248% Epic+)&lt;br /&gt;
* 0.0248% Legendary&lt;br /&gt;
&lt;br /&gt;
When using quality ingredients as an input, the base quality is the quality of the recipe. You can only use items with the same quality as input.&lt;br /&gt;
&lt;br /&gt;
Quality modules are only required to &#039;&#039;improve&#039;&#039; quality, crafting will always give the base quality of the used items. Additionally, the odds of improving from a given base quality is the same as improving the same number of tiers from Normal quality.&lt;br /&gt;
&lt;br /&gt;
==== Optimal module usage ====&lt;br /&gt;
When using [[Assembling machine 3]]s with the goal of converting all input items to Legendary outputs, and feeding non-Legendary items through a [[Recycler]] with 4 quality modules (as recyclers can&#039;t take productivity modules), the optimal number of quality and productivity modules is as follows:&lt;br /&gt;
* If the quality modules offer less than 15% chance (Normal and Uncommon [[Quality module|T1]], [[Quality module 2|T2]], and [[Quality module 3|T3]]s), use 4 quality modules&lt;br /&gt;
* If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module&lt;br /&gt;
* If the quality modules offer 25% (Legendary T3s), use 2 of each module&lt;br /&gt;
* If the quality modules offer &#039;&#039;exactly&#039;&#039; 15% (Legendary T2s):&lt;br /&gt;
** When the base quality of the inputs is Epic, use 4 quality modules&lt;br /&gt;
** When the base quality of the inputs is Rare, use 4 quality modules&lt;br /&gt;
*** Except when your productivity modules have more than +1.5% productivity use 3 quality modules&lt;br /&gt;
** When the base quality of the inputs is Normal or Uncommon, use 3 quality modules&lt;br /&gt;
&lt;br /&gt;
It is also more optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).&lt;br /&gt;
&lt;br /&gt;
== Relevant Factorio Friday Facts ==&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-375 FFF 375 - Quality]&lt;br /&gt;
* [https://www.factorio.com/blog/post/fff-376 FFF 376 - Research and Technology]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Quality is not technically exclusive to player-made entities; Though this does not occur naturally, quality is also allowed on enemies, asteroids, and even the [[player]] character.&lt;br /&gt;
** Some enemies with qualities above normal can even be created in regular sandbox gameplay: Big biters, behemoth biters, and big premature wriggler pentapods born from spoiled [[biter egg]]s, [[captive biter spawner]]s, and [[pentapod egg]]s inherit the quality of the spoiled items, with the latter two being possible to craft with quality modules. Furthermore, a starved captured biter spawner will retain its quality upon converting into a hostile biter spawner, with said quality even being inherited by the biters that it will spawn. Should these biters chose to expand, they may also create quality spitters and worms.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|2.0.7|&lt;br /&gt;
* Introduced in [[Space Age]]{{SA}} expansion.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{C|Main}}&lt;/div&gt;</summary>
		<author><name>AnthonyDPS</name></author>
	</entry>
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