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		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=207136</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=207136"/>
		<updated>2024-11-27T09:14:16Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed with this - even for one machine, it seems incredibly un-useful to present these stats on the page as absolute truth without showing any workings. I&#039;d rather have this section removed from the wiki than blindly trust it. [[User:Sachertorte|Sachertorte]] ([[User talk:Sachertorte|talk]]) 18:29, 17 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I created an excel sheet to do the iterative calculations to work out the number of crafts required to take 1 set of common inputs to 1 set of legendary outputs, using the statistical products. It is a bit complicated, using Markov chains and matrix multiplication. I&#039;m not in a position to upload the sheet, but a screenshot is included showing the transition probabilities and workflow (for a 50% productivity machine with common quality 3 modules in it and the recycler &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2024-11-21 094640.png|thumb]]&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 23:55, 20 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Have done a further revision to add some derivation - maybe getting too technical for the wiki page, but figured it was better to write it down somewhere and let people more familiar with wiki format to either clean it up or put it in a more appropriate place.--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 07:07, 22 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cause i had no access to wiki and couldnt contact Cooky173 i added a post concerning this page: https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=122540&lt;br /&gt;
Not sure whether i should delete my post and move it to this discussion.&lt;br /&gt;
&lt;br /&gt;
Now that i looked at your numbers in the spreadsheat i wonder why there is a &amp;quot;crafting round 2&amp;quot;? It seems like the output of the recycling round 1 is not the same as the input to recycling round 2.&lt;br /&gt;
&lt;br /&gt;
At least for items that were not recycled into its ingredients (like iron or superconductors) the calculation should imo base on 1 crafting plus (theoretically) infinite recycling of the non-legendary items.&lt;br /&gt;
&lt;br /&gt;
The situation differs when recycling results into components of the item (like green circuits). Then it can be proven that using the results of 1 recycling should better be used for next crafting than for further recycling. To calculate these odds then becomes way more complex.&lt;br /&gt;
[[File:Screenshot 2024-11-23 002509.png|thumb]]&lt;br /&gt;
--[[User:FactorioGamer22|FactorioGamer22]] ([[User talk:FactorioGamer22|talk]]) 23:12, 22 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I converted my spreadsheet to google sheets. I think its working and I think I made mistakes when generating the tables in the wiki. Need to crunch the data again and fix.&lt;br /&gt;
&lt;br /&gt;
https://docs.google.com/spreadsheets/d/13HH2twPdDAOo0L1jNLODH1rbGHgyowZjcVNXBhBAaDA/edit?usp=sharing&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 12:29, 24 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
With a little bit of linear algebra I have found an explicit formula for the number of batches of ingredients required per legendary product. When there is no quality module in the assemblers(/foundries/whatever), the formula is rather simple:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\frac{1000 \, \left[(p+1) \,q_r-p+3\right]^4}{(p+1)^2 \,q_r\, \left[10 \,(p+1)\, q_r-p+3\right]^3}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;math&amp;gt;p&amp;lt;/math&amp;gt; is the total productivity bonus of the crafting machines, and &amp;lt;math&amp;gt;q_r&amp;lt;/math&amp;gt; is the quality bonus of the recyclers. There is also a more general formula when the quality bonus of the assemblers, &amp;lt;math&amp;gt;q_a&amp;lt;/math&amp;gt;, is non zero, but it is much uglier (and it breaks formatting, sorry):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\frac{1000 \left((p+1) q_a \left(q_r-1\right)-(p+1) q_r+p-3\right)^4}{(p+1) \left(-q_r \left((p+1) q_a \left(q_a \left((p+1) q_a \left((p+1) (p+15997) q_a-4 (p (p+3194)+6409)\right)+6 (p-3) (p (p+474)+969)\right)-4 (p-3)^2 (p+57)\right)+((p-8) p+18) p^2\right)+1000 (p+1)^4 \left(q_a-1\right){}^4 q_r^4-100 (p+1)^3 \left(q_a-1\right){}^3 q_r^3 \left((3 p+151) q_a-3 p+9\right)+6 (p+1)^2 q_r^2 \left(q_a \left(q_a \left(5 (p+1) (p+797) q_a^2-2 (p (10 p+3207)+6289) q_a+30 p (p+114)+5470\right)-20 (p-3) (p+27)\right)+5 (p-3)^2\right)+4 q_a \left(10 (p+1) q_a-p+3\right)^3+27 q_r\right)}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a check, these formulas give the same results as the spreadsheet of Cooky173. However these results are different than the ones currently shown on the page.&lt;br /&gt;
&lt;br /&gt;
I believe there are currently too much information on the page. Many lines of the giant table are not so useful, as no one should try to upcycle for legendary products without at least epic modules, as the figures show. Regarding the formulas: the general one does not have its place on the page, but the one with only productivity could be useful I think. Going full productivity is almost always the best choice anyway, even when it is not truly optimal, since it lets you use beacons with speed modules to build at scale.&lt;br /&gt;
&lt;br /&gt;
I am newly registered here and I don&#039;t have experience writing for wikis, so I would like your opinions before modifying the page.&lt;br /&gt;
&lt;br /&gt;
--[[User:Kaloether|Kaloether]] ([[User talk:Kaloether|talk]]) 22:27, 26 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think you might be right about the tables being unnecessary clutter. I guess thinking about it from the perspective of the wiki, people are probably going to want to know the following:&lt;br /&gt;
1) When they are starting out on Nauvis, what is the best way to get uncommon and rare items (e.g. pre-recycling)&lt;br /&gt;
2) Once they have have access to recyclers, what is the best way to get rare/epic items (maybe with and without Tier 3 modules)&lt;br /&gt;
3) Once they have unlocked legendary items, what is the most efficient way to get legendary items.&lt;br /&gt;
3 is the question I&#039;ve really set about answering in a simple way and yea - if you are at the point of making legendary everything you are just going to be using legendary modules - if not immediately, very soon. This is where you can also go down the rabbit hole of recycling products with outrageous prod. bonuses like Blue circuits and Low density structures as more efficient pathways to legendary copper, steel, plastic, green and red circuits. &lt;br /&gt;
&lt;br /&gt;
I don&#039;t really know how to answer all of this, but I&#039;ll try and update my spreadsheet at least to work better at lower levels of available quality and to enable doing smart things like always use productivity in the last step of the production chain.&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 09:14, 27 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=207135</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=207135"/>
		<updated>2024-11-27T09:13:58Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed with this - even for one machine, it seems incredibly un-useful to present these stats on the page as absolute truth without showing any workings. I&#039;d rather have this section removed from the wiki than blindly trust it. [[User:Sachertorte|Sachertorte]] ([[User talk:Sachertorte|talk]]) 18:29, 17 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I created an excel sheet to do the iterative calculations to work out the number of crafts required to take 1 set of common inputs to 1 set of legendary outputs, using the statistical products. It is a bit complicated, using Markov chains and matrix multiplication. I&#039;m not in a position to upload the sheet, but a screenshot is included showing the transition probabilities and workflow (for a 50% productivity machine with common quality 3 modules in it and the recycler &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2024-11-21 094640.png|thumb]]&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 23:55, 20 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Have done a further revision to add some derivation - maybe getting too technical for the wiki page, but figured it was better to write it down somewhere and let people more familiar with wiki format to either clean it up or put it in a more appropriate place.--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 07:07, 22 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cause i had no access to wiki and couldnt contact Cooky173 i added a post concerning this page: https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=122540&lt;br /&gt;
Not sure whether i should delete my post and move it to this discussion.&lt;br /&gt;
&lt;br /&gt;
Now that i looked at your numbers in the spreadsheat i wonder why there is a &amp;quot;crafting round 2&amp;quot;? It seems like the output of the recycling round 1 is not the same as the input to recycling round 2.&lt;br /&gt;
&lt;br /&gt;
At least for items that were not recycled into its ingredients (like iron or superconductors) the calculation should imo base on 1 crafting plus (theoretically) infinite recycling of the non-legendary items.&lt;br /&gt;
&lt;br /&gt;
The situation differs when recycling results into components of the item (like green circuits). Then it can be proven that using the results of 1 recycling should better be used for next crafting than for further recycling. To calculate these odds then becomes way more complex.&lt;br /&gt;
[[File:Screenshot 2024-11-23 002509.png|thumb]]&lt;br /&gt;
--[[User:FactorioGamer22|FactorioGamer22]] ([[User talk:FactorioGamer22|talk]]) 23:12, 22 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I converted my spreadsheet to google sheets. I think its working and I think I made mistakes when generating the tables in the wiki. Need to crunch the data again and fix.&lt;br /&gt;
&lt;br /&gt;
https://docs.google.com/spreadsheets/d/13HH2twPdDAOo0L1jNLODH1rbGHgyowZjcVNXBhBAaDA/edit?usp=sharing&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 12:29, 24 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
With a little bit of linear algebra I have found an explicit formula for the number of batches of ingredients required per legendary product. When there is no quality module in the assemblers(/foundries/whatever), the formula is rather simple:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\frac{1000 \, \left[(p+1) \,q_r-p+3\right]^4}{(p+1)^2 \,q_r\, \left[10 \,(p+1)\, q_r-p+3\right]^3}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where &amp;lt;math&amp;gt;p&amp;lt;/math&amp;gt; is the total productivity bonus of the crafting machines, and &amp;lt;math&amp;gt;q_r&amp;lt;/math&amp;gt; is the quality bonus of the recyclers. There is also a more general formula when the quality bonus of the assemblers, &amp;lt;math&amp;gt;q_a&amp;lt;/math&amp;gt;, is non zero, but it is much uglier (and it breaks formatting, sorry):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;&lt;br /&gt;
\frac{1000 \left((p+1) q_a \left(q_r-1\right)-(p+1) q_r+p-3\right)^4}{(p+1) \left(-q_r \left((p+1) q_a \left(q_a \left((p+1) q_a \left((p+1) (p+15997) q_a-4 (p (p+3194)+6409)\right)+6 (p-3) (p (p+474)+969)\right)-4 (p-3)^2 (p+57)\right)+((p-8) p+18) p^2\right)+1000 (p+1)^4 \left(q_a-1\right){}^4 q_r^4-100 (p+1)^3 \left(q_a-1\right){}^3 q_r^3 \left((3 p+151) q_a-3 p+9\right)+6 (p+1)^2 q_r^2 \left(q_a \left(q_a \left(5 (p+1) (p+797) q_a^2-2 (p (10 p+3207)+6289) q_a+30 p (p+114)+5470\right)-20 (p-3) (p+27)\right)+5 (p-3)^2\right)+4 q_a \left(10 (p+1) q_a-p+3\right)^3+27 q_r\right)}&lt;br /&gt;
&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a check, these formulas give the same results as the spreadsheet of Cooky173. However these results are different than the ones currently shown on the page.&lt;br /&gt;
&lt;br /&gt;
I believe there are currently too much information on the page. Many lines of the giant table are not so useful, as no one should try to upcycle for legendary products without at least epic modules, as the figures show. Regarding the formulas: the general one does not have its place on the page, but the one with only productivity could be useful I think. Going full productivity is almost always the best choice anyway, even when it is not truly optimal, since it lets you use beacons with speed modules to build at scale.&lt;br /&gt;
&lt;br /&gt;
I am newly registered here and I don&#039;t have experience writing for wikis, so I would like your opinions before modifying the page.&lt;br /&gt;
&lt;br /&gt;
--[[User:Kaloether|Kaloether]] ([[User talk:Kaloether|talk]]) 22:27, 26 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think you might be right about the tables being unnecessary clutter. I guess thinking about it from the perspective of the wiki, people are probably going to want to know the following:&lt;br /&gt;
1) When they are starting out on Nauvis, what is the best way to get uncommon and rare items (e.g. pre-recycling)&lt;br /&gt;
2) Once they have have access to recyclers, what is the best way to get rare/epic items (maybe with and without Tier 3 modules)&lt;br /&gt;
3) Once they have unlocked legendary items, what is the most efficient way to get legendary items.&lt;br /&gt;
3 is the question I&#039;ve really set about answering in a simple way and yea - if you are at the point of making legendary everything you are just going to be using legendary modules - if not immediately, very soon. This is where you can also go down the rabbit hole of recycling products with outrageous prod. bonuses like Blue circuits and Low density structures as more efficient pathways to legendary copper, steel, plastic, green and red circuits. &lt;br /&gt;
&lt;br /&gt;
I don&#039;t really know how to answer all of this, but I&#039;ll try and update my spreadsheet at least to work better at lower levels of available quality and to enable doing smart things like always use productivity in the last step of the production chain.&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=207012</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=207012"/>
		<updated>2024-11-24T12:29:12Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed with this - even for one machine, it seems incredibly un-useful to present these stats on the page as absolute truth without showing any workings. I&#039;d rather have this section removed from the wiki than blindly trust it. [[User:Sachertorte|Sachertorte]] ([[User talk:Sachertorte|talk]]) 18:29, 17 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I created an excel sheet to do the iterative calculations to work out the number of crafts required to take 1 set of common inputs to 1 set of legendary outputs, using the statistical products. It is a bit complicated, using Markov chains and matrix multiplication. I&#039;m not in a position to upload the sheet, but a screenshot is included showing the transition probabilities and workflow (for a 50% productivity machine with common quality 3 modules in it and the recycler &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2024-11-21 094640.png|thumb]]&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 23:55, 20 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Have done a further revision to add some derivation - maybe getting too technical for the wiki page, but figured it was better to write it down somewhere and let people more familiar with wiki format to either clean it up or put it in a more appropriate place.--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 07:07, 22 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cause i had no access to wiki and couldnt contact Cooky173 i added a post concerning this page: https://forums.factorio.com/viewtopic.php?f=50&amp;amp;t=122540&lt;br /&gt;
Not sure whether i should delete my post and move it to this discussion.&lt;br /&gt;
&lt;br /&gt;
Now that i looked at your numbers in the spreadsheat i wonder why there is a &amp;quot;crafting round 2&amp;quot;? It seems like the output of the recycling round 1 is not the same as the input to recycling round 2.&lt;br /&gt;
&lt;br /&gt;
At least for items that were not recycled into its ingredients (like iron or superconductors) the calculation should imo base on 1 crafting plus (theoretically) infinite recycling of the non-legendary items.&lt;br /&gt;
&lt;br /&gt;
The situation differs when recycling results into components of the item (like green circuits). Then it can be proven that using the results of 1 recycling should better be used for next crafting than for further recycling. To calculate these odds then becomes way more complex.&lt;br /&gt;
[[File:Screenshot 2024-11-23 002509.png|thumb]]&lt;br /&gt;
--[[User:FactorioGamer22|FactorioGamer22]] ([[User talk:FactorioGamer22|talk]]) 23:12, 22 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I converted my spreadsheet to google sheets. I think its working and I think I made mistakes when generating the tables in the wiki. Need to crunch the data again and fix.&lt;br /&gt;
&lt;br /&gt;
https://docs.google.com/spreadsheets/d/13HH2twPdDAOo0L1jNLODH1rbGHgyowZjcVNXBhBAaDA/edit?usp=sharing&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 12:29, 24 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206844</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206844"/>
		<updated>2024-11-22T07:07:41Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed with this - even for one machine, it seems incredibly un-useful to present these stats on the page as absolute truth without showing any workings. I&#039;d rather have this section removed from the wiki than blindly trust it. [[User:Sachertorte|Sachertorte]] ([[User talk:Sachertorte|talk]]) 18:29, 17 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I created an excel sheet to do the iterative calculations to work out the number of crafts required to take 1 set of common inputs to 1 set of legendary outputs, using the statistical products. It is a bit complicated, using Markov chains and matrix multiplication. I&#039;m not in a position to upload the sheet, but a screenshot is included showing the transition probabilities and workflow (for a 50% productivity machine with common quality 3 modules in it and the recycler &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2024-11-21 094640.png|thumb]]&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 23:55, 20 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
Have done a further revision to add some derivation - maybe getting too technical for the wiki page, but figured it was better to write it down somewhere and let people more familiar with wiki format to either clean it up or put it in a more appropriate place.--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 07:07, 22 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206820</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206820"/>
		<updated>2024-11-21T23:18:48Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &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 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 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 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>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Quality_Transition_Matrix.png&amp;diff=206819</id>
		<title>File:Quality Transition Matrix.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Quality_Transition_Matrix.png&amp;diff=206819"/>
		<updated>2024-11-21T23:16:27Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206818</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206818"/>
		<updated>2024-11-21T23:15:46Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: /* Optimal module usage */&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 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 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 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.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Quality_Transition_Matrix.png&lt;br /&gt;
&amp;lt;/gallery&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 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>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206774</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206774"/>
		<updated>2024-11-20T23:55:22Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed with this - even for one machine, it seems incredibly un-useful to present these stats on the page as absolute truth without showing any workings. I&#039;d rather have this section removed from the wiki than blindly trust it. [[User:Sachertorte|Sachertorte]] ([[User talk:Sachertorte|talk]]) 18:29, 17 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I created an excel sheet to do the iterative calculations to work out the number of crafts required to take 1 set of common inputs to 1 set of legendary outputs, using the statistical products. It is a bit complicated, using Markov chains and matrix multiplication. I&#039;m not in a position to upload the sheet, but a screenshot is included showing the transition probabilities and workflow (for a 50% productivity machine with common quality 3 modules in it and the recycler &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2024-11-21 094640.png|thumb]]&lt;br /&gt;
--[[User:Cooky173|Cooky173]] ([[User talk:Cooky173|talk]]) 23:55, 20 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206773</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206773"/>
		<updated>2024-11-20T23:52:35Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &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 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 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 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;
== 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>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206772</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206772"/>
		<updated>2024-11-20T23:51:43Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &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 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 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 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;
== 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>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206771</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206771"/>
		<updated>2024-11-20T23:47:46Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed with this - even for one machine, it seems incredibly un-useful to present these stats on the page as absolute truth without showing any workings. I&#039;d rather have this section removed from the wiki than blindly trust it. [[User:Sachertorte|Sachertorte]] ([[User talk:Sachertorte|talk]]) 18:29, 17 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I created an excel sheet to do the iterative calculations to work out the number of crafts required to take 1 set of common inputs to 1 set of legendary outputs, using the statistical products. It is a bit complicated, using Markov chains and matrix multiplication. I&#039;m not in a position to upload the sheet, but a screenshot is included showing the transition probabilities and workflow (for a 50% productivity machine with common quality 3 modules in it and the recycler &lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot 2024-11-21 094640.png|thumb]][[User:Cooky173|Cooky173]]&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=File:Screenshot_2024-11-21_094640.png&amp;diff=206770</id>
		<title>File:Screenshot 2024-11-21 094640.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=File:Screenshot_2024-11-21_094640.png&amp;diff=206770"/>
		<updated>2024-11-20T23:47:10Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Calc Sheet as described&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206769</id>
		<title>Talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Quality&amp;diff=206769"/>
		<updated>2024-11-20T23:34:22Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: /* Optimal module usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Template for quality-affected stats ==&lt;br /&gt;
&lt;br /&gt;
Writing this here because I need to write it somewhere.&lt;br /&gt;
&lt;br /&gt;
I went ahead and made a template for when the same property varies based on quality. (Example: {{Quality|Small number|Not so small number|Decent number|Big number|Insane number}}.) Not sure if this is how we&#039;re gonna handle it (I&#039;ve never been one to make good decisions :b), so it won&#039;t bother me if we wind up doing something completely different. I&#039;ve already added it to the [[electromagnetic plant]] infobox (not sure if that was a good idea...), so you can see it there in practice if you need to. However, I don&#039;t really want to take it any further if I&#039;m the only one who thinks this is a good idea. So, any thoughts? - [[User:Tecanec|tecanec]] ([[User talk:Tecanec|talk]]) 13:07, 28 October 2024 (UTC)&lt;br /&gt;
: Thanks for the initial implementation and the example usage! I made some adjustments and I think it&#039;s good to go now :D -- [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Admin&amp;lt;/span&amp;gt; 21:51, 28 October 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Optimal module usage ==&lt;br /&gt;
How exactly is the optimal module usage calculated? I know the list only applies to it&#039;s usage in Assembler 3&#039;s, but with the new special buildings from other planets, chemical plants, and other various machines, I feel like it would be much better to break down what exactly the formula is in a general sense so we can apply it to every machine, instead of only getting the answers for a single machine. [[User:Brin|Brin]] ([[User talk:Brin|talk]]) 00:07, 13 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Agreed with this - even for one machine, it seems incredibly un-useful to present these stats on the page as absolute truth without showing any workings. I&#039;d rather have this section removed from the wiki than blindly trust it. [[User:Sachertorte|Sachertorte]] ([[User talk:Sachertorte|talk]]) 18:29, 17 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
I created an excel sheet to do the iterative calculations to work out the number of crafts required to take common inputs to legendary outputs, using the statistical products.[[User:Cooky173&lt;br /&gt;
|Cooky173]]&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Quality&amp;diff=206768</id>
		<title>Quality</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Quality&amp;diff=206768"/>
		<updated>2024-11-20T23:27:23Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: /* Creating high-quality items */&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 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 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 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 crafts required on average (rounded up) to turn common inputs into legendary products using Quality 3 and Productivity 3 Modules with Quality 3 recycling for each level of quality of the input modules. Machines with 0% base productivty 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!!1788&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!2250&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!3243&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!6307&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!446&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!500&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!590&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!748&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!1063&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!1898&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!!989&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!1190&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!1646&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!3051&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!250&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!266&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!298&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!358&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!483&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!810&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!!560&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!640&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!842&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!1470&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!147&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!148&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!157&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!178&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!226&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!351&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!!361&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!390&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!484&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!785&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!!96&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!96&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!103&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!121&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!173&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!!165&lt;br /&gt;
|-&lt;br /&gt;
!0%!!2!!2!!159&lt;br /&gt;
|-&lt;br /&gt;
!0%!!3!!1!!175&lt;br /&gt;
|-&lt;br /&gt;
!0%!!4!!0!!239&lt;br /&gt;
|-&lt;br /&gt;
!!!!!!!&lt;br /&gt;
|-&lt;br /&gt;
!50%!!0!!5!!53&lt;br /&gt;
|-&lt;br /&gt;
!50%!!1!!4!!46&lt;br /&gt;
|-&lt;br /&gt;
!50%!!2!!3!!42&lt;br /&gt;
|-&lt;br /&gt;
!50%!!3!!2!!39&lt;br /&gt;
|-&lt;br /&gt;
!50%!!4!!1!!40&lt;br /&gt;
|-&lt;br /&gt;
!50%!!5!!0!!48&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>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Bulk_inserter&amp;diff=156258</id>
		<title>Bulk inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Bulk_inserter&amp;diff=156258"/>
		<updated>2018-03-05T13:15:00Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Languages}}&lt;br /&gt;
{{:Infobox:Stack inserter}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stack inserter&#039;&#039;&#039; is an electric inserter that can move multiple items at the same time. Moving at the speed of the [[Fast inserter]], it transfers multiple items per cycle to give it a material flow advantage at the cost of additional power consumption. &lt;br /&gt;
&lt;br /&gt;
When transferring between chests or [[cargo wagon]]s it picks up and drops off the entire stack of items instantly. When picking up from or dropping off items onto a [[Transport belt]] a stack inserter needs to grab or drop each item individually, increasing the time between arm swings and lowering its potential throughput. In these cases, however, the stack inserter still has higher throughput than a [[fast inserter]] because it swings back and forth less often. A fully upgraded stack inserter will move up to [https://forums.factorio.com/viewtopic.php?p=297685#p297685 12 items per 58 ticks], or 744.8 items per minute, from chest to express belt. With the maximal throughput of an express belt at [[Transport_belts/Physics|2400 items/min]] this means that three inserters will almost saturate a single express belt.&lt;br /&gt;
&lt;br /&gt;
== Stack Inserters in 0.16 ==&lt;br /&gt;
&lt;br /&gt;
In 0.16 a fully upgraded stack inserter can take up to 13.1 items/s off a blue belt, or 786 items/minute. With two stack inserters on each side of the belt, a blue belt (40 item/s) can be effectively cleared with 4 stack inserters, however if all stack inserters are on the same side they can only clear 37.6 item/s&lt;br /&gt;
&lt;br /&gt;
When moving between two chests/assemblers etc. a stack inserter can transfer a stack every 26 ticks, or up to 1661 items/minute.&lt;br /&gt;
&lt;br /&gt;
== Stack size ==&lt;br /&gt;
&lt;br /&gt;
The stack size is increased by the [[Inserter capacity bonus (research)]] technology. In 0.15, the stack size can be overridden to set how many items it picks up at one time, with the maximum being the highest research level currently unlocked.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Inserter capacity bonus&lt;br /&gt;
! Stack size bonus&lt;br /&gt;
! Total stack size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| none || 0 || 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 1 || +1 || 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 2 || +1 || 4&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 3 || +1 || 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 4 || +1 || 6&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 5 || +2 || 8&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 6 || +2 || 10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot;| 7 || +2 || 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{history|0.16.0|&lt;br /&gt;
* Updated with information for 0.16.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.15.0|&lt;br /&gt;
* Added stack inserter override feature.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.7|&lt;br /&gt;
* Updated stack inserter tech icon.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.6|&lt;br /&gt;
* Now unlocked by their own research.}}&lt;br /&gt;
&lt;br /&gt;
{{history|0.13.0|&lt;br /&gt;
* Introduced}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Stack filter inserter]]&lt;br /&gt;
* [[Transport network]]&lt;br /&gt;
* [[Electric network]]&lt;br /&gt;
* [[Inserters]]&lt;br /&gt;
&lt;br /&gt;
{{LogisticsNav}}&lt;br /&gt;
{{C|Inserters}}&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Bulk_inserter&amp;diff=156256</id>
		<title>Talk:Bulk inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Bulk_inserter&amp;diff=156256"/>
		<updated>2018-03-05T13:06:44Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have done some testing in creative mode, and believe things have changed, from what is written on this version, at least for 0.16, this what lead to my edit of this page.&lt;br /&gt;
&lt;br /&gt;
Here is the blueprint I tested throughput with&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Bulk_inserter&amp;diff=156255</id>
		<title>Talk:Bulk inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Bulk_inserter&amp;diff=156255"/>
		<updated>2018-03-05T13:06:16Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have done some testing in creative mode, and believe things have changed, from what is written on this version, at least for 0.16, this what lead to my edit of this page.&lt;br /&gt;
&lt;br /&gt;
Here is the blueprint I tested throughput with&lt;br /&gt;
&lt;br /&gt;
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ml9P9m3owSol6yYNR8GBCQ7GQSA2Hj/bgbLbKpNsqE7xVJjQSC5kTdGgcdFkCneTKLIEOjtHU/EfjmCs6zBUcc3CEVtmUlmvnFqljPwLOfsDJlWjYFJdr7BYZJfYjjUtbdxbobIfoPHcX7WRyHK7/AU7dKu1n1e3RkyIZsqWfTHhkwJZB3RY8N1ui0U2Mk0msDNgyqdt2Z2bLgGbmYp5MTGbAlvq22rnZEr3/xykG1bsRWybNmHo3S1uiZ0+yJIPh5hJMnatuMSoLZODwNjmSkjizS+ZfSpasVEqWwFIy/QRes6Cml4SQUANvZIHjFBbQSKDxEmgKCpo4qaJVeBc1iZQmELQKhJoEMZb1pS4yLkXDnZdWqhuqaK8TM5bVnMctZ9/dq7bVCdVHd6nSAmjhp5Ja6aGVBkySDa1/FgBhi0x37i/bUcep0qxPh07VcJlu3G9wO9K2lqGy1y7zenmz2I56vxOv0QftJ5Etn132k+6LKrUcVDSQZcY1plb3Ey3lk9HCypxpTUcIe4WWdISWp8fbLdDuvDPiYLWKavzw0+wahLZW4iejfXTF0hKgCPbeTFnTKoBCyzMXHY8vz9w5HL58ZEufl42puzGJdw60D7skttS5uY3JG20fdkHvHMSIJbvwjUNWF/hGb1C+kZioZE2r4NDyjQXlGwtd7pgXcHQuV0YCB8p+Vbq8MbcHDi37VdArbbVspio3Uwtcdd2aFe/WhHMm1bGZq9xYLXAV6HkvjK3qLNBtjUBrLomRcC/EckPY0nVr4iPh8AQAMRLuhStvDltBwpagMiCNhHPo2EtXI8t1N+e0KDlNaI6oUoMmPJqqJjZv1NCGqOvJrHhPJpzBqJnNATTkJp3yVMWVp2A2uhY2J9DcFigxOk5yn6Q8BU8Rq5WlsRvClq73suK9lyih6o1hae3GsNVDah9jK466r7NAF1sJdZplWfBmsNXLXY85B+cyUD7WG8ey4s1hS+IyXBHcJ3EZ6IReb2gZ7NoOtrwOWziXgdK53tCy2LU1bIlcRhDcJ3EZ1aBOi5NpBtT+B6TJGukHHpAn6y4feECZrOV64AHT9SH3P+DNeF/+AWNOnmq+70tHlrXv0ZLlTxnwe2jJevpsyp4s/2bCLyqcYc28OsEryI56G+gWmx7bzrnHpmcbHrJJpHtsOjbpXT+pxURm937Btsx0zwRmy0L3L2DrV7VYyex8hVIZztD16PPYC3q/lKWr4KEXxDm1AsvsXhA0tHOermrGbBnosmZs/ahWeJmZr3o4sCFfJbqGG7Nlpou4sfU1ykZmnr5CL2GO6HO2FrelZzZ2xYXG06Vh1i2Fk8evjZe4vAD2AnlP14JZ11zlZFA2Az299RC8PV3dtcCjx+wSHYdOBvSeLudqEB7a0YAeVa/1nu4RX+DRY3ahYctHh8KDbhJvER5WCw80Kvd0jdUCjx6zSwU+0aPwoIuqWoRH0MIDrRHwdJnUAo+u2aXpcD5GEB6BrotqER5JCw80zR/oSqcFHj3wkELziIbmgS5tahEe2tA8oKE5MSZvicwHrS5F5hGNzImxeM0G5kkbmAc0MGfm3L1crcKCjo7ZpcA8WRQdiS3d+3i/nB8eTgsPNDAPtHTzB7hhLpWuQdX95APc/YTT74HWcj4nXM5S6hokdiQJpa5BaH/qJLeGvVbppElD6Ko6dFUcXeglgZg995pEaQ1d0vA5n8ab4r00fM6jw+d8tDS335zXrOQ1obUmWslraNtadHSmrJ09MTrVnhgdvieiN8Po6ZRNQ37S9UBFj/sJzR3EQKdwmtsFJW4nG8F/QdoF0SrUSOu7toSuqENXxNGFph4iLfjaHrokbihL/ksCutCRpT7SArEtoUvHakSc1YAzF5FWjG0PXRKrkQVWI0qsBjrE1sfK5psaApeO1Ig4qQFnPpJh80+tYStJnEYWOI0kcRroUGPPDDV+uRemZsCVdKouyeLgQqNjYtLxa/oqtYYuqd6kWMF/TkIXyj29mX18qvSETf1PCPq2+zyvjq+AxrApTqazMWRNosl8ZtZEh2L6NJ2oyJA1i74NfG7WRCOLVCdTUBmw5pshpnDP9Nysid5Ksp1MLmbImk7f1Tw3a6KnUPaTaeMMWTPo+47nZk30FMoTnEKjh1BWHELzPIMSegblPK2oUnkXUaVcphBVKoSoEjEu8rVaqi7FhMevpTQvMli0mJCYF/l6+a6tFRMGqy0mRCW6PTMw8hUf5efS4UooWcpMuXx9NwsgW1H4vvxlS+puSUHaktDOysL35Te4JWk7KwtKgpfIS7dB8Eu8dBu0fqarpRZ4d1+bIsEb7QxlZl2mZuGt7QyFxdVL5dX+EPhVwwvvQetbushugXfntZGG4QWLdrYSAwhfOb4G4a3tbK0oi1tP0GoscxXzrCcIREJ7SuRFE6H1Ey+aCK2f6dLIZU/sYk288qD9zMwALtfqnui0Dc0VvfLUE3Q2AfgFc4LOJrQ+L+axwLvznkkzc4IDOdTAzylqEd5KDjUY8MoTDHHlqQr0EZePolg+sqWhC7a770ySsO1RbCe2FLRBaActtCMKbf3FdqHyBq0u3WtdRMGhv9c2y+S5pAVHRsFR2cJnZxd0dCgZKbXuQCYsWMMWOn+8X84Pj6KFB5haD5aeTvABbphJX0BvvchwXXnnx0f6AjLsJ3pawTnhco6+gJ46lKM9ylfBf1JfADqmPFi6iKIldHkdunCtAzSbHyxdVNEeuqRKliD5T9I6KAH1Gj0boSV0RR26cK0DNJkeLD0roT10SdRMiIL/JK0DdFR5sPRohZbQlXXowrUO0Fx2sPSohfbQJXE7oQj+k7QO0NHCwdKTGVpCV9WhCxc7QLOiwdGTGppDl5O4oTjej91ZoIsu9OxydC64IXQ5HavhYFYDT0o6OjfcHrokViMGwX8CqxHQiazBsXMhWgKXjtRwHgcXmhZ07JyI9rAlcRoxC+4LErYS6rRI5nJbwpaO0nARxxZ8LUxkbrc9bEmMRjKC+5KELfhWmOlUsG8HXDpGw2UcXGiuyxU6NexbQ5fIaEjoEhiNTsZ/2Gt1Mg0s53uf4M1kulBDT7CTaSUNPcFNph809AQ/mabO0BPCZDozQ0+YTHtl6AHp9AeM+3laxRMX30PxJPgpFE+ePptS8SS8mUyL6tm5MCv1m54ygYGdMRhavqLHtnOWr+g5ToZsYmn5io5Netd3aoW/2b1faB48eFqLALNloLUIsPWjWj9wdr5C4/uQ6MZyzJaZbizH1i9qdcLZ+QreoyrdJQzZMhq6YRdb36q1D+fmK4dGH9HRzcnzOGN7v5SnO6KxF0Qv5zi7FwS9hMVIt7ditkx0eyu2ftaqRc7OVeh95s30DmWrImbJyrYqQssnhX7vPC8zDr3MJOISr7jLJGJPV1xlkqdbH9LSGXT80iQph1bQptIU6FaH1FxnUNF2lSa0Jj5FundhgUfX7FIarKBtpSnRvQoNwkPbV5rQ6opECygu8Ogxu5THKmhfaaIFFFuEh7avNKEFEqnS3QMLPDpmz1JpbQHFtkI2dLdAe/CoRgsPtMQhW7r8f4FHFx5SbWx1KDwcXe7fIDysEh4ZrQvPnq7fX+DRNbsUmlc0NM+BrtdvEB7a0DyjoXlm1dAWdPRYXYrMKxqZZ1YNrUVwaAPzjAbmmVVDW8DRY3UpLq9oXJ5ZNbQWwaENyzMalhODxpaofMjq4pyxikblxJyxVoPyaLRBOayxVegZ6a4s6OigQwjKo0EVpAs9E/3j/XJ+eGgVpAsalBc+X16aaZ8qur7fgvf9wonbwufPS2PtU9JYvmiEpvoiNf4mtOip8On2htCl6/wteOcvnPctfPq9OXQlCV1J8J/U+pvQSjV+3GFL6NK1/ha89RdOG/PjD9tDV5HQJYiZFan1N6GNEoVP9jeELp2YWak4utAAt/LJ/9bQVQVuJ1qhsb4KYmadmo5hr1k6J92c16zkNQF1XdXNT+OlBsNec3SFRzt7YnWqPbFHXfPTqaUGlS81aMhPOlaj4qwGnPOufOlBc7ugxGpYgdWoEquRUVaj0pUKDYFLR2pUnNSAc+aVrlxoDlsSp2EFTqNKnEZGOY1KFzo0hC0dpVFxSgNOuVe68KE5bEmMhhUYjSoxGhllNCpdJ9EQtnSERsUJDTRjHw1dN9EYtnqqJo6w5cb5jM4CHWyhQ7GiocssvGkFXL3FEWPewcXZ0Xx/NHTZxQf4aWbokmpdnBf8J4mzF4d6zU8mw+lN/xOCWrrP23kpXKAjxqKJk0mODlkzqYXqZmfNhFozTyavOmTNopaSm501C2rNOpmU7IA1rVGLvc3NmhW9lVg7mWzukDWdWo5tdtZE7w7WTyYRPGRNvXbZ7KyJnkJ2MjnkIWMmrbjY7GyJnkE2T6X8PGTLotX/mp0t0RPITnACjR5ATnEAzfL86QmbB2zp7KSC4d69h2B4dG4CwfCnz6YUDI/O0yLaPc+bs4h2RAdxRRdoEe2OTXrXj7SwNLZ+ooWlsfUzLbaMrV9osWVsfV6AGFrf8wLE2PqWFuXF1ne0Pi62vqc1Y7H1A60Zi60fWSFVbPnECqliy2dWXRRbvrDqotjyBHYV0GVmSgwh95dPF+vt6vtuqa83j6v7zfp2/9u/724MTz+QSnbWheRM/fHj/wENpX26&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
	<entry>
		<id>https://wiki.factorio.com/index.php?title=Talk:Bulk_inserter&amp;diff=156254</id>
		<title>Talk:Bulk inserter</title>
		<link rel="alternate" type="text/html" href="https://wiki.factorio.com/index.php?title=Talk:Bulk_inserter&amp;diff=156254"/>
		<updated>2018-03-05T13:05:08Z</updated>

		<summary type="html">&lt;p&gt;Cooky173: Created page with &amp;quot;I have done some testing in creative mode, and believe things have changed, from what is written on this version, at least for 0.16  Here is the blueprint I tested throughput...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have done some testing in creative mode, and believe things have changed, from what is written on this version, at least for 0.16&lt;br /&gt;
&lt;br /&gt;
Here is the blueprint I tested throughput with&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cooky173</name></author>
	</entry>
</feed>