Quality: Difference between revisions
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* +30% positive module effects (rounded down for at least quality modules) | * +30% positive module effects (rounded down for at least quality modules) | ||
* +10% turret range | * +10% turret range | ||
* +10% weapon range | |||
* +1 tile reach and +2 wire reach on power poles | * +1 tile reach and +2 wire reach on power poles | ||
* +1 equipment grid size (both dimensions) | * +1 equipment grid size (both dimensions) | ||
* | * +30% chest inventory size (rounded down) | ||
* +30% | * +30% increased ammo damage | ||
* +30% inserter rotation speed | * +30% inserter rotation speed | ||
* Reduced resource depletion on miners (resource drain is reduced by 1/6, or 16,6%) | * Reduced resource depletion on miners (resource drain is reduced by 1/6, or 16,6%) | ||
** This is multiplicative with productivity | ** This is multiplicative with productivity | ||
* +100% (+5 MJ) capacity on accumulators | * +100% (+5 MJ) capacity on accumulators | ||
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s and [[nuclear reactor]]s | * +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s, [[accumulator]]s (also affects input rate), and [[nuclear reactor]]s | ||
** Note that consumption is also increased at the same rate, but not pollution | ** Note that consumption is also increased at the same rate, but not pollution | ||
* | * −16% power consumption on beacons | ||
* +1 to both continous coverage distance and exploration coverage distance in [[ | * +1 to both continous coverage distance and exploration coverage distance in [[radar]]s | ||
* +100% durability on consumable items ([[repair pack]]s, [[science pack]]s) | * +100% durability on consumable items ([[repair pack]]s, [[science pack]]s) | ||
* +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun | * +5% fork chance on the [[tesla turret]] and tesla ammo for the tesla gun | ||
These effects are per quality strength and additive | These effects are per quality strength and additive: a Legendary (5 tier-levels) [[Productivity module 3]] (base +10% productivity) would grant 25% productivity. | ||
Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health. | Some buildings, such as [[Transport belt]]s and [[Wall]]s, only gain increased health. | ||
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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. | 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. | ||
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 | Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon [[iron plate]]s with rare [[battery|batteries]] to make an [[accumulator]] of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items. | ||
As fluids do not possess any quality, they are exempt from ingredient quality requirements; | 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. | ||
=== Quality modules === | === Quality modules === | ||
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|} | |} | ||
Combining these results allows a 'Transition Matrix' 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. | Combining these results allows a 'Transition Matrix' 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.<br> | ||
< | |||
Quality_Transition_Matrix.png | [[File:Quality_Transition_Matrix.png]] | ||
== Usage tips == | == Usage tips == |
Latest revision as of 21:24, 26 November 2024
This article is a lacking sources for details of upcoming changes. |
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You can help this wiki by adding them. |
Space Age expansion exclusive feature.
Quality 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.
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.
Quality tiers
There are 5 quality tiers in vanilla gameplay, with tier strength in brackets:
Note that legendary quality represents a 2-tier improvement over epic.
Technologies
Certain tiers of quality cannot be created until they have been researched.
Research | Base Game | Space Age | Unlocks |
---|---|---|---|
Quality module (research) | x 300 | x 500 | |
Epic quality (research) | x 5000 | x 5000 | |
Legendary quality (research) | x 5000 | x 5000 |
Quality effects
The currently known effects of each level of quality are as follows:
- +30% health
- +30% crafting speed
- +30% robot limit (rounded down)
- +30% robot recharge rate (both number and speed, rounded down)
- +30% positive module effects (rounded down for at least quality modules)
- +10% turret range
- +10% weapon range
- +1 tile reach and +2 wire reach on power poles
- +1 equipment grid size (both dimensions)
- +30% chest inventory size (rounded down)
- +30% increased ammo damage
- +30% inserter rotation speed
- Reduced resource depletion on miners (resource drain is reduced by 1/6, or 16,6%)
- This is multiplicative with productivity
- +100% (+5 MJ) capacity on accumulators
- +30% output rate on boilers, steam engines, steam turbines, accumulators (also affects input rate), and nuclear reactors
- Note that consumption is also increased at the same rate, but not pollution
- −16% power consumption on beacons
- +1 to both continous coverage distance and exploration coverage distance in radars
- +100% durability on consumable items (repair packs, science packs)
- +5% fork chance on the tesla turret and tesla ammo for the tesla gun
These effects are per quality strength and additive: a Legendary (5 tier-levels) Productivity module 3 (base +10% productivity) would grant 25% productivity.
Some buildings, such as Transport belts and Walls, only gain increased health.
Creating high-quality items
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.
Quality ingredients
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.
Item ingredient quality requirements are exact, not minimum. For example, one can not combine uncommon iron plates with rare batteries to make an accumulator of any quality. One must therefore ensure that high-quality items do not clog up belts and starve production units of lower-quality items.
As fluids do not possess any quality, they are exempt from ingredient quality requirements; the same lubricant can be used to create electric engine units of any quality.
Quality modules
- Main article: Quality module
Quality modules 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:
Module | Quality | ||||
---|---|---|---|---|---|
+1% | +1.3% | +1.6% | +1.9% | +2.5% | |
+2% | +2.6% | +3.2% | +3.8% | +5% | |
+2.5% | +3.2% | +4% | +4.7% | +6.2% |
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.
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.
Quality modules are only required to improve 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.
Examples
- Example #1
- 2× Normal quality module 2 (giving a combined quality chance of 4%) with only uncommon and rare quality unlocked.
- Example #2
- 4× Normal quality module 3 (giving a combined quality chance of 10%) with all quality tiers unlocked.
Input quality Output quality chance 90% 9% 0.9% 0.09% 0.01% - 90% 9% 0.9% 0.1% - - 90% 9% 1% - - - 90% 10% - - - - 100%
- Example #3
- 4× Legendary quality module 3 (giving a combined quality chance of 24.8%).
Input quality Output quality chance 75.2% 22.32% 2.232% 0.2232% 0.0248% - 75.2% 22.32% 2.232% 0.248% - - 75.2% 22.32% 2.48% - - - 75.2% 24.8% - - - - 100%
Optimal module usage
When using Assembling machine 3s 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't take productivity modules), the optimal number of quality and productivity modules is as follows:
- If the quality modules offer less than 15% chance (Normal and Uncommon T1, T2, and T3s), use 4 quality modules
- If the quality modules offer 16% (Rare T3s) or 19% (Epic T3s), use 3 quality modules and 1 productivity module
- If the quality modules offer 25% (Legendary T3s), use 2 of each module
- If the quality modules offer exactly 15% (Legendary T2s):
- When the base quality of the inputs is Epic, use 4 quality modules
- When the base quality of the inputs is Rare, use 4 quality modules
- Except when your productivity modules have more than +1.5% productivity use 3 quality modules
- When the base quality of the inputs is Normal or Uncommon, use 3 quality modules
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).
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.
- Common
Base Prod | Number of Productivity Modules | Number of Quality Modules | Crafts | |
---|---|---|---|---|
0% | 0 | 4 | 1546 | |
0% | 1 | 3 | 1655 | |
0% | 2 | 2 | 1933 | |
0% | 3 | 1 | 2583 | |
0% | 4 | 0 | 4505 | |
50% | 0 | 5 | 310 | |
50% | 1 | 4 | 327 | |
50% | 2 | 3 | 365 | |
50% | 3 | 2 | 437 | |
50% | 4 | 1 | 584 | |
50% | 5 | 0 | 949 |
- Uncommon
Base Prod | Number of Productivity Modules | Number of Quality Modules | Crafts | |
---|---|---|---|---|
0% | 0 | 4 | 900 | |
0% | 1 | 3 | 889 | |
0% | 2 | 2 | 970 | |
0% | 3 | 1 | 1220 | |
0% | 4 | 0 | 2007 | |
50% | 0 | 5 | 171 | |
50% | 1 | 4 | 168 | |
50% | 2 | 3 | 175 | |
50% | 3 | 2 | 196 | |
50% | 4 | 1 | 246 | |
50% | 5 | 0 | 377 |
- Rare
Base Prod | Number of Productivity Modules | Number of Quality Modules | Crafts | |
---|---|---|---|---|
0% | 0 | 4 | 538 | |
0% | 1 | 3 | 489 | |
0% | 2 | 2 | 496 | |
0% | 3 | 1 | 583 | |
0% | 4 | 0 | 897 | |
50% | 0 | 5 | 100 | |
50% | 1 | 4 | 91 | |
50% | 2 | 3 | 89 | |
50% | 3 | 2 | 92 | |
50% | 4 | 1 | 108 | |
50% | 5 | 0 | 153 |
- Epic
Base Prod | Number of Productivity Modules | Number of Quality Modules | Crafts | |
---|---|---|---|---|
0% | 0 | 4 | 368 | |
0% | 1 | 3 | 307 | |
0% | 2 | 2 | 288 | |
0% | 3 | 1 | 314 | |
0% | 4 | 0 | 446 | |
50% | 0 | 5 | 68 | |
50% | 1 | 4 | 58 | |
50% | 2 | 3 | 52 | |
50% | 3 | 2 | 51 | |
50% | 4 | 1 | 55 | |
50% | 5 | 0 | 71 |
- Legendary
Base Prod | Number of Productivity Modules | Number of Quality Modules | Crafts | |
---|---|---|---|---|
0% | 0 | 4 | 189 | |
0% | 1 | 3 | 133 | |
0% | 2 | 2 | 108 | |
0% | 3 | 1 | 101 | |
0% | 4 | 0 | 120 | |
50% | 0 | 5 | 36 | |
50% | 1 | 4 | 27 | |
50% | 2 | 3 | 21 | |
50% | 3 | 2 | 18 | |
50% | 4 | 1 | 16 | |
50% | 5 | 0 | 18 |
- Derivation
Derivation of the tables above was as follows: Starting with 1 set of common ingredients, with an assembly quality chance of Q and total productivity bonus of P, the statistical expected number of product is as follows:
Common | Uncommon | Rare | Epic | Legendary |
---|---|---|---|---|
(1 + P) * (1-Q) | (1 + P) * ((1-Q) - (1-Q)/10 - (1-Q)/102 - (1-Q)/103) | (1 + P) * ((1-Q)/10 - (1-Q)/102 - (1-Q)/103) | (1 + P) * ((1-Q)/102 - (1-Q)/103) | (1 + P) * (1-Q)/103 |
For example with no productivity bonus and Q of 5%:
Common | Uncommon | Rare | Epic | Legendary |
---|---|---|---|---|
0.95 | 0.045 | 0.0045 | 0.00045 | 0.00005 |
Similar tables can be derived for higher quality starting ingredients.
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.
Common | Uncommon | Rare | Epic | Legendary |
---|---|---|---|---|
1/4 * (1-Q) | 1/4 * ((1-Q) - (1-Q)/10 - (1-Q)/102 - (1-Q)/103) | 1/4 * ((1-Q)/10 - (1-Q)/102 - (1-Q)/103) | 1/4 * ((1-Q)/102 - (1-Q)/103) | 1/4 * (1-Q)/103 |
Combining these results allows a 'Transition Matrix' 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.
Usage tips
Using quality to increase production
There are four ways in which quality can increase the output of a single production machine:
- Increasing the quality of the machine itself will improve its base crafting speed.
- Increasing the quality of speed modules will increase the effect of their speed improvements.
- Increasing the quality of productivity modules 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.
- Increasing the quality of beacons will increase their transmission efficiency. If they contain speed modules, then the effect of these modules is increased.
These four options share a powerful synergy, as they react multiplicatively with one another. This makes it possible to achieve very high production rates with very few machines when compared to only using normal quality items. For example, imagine a setup where electronic circuits are made using one electromagnetic plant with five productivity module 3s, which is surrounded by 12 beacons with two speed module 3s, 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 belts with four layers of items). This is more than 13 times as many items as without quality.
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.
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.
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's quality.
Using quality to save space
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.
Relevant Factorio Friday Facts
Trivia
- 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.
- 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 eggs, captive biter spawners, and pentapod eggs 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.