Quality: Difference between revisions

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(Added section on production using quality buildings and modules)
(Added info on resource drain, faster inserters, ammo damage, output rate, beacons, radars, added new section in "usage tips". Other minor changes like adding links)
 
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The currently known effects of each level of quality are as follows:
The currently known effects of each level of quality are as follows:
* +30% health
* +30% health
* +30% energy output
* +30% crafting speed
* +30% crafting speed
* +30% robot limit (rounded down)
* +30% robot limit (rounded down)
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* +1 equipment grid size (both dimensions)
* +1 equipment grid size (both dimensions)
* Larger inventory (unknown boost size)
* Larger inventory (unknown boost size)
* Increased ammo damage (30%?)
* +30% Increased ammo damage
* Faster inserters
* +30% inserter rotation speed
* Reduced resource depletion on miners (likely multiplicative in effect with productivity)
* 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
* +100% (+5 MJ) capacity on accumulators
* Increased output rate on nuclear reactors, boilers, and steam engines/turbines
* +30% output rate on [[boiler]]s, [[steam engine]]s, [[steam turbine]]s and [[nuclear reactor]]s
* Reduced power consumption on beacons
** Note that consumption is also increased at the same rate, but not pollution
* Larger scan range on radars
* -16% power consumption on beacons
* +100% durability on consumable items (repair packs, science packs)
* +1 to both continous coverage distance and exploration coverage distance in [[Radar]]s
* +100% durability on consumable items ([[repair pack]]s, [[science packs]])
* +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


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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.
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 ==
== Relevant Factorio Friday Facts ==

Latest revision as of 13:31, 18 November 2024

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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:

  • Quality normal.png Normal (0)
  • Quality uncommon.png Uncommon (1)
  • Quality rare.png Rare (2)
  • Quality epic.png Epic (3)
  • Quality legendary.png Legendary (5)

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).png
Quality module (research)
Time.png
60
Automation science pack.png
Logistic science pack.png
Chemical science pack.png
Production science pack.png
x 300
Time.png
30
Automation science pack.png
Logistic science pack.png
x 500
Quality uncommon.png Quality rare.png
Epic quality (research).png
Epic quality (research)
Time.png
60
Automation science pack.png
Logistic science pack.png
Chemical science pack.png
Production science pack.png
Utility science pack.png
x 5000
Time.png
60
Automation science pack.png
Logistic science pack.png
Chemical science pack.png
Utility science pack.png
Space science pack.png
Agricultural science pack.png
x 5000
Quality epic.png
Legendary quality (research).png
Legendary quality (research)
Time.png
60
Automation science pack.png
Logistic science pack.png
Chemical science pack.png
Production science pack.png
Utility science pack.png
Space science pack.png
x 5000
Time.png
60
Automation science pack.png
Logistic science pack.png
Chemical science pack.png
Production science pack.png
Utility science pack.png
Space science pack.png
Metallurgic science pack.png
Electromagnetic science pack.png
Agricultural science pack.png
Cryogenic science pack.png
x 5000
Quality legendary.png

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
  • +1 tile reach and +2 wire reach on power poles
  • +1 equipment grid size (both dimensions)
  • Larger inventory (unknown boost size)
  • +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 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 clobber 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 module animated.png

Quality modules allow crafting machines to produce items of a higher quality than their ingredients. Each module adds 1%/2%/2.5% quality chance to a machine, depending on its tier.

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.

For 10% quality chance crafting recipe with all tiers unlocked, this gives the following odds:

Input Quality normal.png chance Quality uncommon.png chance Quality rare.png chance Quality epic.png chance Quality legendary.png chance
Quality normal.png 90% 9% 0.9% 0.09% 0.01%
Quality uncommon.png - 90% 9% 0.9% 0.1%
Quality rare.png - - 90% 9% 1%
Quality epic.png - - - 90% 10%
Quality legendary.png - - - - 100%

For 24.8% quality chance (4xQuality legendary.pngLegendary quality module 3), the odds are instead:

  • 75.2% Normal
  • 22.32% Uncommon (24.8% Uncommon+)
  • 2.232% Rare (2.48% Rare+)
  • 0.2232% Epic (0.248% Epic+)
  • 0.0248% Legendary

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.

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).

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.

History