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Revision as of 16:23, 17 January 2025 by Cardinal (talk | contribs) (Created page with "{{Languages}} {{Boilerplate |icon=No-building-material-icon.png |line-1=本条目缺乏最近更新内容的细节。 |line-2=你可以通过[{{fullurl:{{FULLPAGENAME}}|action=edit}} 添加内容]来完善本条目。}} {{About/Space age}} '''{{L|Quality}}'''是在{{L|Space Age}}扩展包中新引入的游戏机制。它为所有物品、建筑和装备增加了4种新的品质等级。品质系统的作用在于,允许通过提升生产线内各实体的品质达成...")
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本条目缺乏最近更新内容的细节。
你可以通过添加内容来完善本条目。

Space Age expansion exclusive feature.

Quality是在Space Age扩展包中新引入的游戏机制。它为所有物品、建筑和装备增加了4种新的品质等级。品质系统的作用在于,允许通过提升生产线内各实体的品质达成总生产能力的提升,而非像以前一样必须扩大生产线的规模,这类似于工业生产中的"垂直升级"概念——通过提升单个生产单位的性能以提升生产系统的整体生产力。在生产设施中使用品质插件时,能以一定几率随机制造出较高品质的物品,但解锁两个最高等级的品质需要新地星上无法研究的科技。对不同的实体而言,品质系统所提升的属性是各自不同的,当鼠标悬停在某个实体上时,可获得品质提升的属性将以蓝色的菱形图标标识。

虽然玩家必须安装太空时代DLC才能使用品质功能,但它实际上是一个单独的模组,可以独立于大多数太空时代的内容发挥作用。

品质等级

基础游戏中的品质系统有5个等级,括号中的数字表示对应等级带来的增益强度:

  • 基础级 - Normal (0)
  • 精良级 - Uncommon (1)
  • 稀有级 - Rare (2)
  • 史诗级 - Epic (3)
  • 传说级 - Legendary (5)

注意:与其它等级间的差距不同,传说级品质的增益强度比史诗级品质高2级。

科技

必须先研究相关科技,才能制造对应品质等级的物品。

科技 原料(基础游戏) 原料(太空时代 解锁品质
Quality module (research)
60
x 300
30
x 500
Epic quality (research)
60
x 5000
60
x 5000
Legendary quality (research)
60
x 5000
60
x 5000

品质提升效果

目前已知可由品质提升的属性包括以下内容:

  • +30% 生命值
  • +30% 制造速度
  • +30% 可控机器人上限 (四舍五入)
  • +30% 机器人充电效率 (同时提升数量和速度,四舍五入)
  • +30% 插件效果 (只增加正面效果,至少对品质插件而言四舍五入)
  • +10% 炮塔射程
  • +10% 武器射程
  • +1 格 电线杆供电范围并 +2 格接线半径
  • +1 格 装备插槽大小 (横向纵向均增加)
  • +30% 箱子容积 (四舍五入)
  • +30% 弹药伤害
  • +30% 机械臂旋转速度
  • -16.67% (1/6) 采矿资源消耗
    • 与产能增益叠加时为乘数叠加
  • +100% (+5 MJ) 蓄电器蓄电量
  • +30% BoilerSteam engineSteam turbineAccumulator (同时增加充电功率)和Nuclear reactor的输出功率
    • 注意:设备的能耗和污染将等比例增加
  • −16% Beacon能量消耗
  • +1 Radar有效距离 (同时增加开图距离和扫描距离)
  • +100% 消耗品(例如Repair packScience pack)耐久
  • +5% Tesla turretTesla gun电弧弹射几率

以上加成效果同时也受物品本身附加等级的影响,例如:一个传奇级(5级)的Productivity module 3 (初始+10%产能) 能提供的产能加成为25%。

对部分实体而言,提升品质只增加生命值,没有其它加成,例如:

品质提升效果
实体 效果 基础级 精良级 稀有级 史诗级 传说级
Assembling machine 1 生命值 300 390 480 570 750
制造速度 0.5 0.65 0.8 0.95 1.25
Assembling machine 2 生命值 350 455 560 665 875
制造速度 0.75 0.975 1.2 1.425 1.875
Assembling machine 3 生命值 400 520 640 760 1000
制造速度 1.25 1.625 2 2.375 3.125
Construction robot 生命值 100 130 160 190 250
最大飞行距离 571m 1152m 1728m 2305m 3457m
蓄电量 3MJ 6MJ 9MJ 12MJ 18MJ
Inserter 生命值 150 195 240 285 375
能耗 15.1kW 19.51kW 23.92kW 28.33kW 37.15kW
旋转速度 302°/s 393°/s 484°/s 575°/s 756°/s
Fast inserter 生命值 150 195 240 285 375
能耗 59.3kW 76.94kW 94.58kW 112kW 148kW
旋转速度 864°/s 1123°/s 1382°/s 1642°/s 2160°/s
Iron chest 生命值 200 260 320 380 500
容量 32 41 51 60 80
Laser turret 生命值 1000 1300 1600 1900 2500
射程 24 tiles 26.4 tiles 28.8 tiles 31.2 tiles 36 tiles
Pipe 生命值 100 130 160 190 250
Roboport 生命值 500 650 800 950 1250
能耗 2.1MW 2.7MW 3.3MW 3.9MW 5.1MW
机器人充电功率 4 x 500kW 4 x 650kW 4 x 800kW 4 x 950kW 4 x 1.25MW
Small electric pole 生命值 100 130 160 190 250
供应区域 5x5 7x7 9x9 11x11 15x15
接线半径 7.5 格 9.5格 11.5 格 13.5 格 17.5 格
Steel chest 生命值 350 455 560 665 875
容量 48 62 76 91 120
Wooden chest 生命值 100 130 160 190 250
容量 16 20 25 30 40

制造高品质物品

有两种方法可制造高品质物品:使用高品质原料制造高品质产品;使用质量插件提升高品质产品的产出几率。

使用高品质原料

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.

使用品质插件

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:

Quality
Module
Normal Uncommon Rare Epic Legendary
+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.


Where Q is quality chance, the following tables present expected outputs for each level of research.

Quality module (research)
Output
Input
Normal Uncommon Rare
Normal 1 - Q Q * 9/10 Q * 1/10
Uncommon - 1 - Q Q
Rare - - 1
Epic quality (research)
Output
Input
Normal Uncommon Rare Epic
Normal 1 - Q Q * 9/10 Q * 9/100 Q * 1/100
Uncommon - 1 - Q Q * 9/10 Q * 1/10
Rare - - 1 - Q Q
Epic - - - 1
Legendary quality (research)
Output
Input
Normal Uncommon Rare Epic Legendary
Normal 1 - Q Q * 9/10 Q * 9/100 Q * 9/1000 Q * 1/1000
Uncommon - 1 - Q Q * 9/10 Q * 9/100 Q * 1/100
Rare - - 1 - Q Q * 9/10 Q * 1/10
Epic - - - 1 - Q Q
Legendary - - - - 1

实例

Normal
→ Q = 4%
Output
Input
Normal Uncommon Rare
Normal 96% 3.6% 0.4%
Uncommon - 96% 4%
Rare - - 100%
Normal
→ Q = 10%
Output
Input
Normal Uncommon Rare Epic Legendary
Normal 90% 9% 0.9% 0.09% 0.01%
Uncommon - 90% 9% 0.9% 0.1%
Rare - - 90% 9% 1%
Epic - - - 90% 10%
Legendary - - - - 100%
Output
Input
Normal Uncommon Rare Epic Legendary
Legendary
→ Q = 24.8%
Normal 75.2% 22.32% 2.232% 0.2232% 0.0248%
Uncommon - 75.2% 22.32% 2.232% 0.248%
Rare - - 75.2% 22.32% 2.48%
Epic - - - 75.2% 24.8%
Legendary - - - - 100%

最优插件运用

It is optimal to improve quality on the lead-up to the target output item due to the recycler only giving back 25% of the input items, except for cases where the chosen item has a productivity research available, in which case looping through a recycler is optimal and has no added material cost (ignoring fluids).

The following tables summarize the number of normal crafts (rounded up) needed to produce 1 legendary output using ideal ratios of quality module 3s to productivity module 3s, with 4 matching quality module 3 in the recycler.

It is important to emphasize that these ratios maximize return per input material. If input capacity isn't a concern and the goal is speed rather than material efficiency, then switch out productivity modules for quality modules as needed. Beware, however, that in many cases material inefficiency nearly keeps pace with the legendary output rate.

Max Modules Base Prod. No. of
Rare
No. of
Rare
Crafts
2 0% 0 2 891
3 0% 0 3 533
4 0% 1 3 342
4 50% 0 4 97
5 50% 1 4 67
8 0% 4 4 70
Max Modules Base Prod. No. of
Epic
No. of
Epic
Crafts
2 0% 0 2 608
3 0% 1 2 356
4 0% 1 3 212
4 50% 1 3 62
5 50% 2 3 40
8 0% 5 3 34
Max Modules Base Prod. No. of
Legendary
No. of
Legendary
Crafts
2 0% 0 2 309
3 0% 1 2 153
4 0% 2 2 80
4 50% 3 1 25
5 50% 4 1 14
8 0% 8 0 7

For example, suppose legendary T3 modules are available and the goal is to produce legendary . If each electromagnetic plant producing epic quality or below has 4 legendary and 1 legendary , and the electromagnetic plant with the legendary recipe has 5 legendary , then on average an input of 280 normal and 28 normal is expected to produce 1 legendary .

扩展运用

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:

Normal Uncommon Rare Epic Legendary
(1 + P) * (1 - Q) (1 + P) * (Q * (100 - 10-1)) (1 + P) * (Q * (10-1 - 10-2)) (1 + P) * (Q * (10-2 - 10-3)) (1 + P) * (Q * 10-3)
(1 + P) * (1 - Q) (1 + P) * Q * 9/10 (1 + P) * Q * 9/100 (1 + P) * Q * 9/1000 (1 + P) * Q * 1/1000

In a similar vein, the same calculations can be done for recycling products, except that there is, in effect, -75% productivity bonus, where only a quarter of the items are returned.

Normal Uncommon Rare Epic Legendary
(1 + -0.75) * (1-Q) (1 + -0.75) * (Q * (100 - 10-1)) (1 + -0.75) * (Q * (10-1 - 10-2)) (1 + -0.75) * (Q * (10-2 - 10-3)) (1 + -0.75) * (Q * 10-3)
0.25 * (1-Q) 0.25 * Q * 9/10 0.25 * Q * 9/100 0.25 * Q * 9/1000 0.25 * Q * 1/1000

For example, recycling an uncommon ingredient with a Q of 25%:

Output
Input
Normal Uncommon Rare Epic Legendary
Uncommon - 0.1875 0.05625 0.005625 0.000625

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.

INormal IUncommon IRare IEpic ILegendary PNormal PUncommon PRare PEpic PLegendary
INormal 0 0 0 0 0 1.125 0.3375 0.03375 0.003375 0.000375
IUncommon 0 0 0 0 0 0 1.125 0.3375 0.03375 0.00375
IRare 0 0 0 0 0 0 0 1.125 0.3375 0.0375
IEpic 0 0 0 0 0 0 0 0 1.125 0.375
ILegendary 0 0 0 0 0 0 0 0 0 1.5
PNormal 0.1875 0.05625 0.005625 0.0005625 0.0000625 0 0 0 0 0
PUncommon 0 0.1875 0.05625 0.005625 0.000625 0 0 0 0 0
PRare 0 0 0.1875 0.05625 0.00625 0 0 0 0 0
PEpic 0 0 0 0.1875 0.0625 0 0 0 0 0
PLegendary 0 0 0 0 0 0 0 0 0 1

To iterate this matrix (M) apply the matrix to itself. For example, M6 would indicate 6 iterations, corresponding to 3 crafting steps and 3 recycling steps. To see how much 1 ingredient set produces after a given iteration, x, multiply an input vector by Mx. The vector format follows that of the matrix labels, so with the table arranged as above, left multiply a row vector of ingredient(s) by the matrix. In order to see the expected product of 1 set of normal ingredients, the vector will have '1' in the first column and '0's everywhere else. Likewise, a set of uncommon ingredients will correspond to '1' in the second column of the vector.

It is important to note that since the recycling step has a material loss of 75% most recycling loops will be well behaved and converge quickly.

Extreme productivity from research breaks this pattern and will prevent convergence, but this simply means that there is a positive material cycle, so 1 set of ingredients will produce infinite legendary crafts, on average. The closer the total productivity is to 400%, the slower the convergence of the matrix iteration and the higher you need to calculate x in Mx.

实用技巧

利用品质机制增加产能

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.

利用品质机制节约空间

Another use for quality is decreasing the amount of buildings needed to perform the same production. This is particularly useful in a space platform, where small, compact designs are rewarded with increased speed, as well as needing fewer rockets to build the platform.

相关开发者日志

你知道吗

  • 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.

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