Link to the Spreadsheet I used in the Video. Feel free to comment on any errors you find: docs.google.com/spreadsheets/d/1cCm_DMUyNdQDkVa8wIg-mv1NbCzCMhV9HODJJL3i9MA/edit?usp=sharing
@zuned11Ай бұрын
@nilaus what if you quality module base + uncommon, then prod, instead of just base?
@dannyus007Ай бұрын
I checked your spreadsheet, and the thing that you talk about in the first few minutes (crafting rare from common is not 0.24*0.24, but 0.24*0.09) is exactly what you did in the very very first step of your calculations. I think the line 12 results from 15K crafst should be 10350.00/4185.00/418.50/41.85/4.65. It is done correctly afterwards, but that first line does change the whole thing :D Somebody correct me if my thinking is wrong. EDIT: Woah, with the correction in place (assuming it was an error), the productivity strategy is vastly, vastly superior to the others for both keeping th epics and for just legendaries.
@RestartVandelayАй бұрын
@@dannyus007 This is what I had gotten before but you can even get better results (for legendary module count) if you mix modules in the same machine. When saving epics and legendarys, 5 quality modules in the machines yields: 714 epic and 197 legendary, 5 productivity modules in the machines yields: 1524 epic and 169 legendary, and 3 productivity + 2 quality modules in the machines yields: 1272 epic and 270 legendary. I think the extra 100L is worth the 250E. **note: all calculations done assuming full legendary modules. The numbers change a lot when dropping to lower quality and also change the fraction of modules within a machine that is ideal.
@dannyus007Ай бұрын
@@RestartVandelay That is what the wiki entry for quality states, that mixing provides even better results so that tracks. I tried doing the same thing in the table and got similar results, so 3 prod + 2 qual in every machine besides the legendary one is the best way to go.
@0xaaaaaaaaАй бұрын
So I did this exercise myself and my conclusion is that focusing on blue circuits you can create all the legendary circuits you need. It's quite easy to get more legendary blue than the number of normal blue circuits you put in. I've focused on only legendary circuits and my conclusion is what you want is to just build blue circuits. Then you recycle if you want red and green, you get half the amount of blue circuits as red circuits (0,25*2 red/blue), and 5 times the number of green (0,25*20 green/blue) This requires significant blue circuit productivity and you only use legendary productivity modules in Electromagnetic Plants. One you research130 % blue productivity your total productivity becomes: 150 % (base) + 130 % (research) + 125 % (prod mod). This means your total productivity is 405 %. Because this is higher than 4 you actually get more circuits after recycling and producing than you started with. The number of legendary blue circuits you produce at this point is 109 % of the number of blue circuits you put in. Not tried this is practise yet but going to try tomorrow.
@toml1652Ай бұрын
And then at the end you put legendary quality mods in the legendary module buildings. I guess you were just exited to have it all finished. =)
@PhoenixDGreyАй бұрын
" ... but i'm going to drag you through some spreadsheets because sometimes that's how we play factorio" is the most factorio thing I've ever heard. I love it.
@alanblanksАй бұрын
I'm just here for the math and spreadsheets DLC. Ho ho holy shit we all appreciate your videos and kudos to Wube for putting a probability mini game that that doesn't require loot boxes.
@OniNaitoАй бұрын
I was really hoping for micro-transactions this dlc. Quality modules should be replaced by purchasable, one time use gems that have a chance to increase the quality of something. Once the crafting cycle completes, the machine sparkles until you click on it. Then you get a full screen slot machine where you watch the quality roll. Personal armors and equipment should be a gacha game. Maybe you pull a mech armor but it's only uncommon, better luck next week. Unless you just buy the packs that is. I'm really hoping for an epic roboport mk2 but I keep getting rare mk1s. The final fantasy 7 crossover will be awesome. I'm gunna get the spiky hair cosmetic on my mech armor!
@BJLove8Ай бұрын
@@OniNaito When are we getting NFTs? I want my thousand dollar behemoth biter .png that can only appreciate in value.
@theblackbaron4119Ай бұрын
Because Cracktorio wasn't addicting enough and it needed gambling 😂 Rarities are great, a rare or legendary accumulator is just 5 times better than a normal one.
@NofukoffАй бұрын
if you are using excel, you can use the solver add-on to solve the system of linear equations or min max it.
@IngensViatorАй бұрын
Interesting is this native function in excel?
@NofukoffАй бұрын
@@IngensViator yes, you have to add it using the addon manager, but it is native
@Olden_sonАй бұрын
Nilaus: Using Quality module to make legendary Quality is silly Also Nilaus: *Uses Quality Module to make Legendary Quality* Silly Nilaus :D
@SplitFace4393Ай бұрын
11:56 "Let's go back to nauvis" 12:00 "Look at this beautiful thing we've here at fulgora"
@nahblueАй бұрын
12:01 Bye, beautiful thing
@TheAidrocsidАй бұрын
There's one degree of freedom you didn't consider and there's a pretty good chance it's in fact better: Combining both quality and productivity in the same assembler. That's because you're multiplying the two numbers and that gives you the maximum when they are equal. The same reason why a square has the biggest area amongst all rectangles of the same circumference.
@Seawolf159Ай бұрын
Yeah, I'm curious about mixing.
@janstoots1772Ай бұрын
@@Seawolf159 so the mixed mixed result
@TheDisc0rdiaАй бұрын
@@janstoots1772 no. Nilaus' mixed result was about mixing *steps*. I'm talking about mixing *within a step*
@whensonzhou4174Ай бұрын
I just go straight with probability calculation and found out mixed modules has mixed result, primarily depends on how good your modules are, and full legendary productivity module always perform significantly better, even for cryochamber with 8 module slot.
@niamhleeson3522Ай бұрын
Generally you want to put ingredients through as long a crafting chain as possible at early quality stages with quality modules at every stage that takes them. This maximizes the chances to roll up to another quality level. You also always want to use quality modules in recyclers and prefer recycling items that are more finished and have a lower crafting time. Then, finally, you want to maximize productivity at the higher stages of quality as much as possible. These principles will give you the best result with the least number of modules invested overall. The first goal should be to create as many high-quality productivity and quality modules as possible, as this accelerates the quality grind more than anything else.
@markgervais9094Ай бұрын
Seven? C'mon man give us some credit. There's dozens of us. DOZENS!
@Limbaugh_Ай бұрын
As a current engineering student, thank you for spreadsheets
@jonasgajdosikas1125Ай бұрын
22:00 you could use blueprint parameters to specify that some item is the 4th ingredient of a previous item, which then would propagate down to every other parameter. this is especially useful for builds where you have to set the parameter on construction and not dynamically; saving you both combinators and ups
@BasicEndjoАй бұрын
did you test this?
@MetyleneАй бұрын
When i read your comment, i tested it and there was a bug that prevented the ingredients for Module2 and Module1 to appear. It is now fixed and it work great :D
@mnm8818Ай бұрын
If I understand, can wire up all buildings in a group and 'Set Recipe' + 'Read Ingredients', you can set the one Building Recipe and all other buildings will follow what they can make from that. Like, Assemblers 3-2-1 + Gears + Chips all with one press of a button No combinator or parameters...
@IgniferiАй бұрын
@@mnm8818 you don't need combinators, but the function he is talking about is part of the parameterization for the blueprint. You can set one parameter to be an ingredient of another paramter. Replacing the need for user-input. Aditionally, using parameters to set ingredient of... you would'nt really set any assemblers to "set recipe" or "read ingredients". you set the assemblers to each their own parameter. I suggest experimenting with the parameters, or looking up a guide if you're unsure. It's a powerfull tool.
@flwiАй бұрын
That is an epic idea with the combinators. Didn't even notice that there was a new one. I also like the new ui displaying input- and output-signals directly without the need of a power-pole. Legendary!
@jonathanrichards593Ай бұрын
The selector combinator is a research goal all on its own. I didn't understand at all what it was for before I watched this. Now I understand a tiny bit...
@ztirom2267Ай бұрын
Legendary quality modules in machines making legendary things hurt my soul (At 32:30 you put legendary qulaity modules into the em plant making legendary prods...)
@DK-iy3oqАй бұрын
Really enjoying watching this series. Keep up the good work!
@matthiasnadler6081Ай бұрын
With a productivity strategy you can use speed beacons. Even if the output is slightly less, you reduce your area footprint by about an order of magnitude. This sounds worth it to me.
@darthjederАй бұрын
When quality Nutrients (or other ingredients) spoil inside a machine they turn into normal Spoilage. When they spoil elsewhere they turn into Spoilage of the same quality.
@voidmonger3831Ай бұрын
I wonder if this is a bug. It definitely sounds like something that would get patched down the line.
@238Hero238Ай бұрын
This makes sense. Imagine the added nightmare of having to account for various different rarities of garbage getting filtered out of your machines hahah
@angeldude101Ай бұрын
If you recycle them, they turn into 2.5 spoilage is the same quality.
@nathanjohnson3948Ай бұрын
I think a fish farm would do perfect for efficiency modules on nauvis. Just upcycle the fish and wait for the quality fish to spoil. When there’s too much common spoilage you can then craft it back into nutrients with quality modules and wait for that to spoil as well!
@user-sw9bs8mp3fАй бұрын
3:39 is actually really funny after hyping up the spreadsheet
@238Hero238Ай бұрын
My actual favorite part of these videos is the circuit network design process. Learning circuits as a professional software dev makes me giddy, like the first time learning Python!
@KomithErАй бұрын
you still put those legendary quality modules on the legendary recipes
@OniNaitoАй бұрын
Minor oversight. Easy fix.
@ThaFarmer7 күн бұрын
I took your spreadsheet logic and made my own with the integration of selecting modules per machine. If focusing purely on making legendary final goods, go all the way Productivity modules in crafting machines EXCEPT normal and uncommon crafting you want 1 Quality module and 4 Productivity modules. Result for a sample of 10,000 is 723.14 Legendary for using this strat VS 707.44 ( if you go 100% productivity). That is assuming a 5 module machines as the initial data in his spreadsheet was the for the red chip build using an electromagnetic plant. This can change depending on how many modules a machine supports (ranging from 2 to 8)
@chimmy_jimАй бұрын
First, love the math! Really tickles the engineer brain in great ways. Also, I'm endangering the mission, I shouldn't have come. For what it's worth, you put legendary quality modules in the legendary crafting lines. Just loving the series, thank you!!
@OniNaitoАй бұрын
Fly casual.
@jasonnoronha7100Ай бұрын
Nilaus. MATH IS MATHING! WE LOVE THE MATHS. ❤️
@Wildhorn66620 күн бұрын
@21:30 You do not need to have the Select Input combinator... you could just use Rocket Capacity combinator inbetween the Electro plant and it would work because the modules are always the lowest, so it works for all 4 of them.
@TasgardyenАй бұрын
Honestly, Nilaus using the trick of Rocket capacity for getting the right input in the circuit feels the same as when I do a hack in my game code to get it to work how I want to. It´s like using a metallic spoon to close an electric circuit, not the original purpose of the tool, but it works nonetheless haha. Well done!
@xjoke6981Ай бұрын
if u want an exact amount of reciclers to process everything, I derived this formula: y = 4/(4-ax), x is the total productivity (base product + productivity)(if not all the machine have the same productivity, like this video, do a weighted average counting all the machines), a is the amount of items that stays in the belt (less then 100% if u take out higher quality items, the amount is 100% - the sum of the % of the higher quality u are taking ), y is the multiplier of the amount is entering ( if u have a red belt entering, 30 ITEMS/S and y = 4/3 u will need to consume 40 items/s). if a=1 and x=4 u will need an infinite amount fo reciclers
@mrkv4kАй бұрын
21:30 You can just use ordinary comparator and set it to output every with a value of 1. Then they are organized in a predefined order.
@harveykay-burman1260Ай бұрын
What about if you qualited the miners on nauvis and recycled the ore until you get legendary and then productivitied the now legendary ore into its intermediaries?
@TrenjeskaАй бұрын
can even do a quality smelting step in between, as the plates also self recycle
@simdimdimАй бұрын
0:48 Space Age old! :D
@MrGeblitztАй бұрын
Nilaus you are kind of missing the forest for the trees, the easiest way to make quality is to go to gleba. I am producing every part as straight legendary, because everything there is based on bioflux. So i built a large base that specializes in legendary bioflux, which is quite simple really, and done. full productivity from there Also no headaches in recycling, bioflux just recycles into itself
@kaschmir3Ай бұрын
Do you mind sharing a blueprint?
@vasianduban9995Ай бұрын
Just don’t let that bacteria die 😅
@flinxslАй бұрын
This calculation is good, but it looks like you are starting with the strategy of tapping off your mass produced normals and recycling them. Another option would be to have raw ingredients coming in and start crafting with quality right away. A metric that is worth tracking is also items/s, because at the end of the day that is what you want to maximize and just feed it with as many raw materials as it needs.
@OniNaitoАй бұрын
Right. Nilaus demonstrates a static amount of resources-in to a static number of quality items-out. What it doesn't answer is the rate. If you're resource constrained, rate isn't as important to you. But since we are essentially unconstrained by resources in Factorio, rate again becomes a very important metric.
@JakobStrasserАй бұрын
Excellent spreadsheet video!
@Shinra07Ай бұрын
The problem with making legendary/epic circuits is you still need quality of the planet-specific item for each Tier 3 Module. So you end up with no legendary biter eggs for example, and tons of legendary T2/Circuits. That's why it's best to not do any of this, and just craft regular T3 modules (with quality modules in the EMP), recycle everything bellow legendary, and re-craft the lesser tier modules (with quality in the EMP). Don't mess with quality circuits at all, they'll come out of the recycling of T3s in the correct ratios and then you get the quality Egg/Tungsten/Superconductors as well. You can see the problem at the end of your video - every machine has legendary circuits but is missing the planetary items. I've got 1k of every T3 Legendary module this way, I do it on Nauvis so I can ship in Tungsten/Superconductors and keep eggs local so I don't have to worry about spoilage. You can create quality farms for the planet-specific items, but that's just inefficient. I have a quality biter egg farm and it pales in comparison to recycling T3 modules even with 20 legendary nests because the eggs are always regular quality whereas an epic T3 recycled gets you Epic/Legendary eggs every time an egg gets produced from the recycler.
@empty5013Ай бұрын
i agree but it is nice if you want to quality everything to do circuits etc so you can build a variety of products my plan is to do both, generic materials quality for general items and specific upcyclers for annoying soecific items that have hard to upcycle base materials
@OniNaitoАй бұрын
I'll also be doing both. Prioritize upcycling normal quality final products as you describe. Then after that start working on a bottom up approach for some of the most common components.
@cthulhu8977Ай бұрын
I love how many different approaches there are to skinning the same cat. (What an odd phrase, why skin a cat? Not like they would make good gloves or something vs. say a rabbit.) Anyway, I like to play in Blueprint Sandboxes and mock up each idea then run them to see how each perform in reality. Max Rate Calculator is also pretty handy, especially if you mix match modules and beacons.
@valentinfelix1708Ай бұрын
Hello, at the end of the episode, why put quality modules in the machines with the legendary recipes?
@TrenjeskaАй бұрын
Stack size mode is really handy to make Auto Priority train stations.
@rhueoflandorinАй бұрын
Pretty sure (haven't done it yet) that recycled spoilage recycles into itself, so one option that immediately comes to mind is installing single-stage-recyclers into your spoilage-handling circuits on Gleba with quality modules in them. They will output some quality spoilage, which can be shipped back to nauvis for module crafting. (further processing may be necessary to get higher tier spoilage from the mostly-uncommon spoilage you'll be producing. You can also set up a multi-stage recycler loop to get the higher quality spoilage ON gleba but if you aren't careful about how its' set up it could actually starve your factory of the spoilage it produces, ironically enough (*especially if the majority of the nutrients you use is coming from spoilage and you don't have a dedicated bioflux->nutrient build to supplement the 75% losses the recyclers will cause) (*also, haven't tried it yet, but the excess of uncommon/rare quality spoilage you get from such a method may be able to be used to make quality nutrients without much re-factoring of your builds, which may help offset the losses the upcycling stage generates... set up a set of buffers for each of the quality tiers of spoilage the recyclers generate, and then any excess above...say, 500, gets converted into quality nutrients and the rest get "kept" on gleba until requested by the gleba-export ship to deliver to nauvis for module crafting. Also....you put quality modules in your tier 3 legendary module makers, you dufus xD
@denisrtyhb5022Ай бұрын
Hello, I am looking at the spreadsheet and I'm pretty sure, it does not apply in the case of your playthrough. You always supplement recycling lane with full belt of normal red circuits, which makes productivity on regular quality equal to throwing them out in the trash, because it can only produce regular quality product, which you have plenty of. I think the productivity strat should use quality in common assemblers, not productivity. That's why the combined method was so much better
@NilausАй бұрын
Really good point. The spreadsheet doesn't assume you keep feeding it with new Normals, but that fact makes it obvious that Normal crafting should use Quality
@syriuszb8611Ай бұрын
19:25 why the heck didn't devs include "don't sort" option?
@chainzz_3366Ай бұрын
Okay that design is reaaaaally cool
@mnm8818Ай бұрын
Rant add, if you wire up all buildings in group and 'Set Recipe' + 'Read Ingredients', you can set one building recipe and all other buildings will set recipe of that selected one that they can make. Eg. Module Tier 3-2-1, Assember 1-2-3 with gears and Chips No combinator or parameters... 23:08 isnt 'Use Fillters' 'Whitelist' inserter above >. Normal more simpler and without wires??? Or if your brain works backwards, blacklist Normal OR
@justinroberts2158Ай бұрын
Love waking up to this
@premiumyoutube-hy4jqАй бұрын
love falling asleep to this. (it’s otherside of the earth)
@justinroberts2158Ай бұрын
@premiumyoutube-hy4jq divided by borders, united in the factory
@Liwet.Ай бұрын
Stamping down 4 blueprints and box deleting 4 times is fewer operations than stamping down up to 20 individual blueprints.
@spicybaguette7706Ай бұрын
Prod can give you more throughput because you can use beacons. So it may be worth it to use them if you want to produce at megabase scale
@arandomcube3540Ай бұрын
eacons cannot handle productivity modules (except if something allows it in the DLC, I do not know)
@spicybaguette7706Ай бұрын
@@arandomcube3540 Speed modules in beacons, you can't do that with quality, because speed modules lower quality
@askirawen9913Ай бұрын
22:00 just sterileze the signal with CC with -x spolage ... since spoilage is the only problematic just purge it from signaling all togather
@angeldude101Ай бұрын
You're trying to scare me away with spreadsheets? I clicked specifically for the spreadsheets! Designs? Pft! Who needs 'em? As for qual vs prod, I hadn't considered using qual in one stage and prod in others, but I had considered using prod and qual in the same machine. The ratio between them seems to depend mainly on the strength of the prod modules, and full productivity is really only worth it with legendary prod 2s or 3s. (I use prod 2s because fuck biter eggs!) Using full prod does have a bonus benefits of enabling the use of speed beacons, which could be considered worth the extra material cost. Lastly, infinite prod research is so powerful, it pretty much singlehandedly makes cycling red and green circuits pointless. LDS cycling requires more levels to become lossless, but is even more powerful than blue circuit cycling thanks to the alternate casting recipe, letting you basically print legendary copper and steel for free.
@yngndrw.Ай бұрын
Given that blue circuits have the additional productivity research bonus, does it make sense to make vast quantities of legendary blue circuits and then recycle them into legendary green and red circuits?
@angeldude101Ай бұрын
Yes. Absolutely. You give it n common circuits and it will spit out n legendary circuits if you have enough levels of research prod. Any less than +300% prod and you lose material exponentially as the items go through the cycles.
@NilausАй бұрын
Yes and no. You are only getting 2 red from each blue, so you need to creator a ton of blues to keep up with your red consumption
@t3st1221Ай бұрын
@@Nilaus But with enough research you can reach the cap of +300% productivity so you just need to supply sulfuric acid and you can recycle -> craft in an infinite loop to upgrade N common blue circuit to N legendary blue circuit. This allows you to have a conversion rate of 100% for red and green circuit since you would craft the initial batch of blue with 300% prod to offset the final recycling step. You can do the same with LDS to get a 100% conversion rate for plastic, steel and copper.
@vary01Ай бұрын
You have not changed the formula for second and so on procs of quality in the very first line of calculations (10k input of normal ones). It is the quality chance from modules in power of procs now, but should be the quality chance * 0.1 in power of procs, as you did in all other lines.
@dannyus007Ай бұрын
I already commented about that under his pinned post, it changes the whole thing to heavily benefit the prod strategy when corrected.
@vary01Ай бұрын
And that seems to make pure productivity strategy the winner.
@dannyus007Ай бұрын
@@vary01 Gets even better for 3 prod + 2 qual modules in everything but the legendary crafter. Extra 100 legendary at cost of 200 epic
@vary01Ай бұрын
@@dannyus007 Could you share your copy of spreadsheet? Also I found productivity strategy is only worth it with legendary modules. Epic modules seem to almost equalize the strategies, but still before legendary modules, quality strategy all the way.
@dannyus007Ай бұрын
@@vary01 I dont have a good way to share now, but you can do this yourself, just change the total crafting productivity and Crafting quality field to have the combination of modules. So for 3 prod + 2 qual its 2.25 productivity and 0.124 quality (1.5+3*0.25 and 0.062*2)
@MrDragonBomberАй бұрын
ngl I am bad at math so didnt understand most of it. nice spreadsheet I guess. On the topic: have you considered having a combination like 2 quality and 2 productivity? if its in the spreadsheet I wont know so I ask
@simdimdimАй бұрын
how about a strategy that attempts to up quality at absolutely every possible step? (I feel like it's like compound interest, the more opportunities to compound, the better?) (so instead of starting with recycling, start with mining and only supplement with recycling the stages that have become obsolete ( for example, once there are enough greens, recycle while attempting to up quality of the materials) Might not be the fastest way to upscale production of quality stuff, but I feel like it should be the most resource efficient way?
@NilausАй бұрын
That is literally the Quality strategy
@seb2847Ай бұрын
15:47 « its an older code but it checks out » nilaus dropping good stars wars ref here
@Judge_OnYouTubeАй бұрын
15:44 *winks in Jedi
@richardcarter5082Ай бұрын
The best way to get legendary red circuits I have found is to recycle the epic blue circuits that you can make way too many of.
@inperanguaАй бұрын
My spreadsheet resulted in a different numbers from the one in the video, I think there has to be a mistake somewhere. especially seeing the fractional leftovers of lower qualities. But the idea of using different modules for each quality tier is brilliant, I only used different for legendary tier.
@inperanguaАй бұрын
As a followup, if you consider common materials to be free (yay lava), then for red circuit cycling, you want: Common crafting: 5 quality modules Uncommon: 3 quality, 2 productivity Rare: 2 quality, 3 productivity Epic: 1 quality, 4 productivity Legendary: 5 productivity I just tested all combinations, and apparently on higher tiers productivity is better, because it preserves ingredients better, leaving you with a bit more chances of upscaling to legendary. It is optimized for legendary production speed, aka minimalization of machines needed to produce the same output.
@ThaFarmer7 күн бұрын
@@inperangua It makes me wonder now... because I have a different number on my spreadsheet. According to your scenario, crafting red chips, on a sample size of 10000 and recycling everything all the way up to Legendary, I would get on average 426.8 using your numbers. I get 723.1 on the same sample size, but using: Common crafting: 1 quality, 4 productivity Uncommon crafting: 1 quality, 4 productivity Everything else: all productivity
@inperangua7 күн бұрын
@@ThaFarmer It wasn't optimized with efficiency in mind, but with speed (or amount of machines) So yes, you can a lot more legendaries per input resource. But like, when you are dealing with stuff like legendary big drills, you won't be running out of resources any time soon, so it's better to process those resources faster.
@KomithErАй бұрын
what about being able to use speed modules in beacons with the productivity setup?
@fabioluisafАй бұрын
have you stopped producing circuits at nauvis or are you just using the vulcanus factory to supply the other planets?
@brianmurdoch2449Ай бұрын
How are you moving the selection of quality without clicking on it with your mouse? It use to be shift+option and scroll but since the update that does not work anymore.
@justme18chАй бұрын
got a question for you or the community, is it possible to connect the planetary material request with the landing pad - space. here is my scenario, i put down a kinda big blueprint, a lot of the needed parts are produced on the other planets, i got a cargo ship going from planet to planet with all the basic stuff like belts, power poles etc. so my thought was that it would be amazing to give the landing pad the order to connect with the network, get the info what is currently missing for building projects (the info from the yellow cogwheel icon) and send the request to space so any bypassing ship of mine that has the material will drop it automaticly. hope there is no obvious solution to this and i get chased by you guys, i'm hours deep in and my head starts to smoke :D
@zxxvccАй бұрын
I've never noticed the logistic group request multiplier before 🤦♂
@janstoots1772Ай бұрын
Wait how did you get legendary biter eggs?
@imonlyhuman15Ай бұрын
ive watched hundred of hours of Nilaus videos but dammm i couldnt sit through this one anyone with a simple answer i was looking in the video but i couldnt find it
@K-o-RАй бұрын
Is there a reason to want anything other than the highest available quality? Other than the effort needed to produce, but that's the machines making the effort.
@daanmageddonАй бұрын
Its time to gift yourself legendary mech armor soon (and maybe some higher quality construction bots)
@skitidet4302Ай бұрын
if the secondary quality rolls are capped at 10%, would it not be best to use like 2 legendary quality modules and 2 legendary productivity modules? You would get 12.4% quality and 50% productivity.
@bananycus379Ай бұрын
It isn’t capped. It is always 10% to upgrade again after upgrading. If you have 5% quality you get 5% of at uncommon or better, 10% of that rare or better, 10% of that epic or better, 10% of that legendary. So if you have 50% quality (hypothetically), you get 50% common, 45% uncommon, 4.5% rare, 0.45% epic and 0.05% legendary
@skitidet4302Ай бұрын
@@bananycus379 Thanks.
@gidedinАй бұрын
Hey Nilaus! Do you plan to update your designs for Space Age with time?
@joncarter2094Ай бұрын
Have you considered only recycling blue circuits to take advantage of their productivity boost and then recycling legendary blues to make the red and green?
@empty5013Ай бұрын
you need to supplement red, recycling blue gives you a glut of green but never enough red for anything you really want, my fulgora base can attest cause it's always waiting on plastic to make red despite recycling most blue
@hellyworldАй бұрын
but you can increase quality on production of already legendary modules - you spent those legendary modules for zero output :)
@siamese1270Ай бұрын
I love the design, but you had a little error. You put legendary quality modules on the Legendary module build, which cannot get upscaled, that should have speed/efficiency as it cannot have prductivity nor more quality.
@dripthanos5595Ай бұрын
idk what he means by "productivity vs quality" as you cant put productivity modules in recyclers and if you put productivity modules in the crafting machines your sacrificing your quality % for less resources used. Shouldn't you just put productivity modules if your crafting the highest quality available whenever possible?
@Seawolf159Ай бұрын
I'm confused. How can productivity help with getting higher quality? Without quality modules, upcycling is 0 surely?
@AndyD25Ай бұрын
Legendary Spoilage = Chuck Norris' stool 😂
@LeprechaunZombieАй бұрын
For the parameterized blueprint, can you not set the recipe for the second EM plant to be whatever is ingredient number 4 of the final plant?
@RestartVandelayАй бұрын
You can't because in the select input from the selector combinator it orders them not by their position in the recipe but by the quantity in the recipe. Since the efficiency modules need 5 spoilage and 4 modules it is in a different position than the quality modules that need 1 superconductor and 4 modules.
@jonasgajdosikas1125Ай бұрын
@@RestartVandelay isn't there a part in the blueprint parametrization that literally takes the 4th ingredient? cause on the wire the order gets thrown away, but saying it's the 4th ingredient of a recipe directly should work
@RestartVandelayАй бұрын
@@jonasgajdosikas1125 Nilaus tried that on stream a few days ago but it wasn't working with the tier 1 modules. I just checked the vod to see what his problem was and it may have been that he overdefined red and blue circuit parameters. So it might work with just a constant combinator with 3 parameters for the first ingredients of the recipes but he was just having issues until he switched to this method.
@skeletonknight7880Ай бұрын
Wow i am too dumb to understand what is happening but I love you videos keep up the good work😊
@JonesJensenАй бұрын
They changed the keybind to change quality of the current item held in hand to ALT+Scroll..
@PhoenixDGreyАй бұрын
thanks for the tip, that's SO much better (in retrospect, I wonder why it didn't occur to me to rebind it like that myself)
@Dlord-100Ай бұрын
I would like to see from anyone, in simple enlgish, how the math works, side by side comparison, for each strategy, assuming infinite resources and power (so the end game)!
@matthiasoc7141Ай бұрын
I will not stand for this selector combinator slander! I use one to set hte stack size on my automatic wall resupply train stations! Totally not a niche use case that could have been done with three arithmetic combinators instead!
@TheHumanSkidmarkАй бұрын
I love that he has the same brain virus as me
@franpschorr3646Ай бұрын
Proudly one of the seven
@WhitewingdevilАй бұрын
You think your spreadsheets can scare me? I am a PoE player, we LIVE for spreadsheets, data and optimisation!
@KalleLastАй бұрын
Imho this is actually far less useful than it sounds as the spreadsheet only looks at one crafting step, not e.g everything that goes into making a T3 module. Having quality going into each production step from plates to circuits to each of the three modules you will have that ~22% chance of up-tier for each individual step + whatever the productivity of the assemblers is at each step. Then, at the very end, recycle the T3 modules that aren't high enough quality and feed them back into the system. Playing around with Foreman I've seen setups where I don't even need any legendary raw inputs since I get more than enough from recycling the lower quality final products.
@KalleLastАй бұрын
Basically, if you recycle low-quality T2 module you get back about 25% ingredients and of those ~22% have been upped a tier for a total of around 5% ingredients for the higher quality T2 module. If you instead craft the lower-quality T2 module into a T3 one in EM plant you'll get back 1.5x from the assembler productivity + ~22% quality upgrade. If you got unlucky and didn't get the quality boost you would recycle it back to T3 ingredients but now you get back 1.5x more of them compared to what you'd had if you recycled the low-quality T2 modules themselves. Repeat that throughout the whole crafting hierarchy and you'll end up with significantly more high-quality ingredients going into each following step of crafting compared to recycling the low-quality stuff at every step.
@KalleLastАй бұрын
this also means if you wish to "farm" high-quality red and blue circuits you'd be better off crafting t3 modules and recycling those into circuits instead of just recycling red and blue circuits directly.
@SapeidraАй бұрын
Can't you just go algebraic math? So amount of qualities is just a vector and then multiply with matrices. 10% pro module would be obvious a matrix with 1.1 on the diagonal and quality matrix would be more or less the table from factorios own tutorial screen. 🤔
@SapeidraАй бұрын
Thinking of that maybe you'll need even more dimensions in vector space to account all intermediates. But that just makes the matrices just bigger, math should stay simple multiplication in vectorspace.
@angeldude101Ай бұрын
You can get away with only 1 extra dimension to hold finished legendary products that skip the recycling step, and it collapses back to a 5x5 matrix after composing the recycler and the assembler together. If you use quality and productivity in the same machine, then you can basically just multiply the quality matrix by the productivity, though make sure to reset the passthrough component to 1. The easiest way to find the amount of output is to just take this 5x5 matrix to a large power and then apply it to a vector with the amount of input material of each quality. My personal code just uses an input of one and then reports the reciprocal, giving me how many commons it would take to get one legendary, though most scripts, including Nilaus's spreadsheet, seem to use a high input quantity and then report the output quantity for that directly.
@SapeidraАй бұрын
@@angeldude101 very cool that you already did a skript. Maybe I'll try myself next week when I'm back home just for the funs.
@kakacake8752Ай бұрын
Btw u have to take in account the factory size into the calculations, the strat for no quality as input is way smaller and legendary put put is way more. For example get craft regular electric plants with quality inside rececyle the output then input into other rarities. Keep only legendary. Get insane the more common plants u craft. 1 day full chest with 5-10 regular plants crafts, way smaller setup and faster speaks for itself no mathing needed
@melonenlord272327 күн бұрын
Good luck getting good quality quality modules without quality modules 😂
@chrisgreeson8708Ай бұрын
Quantit…..Qwanti……Quan……How Many. LOL
@jgrif7891Ай бұрын
I think quality modules need a buff. The fact that prod mods are just as good or slightly better at producing legendary products is kind of lame.
@ZimmasterАй бұрын
But I want more spreadsheet content
@davidnavarro265Ай бұрын
anyone knows why does he use quality modules to create legendary modules?
@KingDisruptorАй бұрын
it's by accident i believe
@RaptorjunkieАй бұрын
Yes, hello, I am 7th viewer.
@RubberDuck5Ай бұрын
Very cool, but this feels overengineered. You could just make a blueprints with all of them set using an auto mall and copy that for 1 module type.
@pennyspetsheavenАй бұрын
You made a big mistake on this blueprint eventhough you were talking about it 10 Minutes before. Quality Modules on Legendary Production how silly!
@johnwallace1140Ай бұрын
You're using quality modules in the plants already making legendary modules. Should be productivity.
@cainauАй бұрын
It can't be productivity, and there's probably no need for speed at legendary quality. It should be efficiency or empty.
@empty5013Ай бұрын
efficiency finally being the best after 200 years
@quazzerain7165Ай бұрын
You don't need quality modules in your setup when the building is building the legendary version because it has a 100% chance to be legendary already. They should be productivity modules instead.
@syriuszb8611Ай бұрын
In general yes but you can't put productivity when making modules. It is a waste of good quality modules though.
@aidentenvelden7775Ай бұрын
Bruh, I've never seen a comment section with so much critique. Always happens when you good at something.
@PhoenixDGreyАй бұрын
I'm not sure if you're sharing that as a negative. Nilaus explicitly is asking for comments/feedback/critique throughout the video and description so I'm not sure how anyone is surprised seeing critique in a comment section where the creator invited critiques. (in the case that you mean "the large amount of requested engagement is a testament to how good this creator is", I would agree)
@kitesquidАй бұрын
I'm viewer #8
@MrAdnan252Ай бұрын
Don't need quality for legendary recipes
@PumpkinDog33Ай бұрын
ok I just lost half a day trying to write a python script to simulate this (with chatGPT)
@leluxs942Ай бұрын
legendary modules on legendary recipes aren't necessary
@karsten4849Ай бұрын
First
@13cbt13Ай бұрын
You really should have a "conclusion" part. I don't have time or patience to watch for 33 minutes. Where do you make your conclusions? What's the result? Tell us. In an easy to find way.
@NilausАй бұрын
Use Productivity Module for Uncommon+ Crafting. Quality on Recyclers + Normal Crafting
@a564-c3qАй бұрын
Man I despise the new quality nonsense feature. Ruins the DLC for me.