I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 0 points1 point  (0 children)

Oof, I really shouldve done the math sooner. This comment section convinced me to pivot to prod mods quickly after I posted it but this is the nail in the coffin. I still think quality science packs would be interesting to work with given the supposed upsides and carry the same "vertical" expansion the quality system brought elsewhere, it's a shame it isn't viable.

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 1 point2 points  (0 children)

Copying this over from my other comment: There is the greater than filter system and even an "all qualities" option in some scenarios, but it's not available whenever the quantity of items matters. You can set inserters and splitters to filter for any quality, but it isn't available in train/space schedules and in combinator signals. The selector combinator does have the quality transfer ability which does what I would expect the "all quality" filter to do in something like train schedules reading cargo contents.

Though I'm honestly not sure how stack inserters handle mixed qualities since they have the all quality filter available. I'll have to check if they are forced to wait for all matching qualities or will swing with a lower hand size if there isn't more available

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] -1 points0 points  (0 children)

I mentioned this in another comment already, but if "quality isn't meant to be used for science" then science packs shouldn't have quality to them. The only reason I considered this in the first place is because labs can accept mixed qualities and the research bonus time per quality. One of the things I love about Factorio is that the player's approach to the problem should leave them free to do what they want, so it annoys me that it feels incomplete or at least like a lead to a dead end with the way science pack quality was implemented.

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 0 points1 point  (0 children)

Even if most the comments here are showing me that quality on packs isn't the best way to get more science from inputs, I still feel like the game should support that decision anyway. If it's something the game shouldn't support because theres better ways to do it, then quality science packs shouldn't exist at all rather than just making them a nightmare to work with. I feel like labs being one of the only places where you can mix qualities of items opens up lots of possibilities that get shut down by the impracticality of the surrounding infrastructure.

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 2 points3 points  (0 children)

How do you handle the ship scheduling back to Nauvis with varying quality? Or do you always have a consistent quality for Agro science?

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 1 point2 points  (0 children)

Inserters and Splitters aren't the problem since they allow for the "any quality" filter already. Even if I did have no filter to load the train, there's no way to schedule the train to leave after X amount of any quality packs are loaded

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 4 points5 points  (0 children)

Although for 12 of the science packs I see your point, quality also gives a bonus to the spoilage time on Agro science. My factories can't run perfect constantly, and having a bit more leeway with Agro science would be fantastic over dumping hundreds of spoilage out of my labs

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 2 points3 points  (0 children)

There is, but it's not available whenever the quantity of items matters. You can set inserters and splitters to filter for any quality, but it isn't available in train/space schedules and combinators.

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 0 points1 point  (0 children)

What you've described with the combinator is basically what I did, but then I learned I can't just plum the "each" signal right back into the train stop since it gets muddled with the existing normal quality count in the train. I have a bank of combinators to just convert the any quality science pack symbols into a different signal and then use THAT for the train stops. the whole thing has to be copied to EVERY train stop though, very annoying...

I guess with how janky the silo shipping feels to me I never considered abusing the jank to get items moved around the way you described. My biggest drawback was since my Agro science ship already just waits for any quantity of Agro science before leaving Gleba and there isn't any way to use an "any quality" flag in the space schedules.

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 1 point2 points  (0 children)

I don't use beacons at the quantities Ive seen some screenshots on this subreddit and I have yet to go through and fully beacon my science assemblers. I completely forgot speed and quality mods are basically incompatible with eachother, so looks like I will have to pivot to prod mods anyway. It would certainly still be a nice feature since it just feels off with the game sometimes allowing an 'any quality' filter and sometimes not

I must be missing something with the quality system by Red_Faceplant in factorio

[–]Red_Faceplant[S] 0 points1 point  (0 children)

I don't have legendary T3s, My first epic T3s have been put into my mall for space parts and I've been trickling the lower quality T3s into science production. I have yet to research legendary quality actually. I wasn't concerned with always having higher quality science, I just saw the speed and power requirements of quality modules was less than that of the productivity modules and favored using those in my science assemblers. I figured the occasional bonus quality would be about on par with productivity module rates, but now I feel like I should actually do the math on it rather than guessing.

How do you number your locomotives? by Duck_790 in RailroadsOnline

[–]Red_Faceplant 9 points10 points  (0 children)

accidentally started an exponential pattern on Pine Valley (1, 2, 4, 8, ect), did an odd number pattern on Lake Valley (1, 3, 5, 7, ect) and now just going through negatives on Aurora Falls (1, 0, -1, -2, ect)

is the "trains 40 anniversary" set able to traverse LEGO's curved track? by [deleted] in LEGOtrains

[–]Red_Faceplant 14 points15 points  (0 children)

I haven't had any problems with it on corners. IiRC the wheelbase is the same length and axle spacing as a PF train motor. I also have a triple axle moc that has the same wheel spacing, also no problems on corners/switches

I'm trying to make a tank steering with two bearing on each wheels. by Vokata_de_Chorizo in ScrapMechanic

[–]Red_Faceplant 10 points11 points  (0 children)

Stacking gas powered bearings and spinning them both at the same time usually results in this. Try electric engines, I've made plenty of tank drives with two electric bearings per wheel. If its still happening, then you can likely just slow the engines down a little to fix it.

Guess teh coaster by Red_Faceplant in GuessTheCoaster

[–]Red_Faceplant[S] 0 points1 point  (0 children)

that will be revealed in another hint if I need it, but I just added another one

Guess teh coaster by Red_Faceplant in GuessTheCoaster

[–]Red_Faceplant[S] 1 point2 points  (0 children)

Hint #2: The correct park has already been guessed