Factorio

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󠀡󠀡 Nov 28, 2024 @ 6:41am
Liquid quality make no sense.
I am in Fulgora having troubles with ice melting and Holmium solution; a lot of ingredients like ICE, STONE, and HOLMIUM ORE are in different quality, and the inserter does not insert the items inside the chemical plant without me setting up another with different quality...

For me, it makes no sense, since, the WATER and HOLMIUM SOLUTION does not have any difference between qualities...

Edit:
https://github.com/kbolino/fluid-quality-bonus
Last edited by 󠀡󠀡; Dec 2, 2024 @ 10:25pm
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Showing 1-12 of 12 comments
POWER WITHIN USER Nov 28, 2024 @ 6:47am 
You get used to it.
If you want a fun challenge, use circuitry to use quality recipes.
Entropy Nov 28, 2024 @ 6:48am 
Originally posted by 󠀡󠀡:
I am in Fulgora having troubles with ice melting and Holmium solution; a lot of ingredients like ICE, STONE, and HOLMIUM ORE are in different quality, and the inserter does not insert the items inside the chemical plant without me setting up another with different quality...

For me, it makes no sense, since, the WATER and HOLMIUM SOLUTION does not have any difference between qualities...
You should NOT use quality modules on your main bus recyclers... always do quality stuff away from your main bus.
GhoStPrO98 Nov 28, 2024 @ 7:12am 
When choosing a reciper for an assembler or chemical plant you have to choose the quality of the output/desired item and by default its common, so any non common inputs will be ignore

fluids do not have quality and are always accepted
GAMING_Alligator Nov 28, 2024 @ 7:24am 
Well, you wouldn't want to mix your sewer water with your bottled mountain spring water, would you? /s
[d20]MintSkittle Nov 28, 2024 @ 9:37am 
I feel like higher rarity solids like ice and holmium ore used in liquid production should produce more fluids per cycle than normal quality items to make up for there not being quality on fluids.
Lucid Nov 28, 2024 @ 11:54am 
For ice, I wound up sending it all down a single lane, then splitting the higher quality ice off into a single storage chest with a Chem plant on the other side. With decider combinators you can adjust the recipe based on what's available in the chest

Its a little trickier with holmium solution but the same principle applies.
cainboy Nov 28, 2024 @ 3:57pm 
Originally posted by Chastity Belt Enjoyer:
Originally posted by 󠀡󠀡:
I am in Fulgora having troubles with ice melting and Holmium solution; a lot of ingredients like ICE, STONE, and HOLMIUM ORE are in different quality, and the inserter does not insert the items inside the chemical plant without me setting up another with different quality...

For me, it makes no sense, since, the WATER and HOLMIUM SOLUTION does not have any difference between qualities...
You should NOT use quality modules on your main bus recyclers... always do quality stuff away from your main bus.
heheh. I'm not only doing quality modules in my 'mainbus' recyclers, but also in my miners. and i'm drowning in the quality mess! XD

*(this probably would explain why i struggle with holmium / EM science tbf.)*
Nero Nov 28, 2024 @ 11:06pm 
I assume its meant as a challenge to balance the rewards.
Fixing it is actually pretty easy.

I‘ve just set up more machines and splitters + easy logic to deal with it.
Quality Ice runs on the same belt as the rest, quality holmium and stone are buffered in chests and transported with drones.(chem plants for these get priority)
Excess quality and normal stone gets sent to the „wall breeder“ for epic walls

I could solve this with intelligent logic like recipe switching but who cares.
(Current setup can sustain ~ 100 spm )
Btw miners and recyclers run with quality and i could make quality science from all the output
󠀡󠀡 Nov 29, 2024 @ 1:33pm 
Originally posted by Nero:
I assume its meant as a challenge to balance the rewards.
Fixing it is actually pretty easy.

I‘ve just set up more machines and splitters + easy logic to deal with it.
Quality Ice runs on the same belt as the rest, quality holmium and stone are buffered in chests and transported with drones.(chem plants for these get priority)
Excess quality and normal stone gets sent to the „wall breeder“ for epic walls

I could solve this with intelligent logic like recipe switching but who cares.
(Current setup can sustain ~ 100 spm )
Btw miners and recyclers run with quality and i could make quality science from all the output

i agree with you. but for me makes no sense the need to create another sector to deal with the same resource(ice common and legendary) if they has no difference between the quality in the middle & end.

It might be on purpose so we as players have to figure out a good layout do deal with that, but i does not make sense, i would love to have a option for us to select the minimum resource quality we want the assembles and other machines to work with.

as [d20]MintSkittle said, would be nice to rare resource give us more refined materials or something like that, i'm talking about resource that has no difference about quality.
argrond Nov 29, 2024 @ 1:39pm 
Moreover - they do not give you more quantity of those resources, do not participate in any recipes for quality etc. Total pain in ass, I agree. But it's an otherside part of dealing with quality I guess? As mentioned, you will get used to it.
Last edited by argrond; Nov 29, 2024 @ 1:40pm
RiO Nov 29, 2024 @ 1:46pm 
Originally posted by d20MintSkittle:
I feel like higher rarity solids like ice and holmium ore used in liquid production should produce more fluids per cycle than normal quality items to make up for there not being quality on fluids.

There's a mod that recently popped up which is working on this, actually.
But they have to use on_tick scripting right now, which is sadly quite terrible for performance.
󠀡󠀡 Nov 29, 2024 @ 7:49pm 
Originally posted by RiO:
Originally posted by d20MintSkittle:
I feel like higher rarity solids like ice and holmium ore used in liquid production should produce more fluids per cycle than normal quality items to make up for there not being quality on fluids.

There's a mod that recently popped up which is working on this, actually.
But they have to use on_tick scripting right now, which is sadly quite terrible for performance.

That's nice, can you send-me the mod name or github page ?
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Date Posted: Nov 28, 2024 @ 6:41am
Posts: 12