Video summary
All Legendaries: Factorio Quality guide p.1 - Quality and recycler basic mechanics
Main summary
Key takeaways
Storyline / Context (Factorio mod mechanics)
- This video is part 1 of a “Quality guide” focused on how the Quality system works (introduced via Space Age DLC) and basic recycler mechanics, setting up later builds/implementations.
- No narrative plot is involved; the “story” is the progression of game systems:
- Quality → how to generate higher-quality items → how to control quality flows → why recyclers matter later
Core Gameplay: Quality system basics
- Quality is a modded item system for non-fluid items.
- Each non-fluid item can have one of five quality tiers:
- Normal
- Uncommon
- Rare
- Epic
- Legendary
- Fluids have no quality tiers: for recipes that require fluids-only inputs, fluids are effectively always normal quality.
What Quality does
- Quality generally improves item effectiveness.
- A common pattern emphasized in the video:
- Most quality jumps are approximately ~+30% effectiveness per tier
- Crafting speed behaves differently:
- Normal → Uncommon: 1.3×
- Rare: 1.6×
- Epic: 1.9×
- Legendary: 2.5×
- Exception called out: Epic → Legendary increases more sharply for crafting speed (described as +60%).
How to obtain higher-quality items (start of the loop)
Step 1: Research quality modules
- Quality Module 1 unlocks:
- Uncommon and Rare quality (and later modules)
- Quality Module 2 and 3 are researched later.
- Requirements: Automation + Logistics science packs (per the subtitles).
Step 2: Install quality modules in machines
- Quality modules have two effects:
- Reduce machine speed
- Increase chance to output a higher-quality product
- Chance to improve output quality (per quality module):
- Quality Module 1: +1%
- Quality Module 2: +2%
- Quality Module 3: +2.5%
- Modules can be further strengthened when using improved module tiers, such as:
- Uncommon-quality modules
- Rare-quality modules
- Legendary-quality modules
- (These boost the odds further.)
Quality module math (example)
- Example build: four Quality Module 3s
- Each gives 2.5% → total 10% chance at quality improvement
- With normal-quality ingredients and 10% quality chance, expected outcomes:
- 90% Normal
- 9% Uncommon
- 0.9% Rare
- 0.09% Epic
- 0.01% Legendary
- Letting the craft run longer makes these ratios closer to the expected distribution.
Ingredient quality inheritance (guarantees vs chances)
- If the input ingredients are already set to a higher quality:
- the output quality becomes much more likely to match the input tier.
- Especially strong approach described:
- Set the machine’s ingredient quality to Uncommon
- Then crafted gears become Uncommon 100% of the time (before adding quality modules)
- Adding quality modules afterward makes:
- Uncommon most of the time
- higher tiers occur only rarely
Liquids and quality restrictions
- If a recipe uses only fluids (or the needed intermediate is fluids-only):
- you cannot choose ingredient quality—fluids are effectively normal quality.
- Workaround demonstrated:
- Light oil (fluid, normal) can be used to produce solids like solid fuel
- The recipe outcome can be forced into higher quality when the recipe requires a higher-quality solid output
- Example: rocket fuel becoming rare quality
Important restrictions and tradeoffs
- Quality modules cannot be inserted into beacons.
- Speed modules reduce quality odds:
- Speed Module 1 reduces quality by 1%
- Speed Module 2 reduces quality by 1.5%
- Speed Module 3 reduces quality by 2.5%
- Combining speed and quality is possible, but the video warns:
- the quality reduction may not be worth the speed gain
Quality Inception (crafting modules with modules)
- You can craft quality modules using a machine that already has quality modules installed.
- This increases module quality odds.
- Example claim:
- Uncommon quality Module 3 has 3.2% chance at quality vs 2.5% base (as described).
Gameplay control: routing/sorting by quality
Splitters (filters)
A splitter filter can route based on quality rules, such as:
- All Normal items to one lane
- All Uncommon+ items to another lane
- Only Epic/Legendary to one lane
- Only a specific item quality set (e.g., epic+legendary plates)
- “Any quality” for one lane, with others separated similarly
Inserters
- Inserters can use similar quality filters as splitters.
Circuit logic limitation
- With circuits, the selection rules are stricter:
- The video states you can use only “exact quality”
- It’s not possible to filter for “any quality,” “above X,” or “below X” via those circuit signals.
Selector combinator (two quality interactions)
- Quality filter mode:
- Controls which quality signals pass through (e.g., passing only qualities above normal).
- Quality transfer mode:
- Transfers a chosen quality level to another signal.
- Uses “direct selection” / “select for signal.”
- Suggested approach:
- select for signal to match the quality of one ingredient’s signal onto another
- If there are multiple source quality signals, it selects the highest quality (as explained).
Recycler mechanics (basic understanding)
What the recycler does
- Recycler attempts to reverse most crafting processes (with exceptions).
- Returns ~25% of ingredients on average.
- Fluids are not returned by the recycler.
Return behavior examples
- If the recycler returns the same item:
- For each processed item: 25% chance to return that item again.
- If the recycler returns ingredients:
- It returns the ingredients used to craft the item.
- Probabilities are not “rolled independently for each ingredient count.” (The video stresses this.)
- Examples described:
- Barrel (from 1 steel plate):
- 25% chance to return 1 steel plate
- Iron gear (from 2 iron plates):
- 50% chance return 1 plate
- 50% chance return 0 plates
- Electronic circuit (1 iron plate + 3 copper cables):
- Iron plate: 25% chance for 1, 75% chance for 0
- Copper cables: 75% chance for 1, 25% chance for 0
- Advanced circuit patterns involving 4+ ingredients are described similarly, including cases where some ingredients become guaranteed depending on ingredient count (e.g., 5, 6, 7, 8).
- Barrel (from 1 steel plate):
Biological spoilage clarification
- Subtitle description differs from earlier claims:
- The recycler converts to spoilage only for the spoilage item itself (and nutrients created from it).
- Most other biological items are returned rather than turning into spoilage (as demonstrated).
Recycler speed
- Recyclers recycle at:
- 1/16th the crafting time
- Example:
- Processing unit crafts in 10 seconds → recycler time:
- 10 / 16 seconds
- Processing unit crafts in 10 seconds → recycler time:
- Recycler default crafting speed:
- 0.5 (as noted).
How to use recycler outputs
The recycler can output like a mining machine:
- Directly onto a belt
- Into a chest
- Output into another recycler (looping trick)
- If output is blocked, an inserter can extract from it
- It has storage capacity, which can fill up
Strategies / Key takeaways from Part 1
- Focus quality on key machines/products rather than trivial materials:
- Quality intermediates can matter because they enable better downstream outputs.
- Use Quality Module stacks for predictable probability distributions.
- Control input quality deliberately:
- Setting machine inputs to a tier can lock baseline output quality before RNG from modules.
- Avoid common pitfalls:
- Don’t put quality modules in beacons
- Be cautious with speed modules, since they reduce quality odds
- Prepare for later builds:
- Quality and recycler mechanics are connected (recyclers support later quality implementations).
Gamers / Sources featured
- Factorio Wiki (referenced in the subtitles for the quality probability breakdown)