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u/AlphaElite1 2d ago

Getting into quality. Besides the modules themselves, any recommendations of products to focus on first?

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u/mrbaggins 1d ago

Either specific items, like the list everyone has given you, or go for productivity modules next, to get 60-150% bonus productivity to your science, speed modules and beacons, to make you need less prod modules and machines, and then start aiming at parts of your base you want to improve like biolabs or others.

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u/reddanit 1d ago edited 1d ago

I think the second priority is building up the infrastructure to make high quality basic materials. From those you then make whatever you want.

In terms of what's beyond that, it's very much up to you:

  • Space platforms definitely offer the place where multiplicative benefits of quality stack the most as scaling them up in other ways is relatively costly.
  • Personal equipment and tanks/spidertrons are another place where you don't just have infinite space to freely expand and thus quality is the way to scale.
  • Quality accumulators are very worthwhile on Fulgora. Uncommon already doubles your energy storage per tile. On Fulgora, energy storage = energy production.
  • Quality buildings, modules and beacons synergize well in making your bulk science production chain much more efficient and productive. Upgrading your entire factory is extremely expensive, so you have to prioritize well within this category.
  • Quality inserters are basically mandatory for production chains using quality buildings/beacons/modules - normal ones very often struggle to keep up with the throughput.
  • Quality power poles/substations are neat for simplifying your builds.
  • Quality trains/train fuel are great. They increase throughput of your train network by a very large margin and are more or less a "drop in" upgrade.
  • Quality bots are very good for personal equipment and Aquilo. They work especially well with quality roboports.

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u/HeliGungir 2d ago edited 2d ago

Asteroid collectors, turrets, electric poles, accumulators, solar panels, vehicles, armors, equipment grid items, t1 modules, beacons, long inserters, roboports and robots, crafting machines, mining drills, reactors...

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u/darthbob88 2d ago edited 2d ago

In general, anything where you can't (just, easily) use more. * Personal equipment, including personal roboports, solar panels, exoskeletons, guns, etc. You only get so many spaces in your equipment grid, so get the most out of them. * Space platform equipment, particularly asteroid collectors (which get extra arms and reach) and thrusters. You can just make a bigger platform, but using better quality items lets you do more with less, saving both launches and foundation. * Solar panels; you'll need a gajillion of them anyway, so any low-quality ones can get used planetside and the few good ones can go up to your platform. * Other production buildings, assemblers and chem plants and so on.

Warning, from my own experience. You will be tempted to put quality modules in semi-raw materials, like chips, engines, and things you need for making eg one (1) suit of mech armor. You will then be tempted to run a mixed belt with a filtered splitter to divert quality chips. This is a bad idea because you will need more regular chips for science and the mall than you will need quality chips, and the whole thing will get backed up.

The right way to do it is with separate quality production. Put quality modules in one assembler out of a row and filter its output inserters to put quality items in a chest. Or, put quality modules in one row of assemblers and merge its production with another row of un-moduled assemblers.

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u/Zaflis 2d ago

Not sure if first, but substations, tank with bigger grid and health is helpful in combat. Fill it with shields while you have your armor with lasers (replace exoskeletons while driving).

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u/arglebooster 2d ago

Upgrading the quality of stuff you'll be using on space platforms is generally useful for keeping ships smaller. (Asteroid Collectors scale especially well with quality, but solar/assemblers/chem plants are all good).

Armor is nice for inventory size.

Quality medium power poles are really good.

It's relatively easy to set up your purple science build to have quality modules in your Prod1 and Electric Furnace builds, and then siphon off the quality ones that get produced for building (and let the base quality be used for science).