Original Post — Direct link

Some quality bonuses are more equal than others. The ones I'm most likely to max out at Q5 are modules, stack inserters, spidertron, armour, and personal equipment.

At the very bottom of the list of things to make high quality is beacons. Reduced power consumption is the least interesting and least impactful buff that the beacon could get. If you are at the stage of the game where you can afford to go for high quality beacons, you don't have power problems anymore.

Given that balance already doesn't seem like a consideration for quality (100% prod boost on rocket silo??) I would have expected either an increase to the beacon effect area, the number of module slots, or better transmission efficiency.

Also, repair packs getting higher durability is just hilarious.

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8 months ago - /u/kovarex - Direct link

Originally posted by rpetre

I have the impression that only a few items are going to be worth upgrading. Probably the devs decided that if quality is a property of any item, they might as well have fun and set the bonuses to whatever would make sense in-universe. From a cost/benefit perspective, I expect that just the personal items and the spaceship components (since it'll have space and energy constraints) would be worth it.

When it comes to priority, this is how I played it:

The first priority is the quality modules, as you want to improve the efficiency in which you make more quality modules, and other quality stuff.

Second most impactful are the productivity modules, as they greatly improve the production of everything.

Right after that we have the speed modules and assemblers (this includes any producing machine), as they improve the return of investment of the quality productivity modules.

Big priority is also inserters, since they are quite cheap, so making them in higher quality isn't that expensive, and with the beaconed super fast productions, inserters could become the bottleneck otherwise. This is generally very important factor, as quality is a multiplier on price, so making high quality labs, which are very cheap, might be much more sensible to do sooner compared to power armor 2, which is quite expensive on its own for example.

The personal armor/equipment/robots improvements help to build faster, so they are next.

When it comes to the space platforms, everything that is on it can kind of multiply itself to make it more efficient, solar panels, accumulators, turrets (for bigger range when shooting asteroids), producing machines, modules. And here, the beacon can play a big role, as few beacon here and there might be also relevant on the platform, but since electricity is usually a bottleneck, having higher quality helps a lot.

All in all, higher quality stuff related bonuses have different importance, and since beacon consumption tends to be the biggest later on, it might be relevant for big bases which start to produce everything in big quantities.

Edit: And yes, improving the actual functionality of beacons would be too much, as they are OP enough already.

8 months ago - /u/kovarex - Direct link

Originally posted by Jjeffess

For modding, are Quality tiers basically a new prototype definition, or is there only a specific set of attributes that can be varied by Quality? So if somebody wants high Quality beacons to be OP, that could be a mod?

Quality tiers are a new prototype definitions and their names, power, probabilities and tiers are part of the moddable definition.
But their effect on different entity types isn't moddable currently.