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Balancing
Quality should impact big electric poles and substations more

Below is the comparison between legendary and normal wire reach, its only 10 tiles, approximately 20% more: Correct me if I'm wrong, but 10 out of 32 is 31.25%, not what I would call "approximately 20%"? Allso they get an increase in supply area of 180 tiles (from 16 tiles to 196 tiles), if I'm mathing correctly (perfeclty possible I'm not) that is a woping 1125% increase!

General discussion
Quality levels completely break factory

Right. What I am looking at is from the mid-game, when most technologies aren't unlocked yet. Maybe arriving at Gleba as the first or second off-world. I am not looking to leverage beacons or modules to reduce the number of biochambers at that point. Beacons are expensive. Not about how much energy they consume per second. But the initial and ongoing investment to mass-produce fully up-tiered beacons, plus setting up or expanding to handle mixed-quality intermediates. The beacon's ingredient list is: 135 copper plates, 110 iron plates, and 40 plastic bars. Most of those are then recrafted into other intermediates like Steel, green/red circuits, and copper wires. On the other hand, a single Biochamber needs at most 25 iron plates, 7.5 copper plates, 5 nutrients, and 50 stones. Uptiering a machine is a non-trivial sink of resources. Each tier level requires more resources based on the baseline machine's cost. So if a baseline machine costs much more, then fully up-tiering that same type of machine will cost more resources in proportion. It doesn't help much that when I combine productivity modules and beacons with speed modules, I trade biochambers for a beacon at nearly a two-to-one ratio. I went from ~90 biochambers to 38 biochambers and 38 beacons. It goes without saying that this is not a favorable exchange for beacons. Fully uptiered beacons don't save material or meaningfully reduce the computational footprint at 600 SPM. At a much higher SPM, PC running Factorio's simula

Combinator Creations
Fuel consumption control for thrusters in Space Age

I found a very hacky way to regulate fuel flow. Can't screenshot right now so I'll try to describe logically... From my fuel storage tanks i have a pump and a tank before each set of 3 engines. The pump is set to enable only when the tank is above 30 (duplicate for fuel +oxidiser) this gives about 96% efficiency. Set to around 75 for a good balance between speed and efficiency, or unrestricted for max thrust damn the cost. I created an account to say thank you! This was the easiest solution to implement on my pretty tight platform and worked perfectly to deliver 95-96% efficiency!

Ideas and Suggestions
New 2.1 refinery graphics hide pipe connections behind them

The new refinery sprite hides pipes and underground-pipe connections behind it. This makes oil setups impossible to read. Water and oil often run behind refineries, but you can no longer see where the underground pipes connect. The old refinery kept those connections visible. Gameplay clarity should take priority over visuals. This building also not affected by the new hide tall entities option. Please keep the relevant area behind the refinery readable.

Technical Help
change autoupdate target

I want to update factorio from 0.x (old) to latest 1.x Version as the mod i intend to play is not possible for 2.0 / space age. Is it possible to autoupdate to a specific target e.g. by starting factiorio.exe with a commandline argument or some ingame option?

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