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Guides/Quality Field Guide
01 Planet order Contents ▾
    SPACE AGE // SYSTEM SCHEMATIC

    Quality Field Guide

    From common scrap to legendary gear — the mechanics, the exact odds, and the build order.

    ☰ Table of Contents ▾
    • 01Planet order
    • 02The five tiers
    • 03How a quality roll works
    • 04Roll simulator
    • 05The recycler loop
    • 06Build order checklist
    • 07What's actually worth farming

    01 · Planet order

    Quality isn't a Nauvis-only system — Fulgora's Recycler and Quality Module 3 production are prerequisites for the loops in this guide. The order you visit the other four planets in also shapes how painful the run is.

    1 · Nauvishome base — prep for launch
    2 · Vulcanuseasiest first stop — Foundry, no logistics headaches
    3 · Fulgorano biters — unlocks Recycler, mech armor, Quality Module 3
    4 · Glebahardest planet — spoilage mechanic, pentapods
    5 · Aquiloalways last — needs all four other science packs

    Vulcanus → Fulgora → Gleba → Aquilo is the standard first-playthrough order. Vulcanus and Fulgora don't depend on each other, so going straight from Vulcanus to Fulgora is completely valid — in fact it's the more common path, for two reasons:

    • Fulgora unlocks mech armor, which lets you fly — that makes Gleba's terrain and enemies much easier to handle once you get there.

    • Fulgora has no biters, just lightning and power management — a gentler planet to learn the new mechanics on before Gleba's spoilage puzzle.

    Aquilo's placement never changes — it requires science packs from Vulcanus, Fulgora, and Gleba to unlock, so it's always the last stop regardless of the middle order. Some experienced players do Gleba second on purpose, skipping mech armor for a harder challenge — that's a deliberate difficulty choice, not the default recommendation.

    02 · The five tiers

    Normal
    Baseline. Everything starts here. No bonus stats.
    Uncommon
    First real step up — noticeably better stats on the same item (more durability, more storage, a bit more range or speed).
    Rare
    Meaningful bump. Worth targeting for armor, modules, and key buildings.
    Epic
    Strong bonus, requires Gleba science to unlock the tier itself before it can appear.
    Legendary
    Best-in-slot version of the item. Requires Aquilo science to unlock. Buildings craft faster, armor tanks more, modules hit harder.

    Quality only changes the stats of the item itself — it doesn't change what the item does. A legendary belt is still a belt, just a faster, tougher one.

    03 · How a quality roll works

    Every quality module installed in a machine adds a flat quality chance to that machine. This is the probability that a single craft produces something better than its ingredients, instead of a plain copy.

    When a craft does roll an upgrade, it doesn't always move up just one tier. The jump size itself is random, and each extra tier is ten times rarer than the last:

    Lands one tier higher90% of upgrades
    Lands two tiers higher9% of upgrades
    Lands three tiers higher0.9% of upgrades
    Lands four tiers higher (Normal → Legendary in one shot)0.1% of upgrades

    A machine can only ever output a quality that's higher than or equal to its ingredients — quality never goes down mid-craft. This is also why higher-quality ingredients matter: feeding Uncommon parts into a machine gives every output a head start.

    Starting from higher-quality ingredients doesn't raise your quality chance — that percentage still comes purely from your modules. What it does is shrink the number of tier-jumps needed to hit your target, and since each extra jump is 10x rarer, that's a huge difference in practice:

    Normal → Legendary (4-tier jump)q × 0.001
    Uncommon → Legendary (3-tier jump)q × 0.009
    Rare → Legendary (2-tier jump)q × 0.09
    Epic → Legendary (1-tier jump)q × 0.9

    Same modules, same q — crafting from Rare ingredients is 90x more likely to land Legendary in one shot than crafting from Normal. This is the real reason upcycling loops route Rare and Epic intermediates into their own matching-quality crafts instead of recycling everything back down to Normal — you bank the odds boost on every craft afterward. Try it below by changing the ingredient quality.

    04 · Roll simulator

    10.0% total quality chance per craft, starting from Normal ingredients
    —

    Values use commonly-cited per-module percentages and the official upgrade-distance distribution. Real numbers can shift slightly between patches — treat this as a planning tool, not a spreadsheet.

    05 · The recycler loop

    Rolling straight from raw ingredients to Legendary is astronomically unlikely on its own — with four Normal-quality Tier 3 modules, it takes roughly 14,400 Normal items fed through a pure recycler loop to net one Legendary item. The fix is looping rejects back through a recycler instead of throwing them away.

    Assembler quality modules Filter by quality tier Recycler quality modules Target tier → storage rejects ~25% of ingredients return, freshly re-rolled

    The recycler returns about 25% of an item's ingredients on average (no fluids), and each returned batch gets its own fresh quality roll. Route only the tiers below your target back into the recycler — anything at or above target goes straight to storage.

    ~14,400 : 1 Normal items needed per Legendary — pure recycler loop, Normal-quality T3 modules
    ~100 : 1 Normal items needed per Legendary — Electromagnetic Plant loop mixing quality + productivity modules

    The Electromagnetic Plant is the strongest quality-farming machine: five module slots, and it's one of the few machines that can hold quality and productivity modules at once. Most other machines force you to pick one or the other.

    06 · Build order checklist

    0 / 7 complete

    07 · What's actually worth farming

    ItemWorth it?Why
    Quality modulesYESFeeds directly back into your own loop — higher-quality quality modules roll upgrades even faster.
    Armor / exoskeletons / roboportsYESBiggest felt impact on moment-to-moment play. Legendary mech armor and equipment are the classic end goal.
    Foundries / EM PlantsYESLegendary buildings craft faster at the same power draw — compounds across your whole factory.
    Productivity modulesYESHigher quality increases their productivity bonus, stacking on top of an already strong module.
    Science packsSKIPNot worth dedicated production — treat as an overflow valve for excess quality material instead.
    Basic intermediates (plates, gears)SKIPOnly worth it as feedstock inside an active loop, not as a standalone goal.
    Baseline: Factorio 2.0 / Space Age. Quality is DLC content — percentages and recycler yields are tuned by Wube and can shift between patches, so treat the numbers above as a working model, not ground truth.

    Related: First trip to Vulcanus · Space Age blueprints · Console commands

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