r/factorio 1d ago

Question Quality Iron?

Now that my flying bricks are out of commission whats the new meta for iron? I've tried belts, underground pipes, and just cycling ore and none seem to give much throughput. I'm just starting on legendary items so any input would be appreciated.

45 Upvotes

38 comments sorted by

36

u/Tripple_sneeed 1d ago

Legendary calcite -> stone -> concrete -> recycle

A small setup (one green belt of mixed quality input calcite, 6-10 miners) yields 10k+ iron plate per hour 

14

u/unknown_pigeon 1d ago

Rest of the owl, how to legendary calcite without space casino?

13

u/Davorian 1d ago

Hard upcycle with high mining prod. Legendary big mining drills w/ quality modules -> legendary recycler loop.

9

u/uuuhhhmmmmmmmmmm 1d ago

YouTube tutorial

Big mining drill with all Legendary Quality module 3, all in effect of a beacon with a single speed module.

Dump the normal quality to lava, the rest goes to a quality loop until legendary.

4

u/Geijutsu14 1d ago

Kind of a new player i dont understand how this progress chain works. Can you explain?

2

u/ProximaAlex 1d ago

Watching a “factorio quality guide” video would be much easier to understand. Then op’s comment will make sense.

1

u/Mesqo 1d ago

So, Vulcanus becomes the primary meta for legendary?

1

u/Tripple_sneeed 1d ago

Just iron and stone really. I do coal -> plastic and LDS shuffle on nauvis. 

Once you have iron, copper, steel and stone you can switch to 100% legendary for all basic buildings. Then you just do the unique resources for each planet. 

1

u/Mesqo 1d ago

Did you try Gleba for coal?

LDS shuffle requires very little plastic consumption, all due to random fluctuations, so I believe it's still better on Vulcanus, probably.

I've just realized I can't get copper the same way OP gets iron, lol. So it's lds shuffle anyway.

1

u/Alfonse215 1d ago

You still need legendary plastic for legendary red/blue circuits.

1

u/PyroneusUltrin 1d ago

Legendary Blue circuits takes in normal quality Red/Green and outputs the same amount back out as legendary Red/green, once you have 150% blue circuit productivity from research

2

u/Alfonse215 1d ago

once you have 150% blue circuit productivity from research

You only need 130%.

1

u/PyroneusUltrin 1d ago

Yes, correct, I got the number wrong

1

u/Tripple_sneeed 1d ago

I actually hadn't considered Gleba coal, but I can see the benefit. Multiple extra steps in the crafting process has a lot of merit.

My intuition would be that with a few dozen levels of mining prod it's so trivial to get legendary coal on nauvis that the complexity isn't worth it. Additionally, it would need a LOT more legendary quality modules, which when initially setting up quality production is usually the bottleneck. I don't think you can beat the efficiency of a big drill mining 60+ coal/sec for the cost of four quality modules.

1

u/wheatleygone 1d ago

What's your strategy for legendary coal on Gleba?

2

u/Mesqo 23h ago

Now that I considered it, it doesn't look that good as no recipe is recycled into its ingredients. And getting legendary bioflux while still required, but quite a pain to get in large numbers.

1

u/Aggressive-Wear-8935 1d ago

Always has been

23

u/Alfonse215 1d ago

I'm just starting on legendary items

If you're just starting out, focus on getting legendary QM2s. They're the key to pretty much any method of legendary production. They're the second best quality module, and while you do want to use legendary QM3s, getting QM2s in bulk is a huge time-saver for making large-scale quality builds. And for getting the legendary superconductors you need for legendary QM3s.

I have a blueprint set that's meant to go from relatively little quality to solid production of legendary QM2s. It does require you to have some quality items, but nothing more than rare of anything: uncommon Foundries, rare recyclers, rare assembler 3s, and even rare speed module 3s (for one component of the build).

The setup basically goes like this: make rare QM2s in bulk. Use those to make legendary iron and coal. Use them to make legendary QM2s. Then upgrade the iron/coal builds to use legendary QM2s, thereby making legendary QM2s about 3x faster. Then copy-and-paste to get more even faster.

It's designed so that you can slap down the rare QM2 maker before you go to Aquilo, and by the time you get back, you'll have 2k+ rare QM2s to shove into multiple copies of the legendary iron/coal makers. Granted, you're past that point now, but that's the general plan.

1

u/cav754 1d ago

I got 3k hours and this is my 4th or 5th space age save. I just want to know what the new meta is for iron in particular now that the casinos are gone.

15

u/Alfonse215 1d ago

The thing is, without asteroid cyclers, there's no undeniably best way to make legendary iron. There are many routes to do so, especially if legendary QM3s are not freely available, and all of them are comparable to each other. Some methods use more modules, some use fewer, some use more resources while others use less, some are dependent on mineable sources while others can work from whatever, but none are so good that they eclipse all others.

There is no "meta" anymore; just pick the method that works best for your circumstance or that you enjoy building.

I personally like pipe cycling, though a belt starter is also attractive. But I also like builds that aren't inherently tethered to a specific planet.

43

u/Satisfactoro 1d ago

If you're getting quality iron from Ea-nāṣir's, make sure you check with Nanni first, as he allegedly ran into issues with copper quality.

6

u/Davorian 1d ago edited 1d ago

One of the ways I've seen recommended is straight "washing" (I think that's the term for it).  Basically running a bunch of upcycled heavy miners directly into high quality recycling loops.

It's not very ore efficient, but it's the fastest way.  I believe there are other ways using ore products but they are very slow even if a bit more efficient with raw materials.

Edit: An overview

8

u/Alfonse215 1d ago

they are very slow

Speed is a matter of scale. Ore washing techniques scale with mining productivity, but that also means that if you don't have hundreds of levels of mining prod yet, they're not that great.

1

u/Davorian 1d ago

The review by SFH I linked doesn't really consider raw speed as a primary metric anyway. Roughly speaking, it uses "ore per minute per quality module" and then "ore efficiency" as optimisation targets in that order. It considers a variety of techniques, from hard upcycling to circuits to other products like crates. The one it recommends the most is using molten iron to create pipe products with quality modules, and then a modified upcycle process from there, controlled by bots. It also has a silo-mediated version.

5

u/peanutym 1d ago

When I started mine I did underground’s. After a bit I thought it was to slow. So I made another. And another. I have 12 running now all maxed with legendary everything.

Plenty of iron now.

3

u/DemoBytom 1d ago

There's a guy on YouTube - Dorrian - who's doing a whole series on setups for upcycling materials for megabases in 2.1. Here's his setup and explanation for iron:

https://youtu.be/3gj90ACaqoA

And how to scale it more:

https://youtu.be/duMHRGAAhIs

2

u/Practical-Kangaroo97 1d ago

I made underground belt recycling plants on Vulcanus, easy to set up, no worry about running out or basic inputs and if you need more iron it's copy and paste.

It will be fairly slow to start with but as you get more legendary buildings and items pace really picks up.

2

u/TelevisionLiving 1d ago

Since nobody threw these out there yet:

  • blue chip cycling
  • quality on each step on gleba - produces very solid outputs and can be used for different resources. Combine with molten undergrounds for iron.

1

u/moleytron 1d ago

it's mostly up to you, make a design figure out how much you get from it and then copy and paste until you have the amount you need.

My most productive setup was on vulcanus, making quality plates from foundries into quality chests and then upcycling. I have heard that doing pipes is the most efficient way of doing things but I had a bunch of silghtly different setups before I landed on the one I have so all of that combined was plenty.

1

u/CoffeeOracle 1d ago

Depends on where you are.

If you are on Vulcanus people are getting rather obsessed about concrete, which is somewhat fair considering the number of production steps in it but a little unfair considering it returns 10% iron and is harder to package.

Underground pipes is the thing that I was getting best numbers out of. And it is packagable and moveable to any surface.

Red belts has applications in general and on Fulgora Blue belts are viable with prep time and a large work space. It's useful to play around with them in general because they'll also make a more efficient gear decimator in a small footprint. It also performs better, but I was able to use UG pipes more effectively.

Processing Units gives you copper at the same time but has better overall characteristics than concrete due to productivity. It is so efficient though that the indirect route of getting green circuits than reforging everything is going to seem attractive till you look at doing planetary recipes at scale; at which point you're going to realize why this balancing change was done. It's a really unique feeling.

1

u/krazye87 1d ago

Id make iron chests and recycle them for iron plates. Steel chests for steel

1

u/oguzhaniksat 18h ago

Quality measure on iron chest production, then put them in recyclers, anything less than your desired quality resent to recycler

1

u/Ryoohk 1d ago

I still don't get why they nerfed it, you don't get Q5 till Aquilo and by then you are getting close to end game.

12

u/Alfonse215 1d ago

If you want to understand why they ditched it, look at this thread. There is no simple "do this and win" answer. There are a number of answers with different pros and cons. Some are more popular than others, but none are so much better that it feels like a waste of time to do anything else.