Normal quality is scrap. Mostly.... Challenge yourself where just about everything requires quality You'll hate this mod after 10 minutes - Enjoy?
Small changes concerning balance, gameplay, or graphics.
Version: 2.1.16
Date: 2026-10-21
Bugfixes:
- Biosulfur may be made at normal quality. Every other sulfur recipe is fluid only, so sulfur
everywhere else is only ever normal, and explosives are allowed at normal to match. Gleba has
no oil, so biosulfur is its only sulfur, and pinned to uncommon it wanted uncommon spoilage
and bioflux to make uncommon sulfur that a normal explosives line will not take. Normal
biosulfur goes where chemical-plant sulfur goes: explosives, sulfuric acid or a recycler.
Chemical science and coal synthesis still take uncommon sulfur. This is not a setting.
Version: 2.1.15
Date: 2026-10-21
Changes:
- Iron and copper bacteria, and the cultivation recipes that multiply them, may be made at
normal quality. Bacteria are how Gleba mines: they rot into ore, and once the stromatolites
are gone there is no other iron or copper there. Pinned to uncommon, every bacterium wanted
uncommon jelly, mash or bioflux, so Gleba had no free normal ore for its furnaces to roll
the way Nauvis's drills give it. A normal bacteria line now works like a drill: normal ore,
and the base roll on every craft. Measured on 2.1: 2.1% of the bacteria from normal iron
cultivators came out uncommon or rare, and cultivating those at uncommon multiplies them.
Sort them out, because a normal cultivator will not take them back. This is not a setting.
Version: 2.1.14
Date: 2026-10-20
Bugfixes:
- The first 2 biochambers each force crafts may be made at normal quality, the way the first
foundries are. Pentapod eggs are only bred in a biochamber, and a biochamber takes an
uncommon egg, but spawners only drop normal ones, so the first biochamber and the first
uncommon egg each waited on the other, and the only way out was recycling loot eggs.
Everything a normal biochamber is built from can already be had at normal on Gleba:
nutrients from spoilage, a loot egg, iron plate from stromatolite ore, electronic circuits
and landfill. After that the biochamber is uncommon like every other machine. Measured on
2.1: one assembler made exactly 2 normal biochambers and was then moved to uncommon with its
next craft's ingredients handed back. The limit is a new startup setting, "Normal
biochambers allowed"; 0 puts the biochamber straight back on the grind.
Version: 2.1.13
Date: 2026-10-20
Bugfixes:
- Gleba's biochambers can be fuelled. Nutrients from spoilage and nutrients from bioflux may
now be made at normal quality, as nutrients from yumako mash already could. Nutrients are
what a biochamber burns, and a farm only ever harvests normal fruit, so pinned to uncommon
they could not be made. Spoilage is the one nutrient recipe an assembler can run, so it is
the only way to fuel the first biochamber, and it wanted uncommon spoilage that a normal
harvest barely makes. Gleba has no fish, so the only way to start was shipping fish in from
Nauvis. Bioflux was already allowed for the rocket. This is not a setting. The biochamber
stays uncommon, so a normal nutrient goes nowhere but a fuel slot, the soils, egg breeding or
a recycler.
- Pentapod eggs can be bred at normal quality. Gleba spawners only drop normal eggs, and every
biochamber and agricultural science pack takes an uncommon one, so with breeding pinned the
first uncommon egg had to come out of a recycler, a quarter of the loot eggs at a time,
before the rest hatched. Normal breeding feeds itself on normal nutrients, and each craft
gets the machine's base roll: measured on 2.1, 2.4% of the eggs from normal breeders came
out uncommon or rare. Leave quality modules and dampers out of the breeders; the modules
pause a normal craft and a damper cancels the roll. This is not a setting. The science pack
and the biochamber still take uncommon eggs.
Version: 2.1.12
Date: 2026-10-13
Bugfixes:
- Artillery shells can be made at normal quality. The ammunition setting allowed them, but they
are built from a radar, and radars were pinned to uncommon, so a normal shell could not be
made. Radars may now be made at normal while the ammunition setting is on, along with the
iron gear wheel they take, which belts and repair packs otherwise only allow by their own
settings. Normal radars can also be placed as buildings; the spidertron and satellite, the
other things built from a radar, stay uncommon.
Version: 2.1.11
Date: 2026-10-12
Changes:
- Quality modules work in asteroid crushers again, on crushing recipes. 2.1.10 shut quality
out of crushers altogether. Now crushers still get none of the base quality chance, and
asteroid reprocessing - the reroll that made the space casino - cannot use quality at all,
but crushing with quality modules makes quality ore like any machine with modules. Measured
on 2.1: two quality module 3s put 5.2% of the output above normal, no modules put none, and
reprocessing refuses the modules. Factorio 2.1 already blocks quality on reprocessing; on
2.0 the mod now does the same. The setting is renamed "No free quality from asteroids".
Version: 2.1.10
Date: 2026-10-09
Bugfixes:
- "Block asteroid crushers from quality" now works. A crusher is an assembling machine, not a
prototype type of its own, and the setting looked for it under a type that does not exist, so
every crusher kept the 2% base chance: the space casino the setting is there to close. On
Factorio 2.0 that rolled chunks up through reprocessing; on 2.1, where reprocessing already
refuses quality, crushing turned free chunks into uncommon and rare ore and chunks. Crushers
now get no quality chance at all and refuse quality modules. Measured on 2.1 over 60,000
crushed and reprocessed items: none above normal, down from 1.9%. Quality chunks and ore
already made stay as they are.
- Factorio 2.1 only: recyclers and crude recyclers work from the start again. 2.1 locks every
recycling recipe behind the Recycling research, which needs production science, so the
recyclers in the starting kit had nothing they were allowed to run. The recipes are enabled
from the start, as they were on 2.0, including in existing saves. The research keeps its own
unlocks: the recycler itself and scrap recycling.
Version: 2.1.9
Date: 2026-10-09
Bugfixes:
- Factorio 2.1 only: the base quality chance was ten times too high, so 2% rolled as a real 20%.
2.1 divided every quality effect value by 10, and 2.1.8 still wrote the 2.0 value. It is now
written for the version the game runs. Measured on 2.1: 2.08% of plates above normal at the
default. Anything already made at the higher chance stays as it is.
- Factorio 2.1 only: single tier mode would have switched quality off altogether, because 2.1
moved the cascade to a new field. It now stops the cascade there, and measured on 2.1 makes
no rare at all.
Version: 2.1.8
Date: 2026-10-09
Compatibility:
- Factorio 2.1 is supported. A mod can only declare one Factorio version, so from now on each
release is published twice from the same source: 2.0.x for Factorio 2.0 and 2.1.x for 2.1,
and the game picks the one that matches. Gameplay is the same as 0.2.7.
- 2.1 moved recycling into its own recycler mod, renamed a product's probability and gave
recipes a list of categories. The mod reads whichever the running game has.
Version: 0.2.7
Date: 2026-10-08
Bugfixes:
- Rockets, explosive rockets, cannon shells and railgun ammo can be made at normal quality.
The ammunition setting allowed them, but they are built from explosives, and explosives were
pinned to uncommon. Explosives are sulfur and coal, and every sulfur recipe is fluid only, so
the game never makes sulfur at anything but normal; uncommon explosives were waiting on
uncommon sulfur that only a 2% roll makes. Explosives may now be made at normal, like rocket
fuel, and not as a setting. Cluster grenades and land mines still have to be uncommon, so a
normal explosive goes nowhere but ammunition, cliff explosives or a recycler.
Features:
- Cliff explosives may be made at normal quality, along with the grenade they need. They take
10 explosives, so they had the same problem, and they are thrown and gone.
- Repair packs may be made at normal quality, on by default and controlled by a new setting.
This is the ammunition argument: a repair pack is used up by repairing, and quality still
buys it durability. A space platform's automatic construction requests ask for normal repair
packs, and that request belongs to the game, so a mod cannot move it to uncommon - on the
grind it was never filled. Matched by item type, so modded repair tools come too, along with
the iron gear wheel they need when belts are off.
- Logistic requests default to uncommon. Every item picker opens on normal, and a normal request
for something no machine makes at normal is never filled, so a request set at normal for one
of those moves to uncommon as soon as it is set, with a message. Covers the character,
requester and buffer chests, vehicles and space platform hubs. Anything that can be made at
normal keeps the quality you picked, so a requester feeding normal scrap to a recycler still
works. Auto-trash slots, inserter and splitter filters and constant combinators are never
touched. A per-player setting, on by default.
Version: 0.2.6
Date: 2026-10-01
Bugfixes:
- Molten iron and molten copper can be made from lava. Both recipes also return stone, so the
rule took them for item recipes rather than fluid ones and pinned them to uncommon, where
they wanted uncommon calcite to make molten metal that cannot carry quality. They may now run
at normal. They are allowed rather than exempted, so a foundry holding quality modules still
pauses on them instead of rolling free lava into uncommon stone. They are the only two
recipes in the base and Space Age set shaped like this.
Features:
- Pipes may be crafted at normal quality in an assembler. Quality buys a pipe health and
nothing else, and the foundry already cast pipes only at normal, since casting from molten
iron has no item ingredient to carry quality, so refusing the same pipe from iron plate
protected nothing. Underground pipes stay uncommon from either machine, and everything else
built from a pipe is still pinned to uncommon, so a normal pipe leaks nowhere.
Version: 0.2.5
Date: 2026-10-01
Features:
- Vulcanus can be bootstrapped. Tungsten ore can only be mined by the big mining drill, and the
big drill needs a foundry and 20 tungsten carbide, so every piece of tungsten before it is
hand-mined from volcanic rocks or looted from a demolisher - and both only ever give normal
ore. Carbide was pinned to uncommon, the foundry research is triggered by crafting one, and
the only route to uncommon ore was recycling it at 25% a pass: the foundry's 50 carbide and
the big drill's 20 took somewhere between 450 and 1,200 rocks. Carbon and tungsten carbide
may now be made at normal quality, and so may the first 2 foundries each force crafts. After
that the foundry is pinned to uncommon like every other machine; the limit is a new startup
setting, and 0 puts it straight back on the grind.
- A machine set to a normal foundry shows how many normal ones are left, and when the
allowance runs out any machine still on the normal recipe is moved to uncommon, with its
ingredients handed back, and the force is told once. The count is the game's own production
statistics, so deconstructing or recycling a foundry does not give it back. Machines running
the recipe side by side can each finish one more before it closes.
- Normal carbide is also the better way to roll tungsten up. Recycling it returns the same
quarter of the ore as recycling the ore, but each carbide craft gets the machine's base roll
on the way through, and the recycler hands back ore and carbon together at the ratio the
recipe takes: about 1.6 to 2 times the uncommon ore per rock. Everything that consumes carbide
is still held to uncommon, so a normal one goes nowhere but a recycler or a normal foundry.
Version: 0.2.4
Date: 2026-09-28
Features:
- Military science may be crafted at normal quality, on by default and controlled by a new
setting. This is the ammunition argument again: what military science unlocks is defence,
and defence is not what the mod is about, yet on Space Age it is not optional - physical
damage, rocketry and the railgun are what keep a platform alive. On the grind a pack cost
about three times a green one in uncommon ingredients, and its grenade wanted uncommon coal
long before anything else did. The pack is a piercing rounds magazine, a grenade and two stone
walls; the magazine and the walls were already allowed by their own settings, so only the
pack and the grenade are added, and the setting only takes effect while ammunition and walls
are both allowed. The other techs that take grey science need every other pack as well, so a
cheap grey pack buys nothing for the economy.
Info:
- Documentation brought into line: the mod portal description now covers rails, the rocket and
military science, and stale comments about how quality modules are kept off normal recipes
were corrected.
Version: 0.2.3
Date: 2026-09-23
Bugfixes:
- Rockets can be built. Rocket fuel takes 10 solid fuel, and every solid fuel recipe - petroleum
gas, light oil, heavy oil, and ammonia on Aquilo - is fluid only, so the game will only ever
craft solid fuel at normal. Rocket fuel forced to uncommon was waiting on an ingredient
nothing makes: a launch is 100 rocket parts at 10 rocket fuel each at 10 solid fuel each, so
10,000 solid fuel per rocket, which at the default 2% chance is half a million crafts to roll
up. The whole rocket part is now allowed at normal - rocket fuel, low density structure and
processing unit, plus the plastic, circuits and copper cable they are built from, and the
Vulcanus and Gleba routes to each. Unlike belts, walls, rails and ammunition this is not a
setting: there was no rocket without it, and with no rocket no second planet. The silo was
already outside the rule and takes the normal parts as they come, and nothing outside the
rocket accepts a normal structure or processing unit, so the hole leaks nowhere. The
satellite is still out of reach in a base game run: it takes 50 rocket fuel and so can only
be normal, and allowing it would mean allowing solar panels, accumulators, batteries and
radar with it.
Version: 0.2.2
Date: 2026-09-22
Features:
- Rails may be crafted at normal quality, on by default and controlled by a new setting. This is
the belt argument in its purest form: a rail has no throughput and no speed of its own, that
is the locomotive, so quality buys a rail health and nothing else, and a rail's health matters
about as little as a belt's - while a network runs to thousands of pieces. Track costs nothing
to allow, because a rail is stone, which is mined, steel plate, which is smelted, and an iron
stick, which was already allowed for tiles; ramps and supports are refined concrete and steel
plate, and refined concrete was already allowed too. Only the signals and the train stop need
an ingredient adding, the electronic circuit. Covers every rail type including the elevated
and legacy ones, plus ramps, supports, signals and train stops. Locomotives and wagons are
not included: those are built once rather than laid by the thousand, the same line that keeps
guns and turrets on the grind while ammunition comes off it.
Version: 0.2.0
Date: 2026-09-22
Features:
- Walls may be crafted at normal quality, on by default and controlled by a new setting. This is
not the belt argument - a wall's health is the whole point of it, so quality walls are worth
having and stay worth building toward. It is the ammunition argument: defence is not what the
mod is about, and the price was absurd. Stone brick comes out of a furnace, so it takes about
21 normal bricks to win one uncommon through the recycler loop, or roughly 105,000 bricks for
a thousand tiles of wall. Covers walls and gates, including modded ones. Only the gate needs
an ingredient adding, the electronic circuit; the wall itself needs none, because stone brick
comes from a furnace and furnaces never refuse normal work.
Changes:
- Mining drills roll quality by default. Quality has to start somewhere, and the patch is where
the factory starts. Turn the setting off to go back to drills rolling only when given a
quality module.
Version: 0.1.9
Date: 2026-09-21
Bugfixes:
- Recipes that produce only fluids can be crafted at normal quality. A fluid has no quality, so
forcing one of these to uncommon spent uncommon ingredients on a product that could not carry
them, and sulfuric acid was deadlocked outright: it takes sulfur, and sulfur has no item
ingredient, so sulfur can only ever be normal. Fifteen recipes were affected, including
molten iron and molten copper, both coal liquefactions, thruster fuel and oxidiser,
electrolyte, holmium solution, fluoroketone, biolubricant, ice melting and acid
neutralisation. Normal sulfur now has something to be used for.
- Ghosts follow the same rule as built machines. A recipe could be set to normal quality in a
ghost but not in the machine it was a ghost of, so a blueprint could hold a setting that
quietly changed the moment it was built. Ghosts are now checked when placed and while a
player has one open, exactly like a real machine.
Version: 0.1.8
Date: 2026-09-21
Bugfixes:
- Recipes with no item ingredient can be crafted again. Sulfur could not be made at all, and
nor could every casting recipe on Vulcanus - iron, steel, copper, copper cable, gear wheels,
pipe and iron sticks - along with all four solid fuels, ice from ammoniacal solution and
holmium plate: fifteen recipes in the base plus Space Age set. Quality is carried by
ingredients, so a recipe fed nothing but fluids has nothing to carry it and the game will
only ever craft it at normal. The mod was forcing them to uncommon anyway, leaving them set
to a quality they can never run at. They are now left alone, exactly like barrelling and
kovarex enrichment already were. Their output is always normal, so it is scrap until a
recycler rolls it up.
Version: 0.1.7
Date: 2026-09-19
Changes:
- The vanilla quality module technology is back where vanilla puts it, and the setting that
moved it has been removed. Pulling it forward to sit next to Electronics only unlocked a
recipe that still needs advanced circuits to craft, so it bought nothing at the point it
arrived. The crude quality module is the early option and is unchanged: green circuits only,
unlocked by crafting the first electronic circuit, with no science at all.
Version: 0.1.6
Date: 2026-09-19
Bugfixes:
- The crude recycler, the crude quality module and the quality damper can be recycled. The
quality mod generates every recycling recipe during data-updates, and everything this mod
adds is built in data-final-fixes, which runs after it, so all three had no recycling recipe
at all: dead ends in a mod whose whole loop is that normal quality goes into a recycler, and
no way to roll a spare one up a tier or get its materials back. They now go through the same
generator vanilla uses, so they return the usual quarter with the usual fresh roll.
Version: 0.1.5
Date: 2026-09-19
Features:
- The quality damper: a module that switches the base quality chance off for the machine holding
it. Any machine deliberately making something at normal quality - belts, the gears and
circuits they are built from, ammunition - was still rolling 2% of its output to uncommon,
and those strays left with the normal products and stalled the next machine along when it
filled its ingredient slot with items it could not use. The damper cancels the base chance
exactly and never takes quality below zero. It costs 5 iron plates and 5 copper cable, needs
no research, and fits anywhere a quality module does, the burner mining drill included.
A machine holding one is never paused for it, since it removes quality rather than granting
it. The base chance lives on the machine prototype and the game cannot change it per machine
once a save exists, so a module is the only per-machine switch available - and unlike a
setting or a checkbox it blueprints, copy-pastes and gets built by bots.
Version: 0.1.4
Date: 2026-09-19
Bugfixes:
- Belts allowed at normal quality can now actually be built. Allowing the belt was not enough:
a transport belt is made from an iron gear wheel, an assembling machine refuses to make a
normal one, and so every belt tier was allowed and still uncraftable. The ingredients belts
need are now allowed alongside them, walked back from each belt recipe to what a furnace or
the map already provides at normal: iron gear wheels, and the electronic circuits, advanced
circuits, plastic and processing units that splitters take. The foundry and Gleba routes to
the same items are included, so casting gears on Vulcanus works the same way. The whole chain
is allowed only while the belts setting is on.
Version: 0.1.3
Date: 2026-09-19
Features:
- Belts may be crafted at normal quality, on by default and controlled by a new setting. Belts
are the largest iron sink in an early factory, and quality buys a belt nothing but health - a
legendary belt carries exactly what a normal one carries - so paying the grind for every belt
in the factory was the most expensive thing in the mod and bought nothing back. Covers every
tier plus underground belts, splitters and loaders, matched by the entity the item places, so
modded belts are covered.
Version: 0.1.2
Date: 2026-09-18
Features:
- Ammunition may be crafted at normal quality, on by default and controlled by a new setting.
Ammo is fired and gone, so it never comes back into the factory, and quality still raises ammo
damage, so rolling it up remains worth doing. It matters most in space: crushers cannot make
quality, so a platform can now crush asteroids straight into magazines instead of running an
onboard recycler loop or waiting on a rocket. Ammo is matched by item type, so modded ammo is
covered. Guns and turrets still need uncommon or better.
Version: 0.1.1
Date: 2026-09-18
Bugfixes:
- Quality modules can go into a machine set to one of the recipes that may be crafted at normal
quality again. They were refused outright, including at uncommon, where they are perfectly
reasonable to use.
Changes:
- A machine pauses for its quality modules only while it is actually crafting one of those
recipes at normal quality, with a status that says why. Take the modules out, or set the
recipe to uncommon, and it runs again.
Version: 0.1.0
Date: 2026-09-14
Major Features:
- Assembling machines will not craft at normal quality. A recipe set to normal quality is moved
to uncommon, and any normal-quality ingredients the machine held are handed back.
- An assembling machine whose recipe is set by the circuit network pauses, with a status
message, while the recipe signal is normal quality.
- Quality is rolled, not granted. Crafting machines and furnaces have a 2% base chance to raise
quality by one tier, and quality modules fit in stone and steel furnaces, assembling machine 1
and burner mining drills.
- Hand crafting is blocked, because the game can only hand craft at normal quality.
- Uncommon and rare quality are unlocked from the start.
Features:
- Uncommon starting kit: six recyclers, eight burner mining drills, eight stone furnaces, two
assembling machines, steam power, pipes, poles, belts, inserters, chests, iron plates, coal,
and enough uncommon quality modules to fill every module slot in it.
- Freeplay's normal starting items, respawn items and crash-site loot are replaced. Its pistol
and ammo are delivered uncommon, including on respawn.
- Crude quality module: electronic circuits and copper cable at half the strength of a quality
module, unlocked by crafting the first electronic circuit.
- Crude recycler: a slower recycler built from electronic circuits, researched with red science
long before the vanilla recycler.
- Recycling wood returns 50% instead of 25%.
- Asteroid crushers cannot produce quality.
- Tiles may be crafted at normal quality, because construction robots only build tiles from
normal-quality items, and so may the intermediates they need: iron sticks, copper cable,
tungsten plate, lithium, holmium plate, carbon fiber, carbon and nutrients from yumako mash.
They keep their one vanilla recipe, so blueprints and circuit recipe signals still work.
- Yumako and jellynut processing may be crafted at normal quality, so Gleba farms get back
enough seeds to replant.
- Quality modules have no effect on the recipes above, so a cheap normal craft cannot become a
shortcut to uncommon. The machine's base chance still applies.
Balancing:
- Recipes that cannot carry quality in vanilla, such as barrelling, kovarex enrichment and fish
breeding, stay at normal quality so they remain craftable.
Info:
- Settings for base quality chance, module slots, module strength, the starting kit, the crude
recycler and crude quality module, wood recycling return, crusher quality, drill quality,
single tier mode and early quality module research.