Quality Casino: The House Always Wins


A neon quality-gambling district for your factory. Mint chips from surplus materials, then gamble ordinary items up the quality ladder: slot machines, Grand Casino High Roller play, circuit-controlled stop-loss builds, and animated neon spectacle. Fully automatable. The house always wins.

Content
2 hours ago
2.0
0
Factorio: Space Age Icon Space Age Mod
Circuit network Manufacturing
Owner:
nitsujader
Source:
N/A
Homepage:
https://github.com/nitsujader
License:
All Rights Reserved
Created:
2 hours ago
Latest Version:
0.1.15 (2 hours ago)
Factorio version:
2.0
Downloaded by:
0 users

🎰 Quality Casino — The House Always Wins

Factorio 2.0's community fell in love with asteroid-reprocessing "space casinos" — and then Wube patched them out. Quality Casino replaces the exploit with the real thing: an intentional, balanced, neon-drenched gambling district you build right into your factory. Feed items in, stake casino chips, and gamble for higher quality tiers. Reels spin, neon chases, nearby players hear the jackpot siren, and the whole force gets an alert.

The loop

  1. Mint chips from the surplus materials you're already drowning in — copper, steel, plastic, depleted uranium. Chips are pure currency; they have no other use.
  2. Stake a plain item — plates, circuits, modules, machines — into a Slot Machine or Grand Casino, alongside a stack of chips.
  3. Spin. Every few seconds the house consumes chips and rolls the odds. Win and your item climbs the quality ladder. Lose and it just sits there for the next spin.
  4. Your item is never lost and never downgraded. The house edge lives entirely in the chips, which are always consumed — and get pricier the higher your item's quality climbs.

Better chips shift the odds your way. Better materials in, better odds out.

Baseline odds

These tables show the base weights before the default item-value adjustment;
cheap stakes get a small boost while expensive stakes get a small penalty.

Slot Machine (fast, cheap, one item per spin):

Result Copper Steel Uranium
No change 74% 60% 45%
+1 tier 24% 33% 40%
+2 tiers 1.8% 6% 12%
💰 JACKPOT (max tier) 0.2% 1% 3%

Grand Casino (the centerpiece — better ceiling, High Roller mode):

Result Copper Steel Uranium
No change 68% 52% 35%
+1 tier 28% 36% 42%
+2 tiers 3.5% 9% 17%
💰 JACKPOT (max tier) 0.5% 3% 6%

Jackpot vaults an item straight to max quality, refunds 2× the spin's chips, and — if alerts are on — pings the whole force. High Roller mode rolls up to 10 units at once on a better odds column, for 4× the per-item cost. Startup settings let you tune the house edge, quality cost escalation, value weighting, spin interval, jackpot alerts, and pity threshold.

It's a real material sink, not a legendary printer

Spin prices escalate steeply with your item's current quality, so gambling stays a real material sink instead of a free legendary factory. The rare low-tier jackpot that skips the expensive steps is the dream that keeps cheap spins exciting. Cheap items even gamble slightly better — humble stakes get an odds nudge, so "gamble plates, craft up the results" is a genuine strategy.

Fully automatable — build a legendary converger

Nothing here needs a human between spins. Inserters feed chips and stakes; inserters pull results. Wire a filter inserter to recycle sub-max-quality outputs back into the stake input and walk away — a belt of iron plates converges into legendary iron plates while you're off building the mall.

The circuit network is first-class:

  • Outputs: tiers gained last spin, lifetime jackpots, current loss streak, live chip count.
  • Inputs: wire the machine directly — drive signal-C ≥ 1 to stop the casino (stop-loss after a jackpot or an 8-loss streak; it spins by default) and signal-H to force High Roller. Card-counting combinator builds are the Factorio-native version of gambling skill. Two sample automation layouts ship in the README.

Plus a "Loaded Dice" pity system (guaranteed win after a cold streak), a per-building machine window (stake, loaded chips, output, cost, lifetime spins, jackpots, pity progress, and recent results), and a /casino-simulate command that reports the true expected cost per tier so you can verify the math yourself.

Mini Vegas, bolted to a factory

Bells and whistles are not optional here. Spinning reel glow and marquee chase lights. A Grand Casino with a rooftop sign and gold light spilling on the ground. Four-direction neon signs make a casino district visible from across the map at midnight. Reel clatter, coin-shower chimes on a win, and a full siren-and-fanfare jackpot spectacle. Rivets and grime under the glitz — this is a factory's casino.

Compatibility

  • Factorio 2.0+ and ownership of the Space Age expansion are required.
  • The built-in Quality mod must be enabled; the space-age gameplay mod and
    campaign are optional.
  • Additive design: no vanilla prototypes are replaced or modified.

Non-goals

No real-money anything. No gambling of fluids, blueprints, or items with per-instance data (armor, ammo, spoilables are politely refused — "the house doesn't take that kind of action"). Your staked item is never destroyed or downgraded. The house edge is the chips, and only the chips.


*Made by nitsujader.