A pair of quality machines. The Quality Scrubber sits on a belt and strips quality off passing items, banking tier-weighted points to your force. Everything still passes through, and per-scrubber filters let you choose what to strip. The Quality Infuser spends those points to raise the quality of items you load into it. The banked total is readable on the circuit network, the cost curve and infusion efficiency are tunable, and extra quality-tier mods are supported automatically.
Mods introducing new content into the game.
Version: 0.5.0
Date: 2026-07-26
Features:
- Circuit control of the infuser. Wire it and tick "Set target from signal" to drive the target tier from the new Quality infuser target signal - its value is the tier, so 1 is the first quality above normal, 2 the next, and so on. Asking for a tier past what you have researched aims at your highest unlocked one instead.
- Tick "Enable from signal" and the infuser only auto-infuses while the new Quality infuser enable signal is above zero. The Infuse button still works by hand at any time. Both options are off by default, so wiring an infuser purely to read its bank never changes what it does.
- The scrubber's filter window now shows your force's banked points, so you no longer need a wired infuser just to check the balance.
- Optional per-player readouts, both off by default: points earned floating over your scrubbers, and a banked-points indicator in the top bar.
- Difficulty is now fully tunable with two map settings. "Infusion efficiency" goes down to 0.01, making infusion up to a 100x point sink for servers that want quality upgrading to be a real grind - scrubbing always banks full value, so the loss can't be profited from. New "Minimum item value" floors what any single item is worth (large modpacks can flatten cheap items to almost nothing); it applies to scrubbing and infusing alike, so quality stays exactly conserved.
- New map setting "Bank signal scale". Circuit signals top out near 2.1 billion, so on a very long quality chain a large bank pinned the wired quality points signal and looked stuck. Set the scale to 1000 or 1000000 to read the bank in thousands or millions. Affects the emitted signal only - your bank and all prices are unchanged.
Bugfixes:
- Fixed item prices being badly wrong in heavily modded games. When a mod added a recipe that turned a product back into one of its own ingredients, the price walk threw out the item's normal recipe and cached a far more expensive value for good - one save priced an iron gear at 128 times an iron plate instead of exactly 2, and everything built from gears inherited the error. Prices are now solved by iteration, which handles those loops correctly.
- Fixed a single unusual item being able to inflate every price in the game. Prices were scaled against the cheapest item in existence, so one item from one mod - a huge-yield recipe, or something whose real cost is a fluid, which carries no quality - dragged the whole economy up with it, by around 320 times in one modded save. The scale now ignores freak outliers.
- As a result, points in a heavily modded game drop to sane numbers, and items are priced correctly relative to one another. Existing banked points are unaffected in what they can buy, since every price moved together.
Changes:
- Large point totals are now shown as 1.49 G or 88.4 M instead of a wall of digits. Display only; the exact value is still used everywhere and /scrubbank still prints it in full.
- Quality tiers a mod marks as hidden are no longer offered in the scrubber's minimum-quality filter or the infuser's target selector. They still hold their place in the quality chain, so ranks and prices are unaffected.
- The mod's console messages are now translatable, and /scrubbank answers only the player who ran it instead of printing to everyone. Translations are welcome - the mod ships English only.
Version: 0.4.1
Date: 2026-07-26
Features:
- The scrubber's minimum-quality filter and the infuser's target selector now list only the qualities your force has unlocked, so you can no longer pick or upgrade to a tier you haven't researched. Turn on "Show all qualities" (per-player mod setting) for the old behaviour of listing every tier in the game.
- The selectors refresh automatically as you research new quality tiers.
- Both machines now keep their settings when copied, blueprinted, or cut and pasted. The scrubber carries its minimum-quality and item filter; the infuser carries its target tier and Auto state. The infuser also remembers its target on the machine itself, so it reopens where you left it.
- Shift-right-click a machine to copy its settings, then shift-left-click others of the same kind to paste them.
Version: 0.4.0
Date: 2026-07-23
Balancing:
- Quality now costs what the item is actually worth. Prices scale with how many raw items it takes to craft the thing, so a legendary lab costs about 57 times a legendary iron plate instead of the same. Banking cheap plates no longer buys legendary buildings.
- Infusing a finished item now costs exactly what infusing its ingredients and crafting it would, so there is no cheaper route to game.
- The old behaviour is still available: set Cost model to "Flat" in the map settings to price every item the same, as before 0.4.
Features:
- Support for quality mods with very long chains, up to the engine's 255-tier maximum. Both machines switch to a compact dropdown selector when a mod adds more tiers than a button grid can show.
Bugfixes:
- Fixed the infuser being unusable with large quality mods such as Infinite Quality Tiers: the tier grid grew tall enough to push the Infuse, Auto and Return buttons off the bottom of the screen, so nothing could be confirmed.
- Fixed the scrubber's minimum-quality filter not being able to select tiers past the first few rows for the same reason.
- Fixed quality point values overflowing into nonsense on long chains. The tier curve stays exact all the way to tier 255.
- The infuser panel no longer rebuilds its entire tier list three times a second, which was a real cost with hundreds of tiers.
Version: 0.3.1
Date: 2026-06-24
Changes:
- Both machines are now unlocked by the Quality research (the quality-module technology) rather than from the start, so they arrive alongside quality itself.
- Raised the recipe costs to match: the Quality Scrubber now takes advanced circuits, and the Quality Infuser is a bit heavier.
Version: 0.3.0
Date: 2026-06-24
Features:
- Quality Scrubber: drop it directly onto any belt (any tier) and it strips the quality off items passing underneath, in place, banking tier-weighted points to your force. Belt speed and item stacking are untouched.
- Quality Infuser: load quality-able items and spend banked points to raise their quality through a custom GUI.
- Auto-infuse: toggle Auto on an infuser and it keeps raising loaded items to your target quality hands-free - feed and unload it with inserters.
- Per-scrubber filters: set a minimum quality and/or restrict which items a scrubber strips.
- A wired infuser reports the force's banked point total on the circuit network as the "quality-points" signal.
- Infuser fill mode setting (default Partial): Partial upgrades as many loaded items as the bank can afford right now so a big load never stalls; Batch only upgrades when the whole load is affordable at once.
Balancing:
- Quality points are conserved - stripping a tier banks exactly what raising it back costs. The cost base and infusion efficiency are tunable in map settings, and extra quality-tier mods are supported automatically.