Quality for Biters!

by suumani

(en) Give Biters Quality Too! Quality for Biters! Dedicated to all biter enthusiasts. Enemies with higher quality will appear as evolution progresses. (ja) バイターにも品質を! 全てのバイター愛好家に捧ぐ。 進化度に応じて高品質の敵が出現するModです。

Tweaks
3 days ago
2.0
3.69K
Enemies

i Can the factors that determine the occurrence of quality bitcers be expanded?

a day ago

The emergence of high-quality biters is determined by their evolutionary value, but the upper limit of the evolutionary value is only 1. This results in the research speed of equipment quality technology and weapon technology lagging far behind the quality evolution speed of biters if more qualities are added. My idea is to add an additional numerical system that shares the same growth coefficient as the evolutionary value, and after the evolutionary value is 1, the original coefficient can continue to grow without being limited by the limit that the evolutionary value can only be<=1. Then, the timing of biters appearing with higher quality is determined by the new numerical system, and a choice is given in the settings. I don't know if this is feasible?

a day ago

Thank you for the suggestion.
It is technically possible to introduce a progression value separate from evolution in Quality For Biters.
However, since the balance is currently designed under the assumption that evolution is capped at 1.0, the late-game scaling would need to be significantly reworked.
If you have a concrete idea, I'd be interested to hear it.

The current design emphasizes that players encounter high-quality enemies from early to mid game, giving them an opportunity to rethink their defense and equipment strategies at an early stage.

There is also a challenge that if the player becomes stronger first, it becomes difficult to create meaningful changes in strategy.
On the other hand, if you prefer continuously increasing enemy strength, a tuned extension mod has already been released.

Summary:

It is possible to introduce a progression value separate from evolution
However, applying it to Quality For Biters requires careful balance design

That is the current situation.

a day ago
(updated a day ago)

The premise of my suggestion is that I have gained more additional quality levels through mods, which usually need to be unlocked in very late stages. For a long-term save, the evolution value of navies often approaches the upper limit of 1 in the early and middle stages of the game. Without adding many mods with super powerful weapons, it is often difficult to resist.
Biters below the legendary level, although their defense difficulty is greatly increased under normal circumstances, can still be defended overall. The biggest problem with higher quality Biters is that their attack range will greatly increase with their quality level. In the blue quality stage, there are no weapons that can attack high-quality long-range Biters
My current solution is to modify your mod based on your code and add biters that exceed the legendary level to the 0.9-0.99 stage.
Then, through another mod, after the evolution value reaches 0.9, the three evolution factors are modified to 1/10 of the initial value, thereby delaying the appearance of the bitcers after the legend.
As for the issue of growth rate in the later stage, it seems a bit troublesome ..
I don't know if this can be achieved. Divide "r" into 100 parts and assign a fixed probability (0.01, 0.02, 0.04, 0.08, 0.16, 0.69) to the quality in descending order of probability. The probability will be updated every time a new quality appears. When the seventh quality appears, set the probability of the seventh quality to 0.01 and upgrade the probabilities of other qualities to the next level. At the same time, reduce the probability of normal quality so that the total probability still adds up to 100% (for example: 0.01, 0.02, 0.04, 0.08, 0.16, 0.16, 0.53), and add more qualities down in descending order. 0.01, 0.02, 0.04, 0.08, 0.16, 0.16, 0.16, 0.37), when normal After reducing the quality to 0.01, start reducing the probability of green quality, and then reduce the probability of blue quality after reducing the probability of green quality to 0.01 (I'm not sure if the insect nest's complete failure to produce normal quality biters will interfere with the game process) ..
This sounds a bit complicated and I don't know if it can be implemented. I don't understand the code, and I used to want to ask AI how to modify the code according to this design. However, the solutions given by AI are difficult to implement, and AI often fabricates some parameters in the code that are not available in factorio games. So, after trying for a while, I gave up ..
As for how much absolute evolution value does a certain quality of biters need to reach before unlocking, can it read all the qualities in the game and add them to the settings? By default, a less rigorous value is set, allowing players to modify the value themselves?

a day ago

I am still using the old version of your mod that I have modified. The new version seems to have a lot of changes, and I am not sure if adding my save midway will cause any changes, so the mod version has not been updated yet

23 hours ago

Thanks for the detailed explanation.
However, it seems that multiple issues are mixed together here: range scaling, unlock timing in a multi-quality environment, and progression after evo = 1.0.
So first, I’d like to clarify which one you most want to adjust.

  • Do you want to delay the appearance of post-legendary quality biters?
  • Do you want to reduce the range scaling of high-quality enemies?
  • Or do you want manual control over the unlock thresholds for each quality?

Also, if possible, could you share your mod setup?

  • Quality For Biters only
  • With Quality for Biters! More Qualities
  • With additional mods that introduce stronger enemies

These setups differ significantly in both strategy and difficulty, so this would help narrow down the issue you’re facing.
In particular, adding Quality for Biters! More Qualities makes enemies significantly stronger.

I am still using the old version of your mod that I have modified. The new version seems to have a lot of changes, and I am not sure if adding my save midway will cause any changes, so the mod version has not been updated yet

You should be able to update safely.
Quality For Biters does not store persistent data in the save, so it won’t break your save.
The recent updates were mainly to improve compatibility with "Quality for Biters! More Qualities".

22 hours ago
(updated 22 hours ago)

I think we just need to 'delay the appearance of post legacy quality biters' and' manual control over the unlock thresholds for each quality '. As for the range issue, it's just that the timing of high-quality biters' appearance is not suitable, so we can postpone their appearance.
As for the settings I modified, I did not modify the module settings, but only modified the content of the "scripts \ common \ hooks _quality. lua" file, and added the new quality I added to the quality judgment based on your code, similar to the following:

elseif evolution_factor < 0.99 then
    if r < 0.01 then
        -- 1%
        return "tb-mq-eternal"
    elseif r < 0.02 then
        -- 1%
        return "tb-mq-void"
    elseif r < 0.04 then
        -- 2%
        return "tb-mq-abyss"
    elseif r < 0.06 then
        -- 2%
        return "tb-mq-singularity"
    elseif r < 0.08 then
        -- 2%
        return "tb-mq-celestial"
    elseif r < 0.11 then
        -- 3%
        return "tb-mq-mythic"
    elseif r < 0.15 then
        -- 4%
        return "tb-mq-woool"
    elseif r < 0.2 then
        -- 5%
        return "tb-mq-mir"
    elseif r < 0.55 then
        -- 35%
        return "legendary"
    elseif r < 0.8 then
        -- 25%
        return "epic"
    elseif r < 0.9 then
        -- 10%
        return "rare"
    elseif r < 0.99 then
        -- 9%
        return "uncommon"
    end
22 hours ago

AI prompted me that making such modifications may lead to operational efficiency issues, but it seems that the problem is not significant at the moment, so I decided to play around like this for now

21 hours ago

Thanks for your reply.

I understand that this is about balancing Quality for Biters! More Qualities.

In Quality for Biters! More Qualities, qualities are not handled individually.
Instead, the design uses a fixed 5-tier quality system and shifts the selection window to control spawn rates.

The reason for this design is to ensure that it remains stable regardless of which quality-adding mods are used.

There is also a research option that allows you to reduce enemy quality.

If the issue is that high-quality biters are appearing too early, I recommend trying to address it using this research first.

However, if you are using a mod where many qualities are unlocked very early in the game,
the Biter Quality Reset (Step) research may not be available in time.
Its prerequisite is rocket-silo, and the research cost is not low.

In that case, adjusting the prerequisites or research cost itself could be one possible direction.

If we continue this discussion further, it will likely involve fairly detailed balance considerations.

If you prefer, we can also move the discussion to Discord.
There are ongoing discussions about implementation details there, which might be useful for you.

Of course, we can also continue here if you prefer.

20 hours ago

Regarding the balance setting, I believe you have more experience and ability. I am just presenting an idea about how I played your mod. Thank you for your patient reply and carefully crafted mod. I really enjoy using this mod. Thank you! I will first install a new version of the mod in a new save for gameplay

17 hours ago

Thanks, I’m glad you’re enjoying the mod.

Feel free to reach out again if you run into anything or have ideas.
Enjoy Factorio!

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