I had been eyeing this for a while, and last time I tried it placing a quality machine on top of an existing one would delete contents, wire connections, and configurations, which made me basically unable to use it. I tried again recently in a test world and it looks like that was working fine and maintaining those this time, so I tried adding it to my existing run, fairly modded.
When trying to load the world with the mod on, I am getting the following error:
Error while applying migration: Quality Effects Fixed: init.lua
Invalid ItemID: expected LuaItemPrototype, LuaItemStack, LuaItem or string.
stack traceback:
[C]: in function 'insert'
QualityEffectsFixed/migrations/init.lua:40: in main chunk
Looking at that, its an issue with modules in machines. I only have tier 2 modules unlocked. I have frozeta, which adds a tier 4 for each module, but I don't have any of them in the world. I thought it might be the Third Module Slot for Electric Furnaces mod, but it happens even with that disabled.
Another thought was that Stable Foundations was giving the issue, since that one achieves it's effects by adding an invisible beacon and/or module that affects machines, I believe, but it also happens with that off. Cerys is in the pack, but has not been discovered or loaded so shouldn't have anything for the migrations to apply to, if I understand how they work correctly.
There's a very large amount of mods already in the save, but none that I can really see affecting modules or module slots, and removing half of them might break the save further. A brand new save loads fine, so its rather hard to narrow down what might be giving the trouble. I could probably send the save if needed. If I get time and spoons I might try doing some kind of binary search anyways to see if its a specific mod, or just something about the way some of the stuff in the save is arranged somehow.