Modules Rework


Rework module bonuses. Now the bonuses of the modules grow exponentially with increasing levels. The starting value, multipliers and some other parameters are configurable.

Tweaks
13 days ago
1.1 - 2.0
2.63K
Manufacturing

i One small request

15 days ago

I would love a little feature to allow a person to customize via config the chance of quality value as defined by the next_probability value.

{
  type = "quality",
  name = "uncommon",
  level = 1,
  color = {43, 165, 61},
  order = "b",
  next = "rare",
  next_probability = 0.1, <--- this one right here
  subgroup = "qualities",
  icon = "__quality__/graphics/icons/quality-uncommon.png",
  beacon_power_usage_multiplier = 5/6,
  mining_drill_resource_drain_multiplier = 5/6,
  science_pack_drain_multiplier = 99/100,
},

You could, while your at it, create config settings for all the other juicy values in these defines (look for them in quality/prototypes/quality.lua)

15 days ago

Could you explain what this parameter is responsible for?

15 days ago

Lets say you put in quality modules into a machine that makes quality chance 15%
That is, essentially, 15% for an Uncommon
The above code defines the next quality and the next_probability at 0.1 or 10%

So 15% of the crafts hit this uncommon, of those 10% go to the next, and 10% of those to the next and so on. By changing this next_probability you can raise or lower the odds of higher quality.

13 days ago

I think it should be a separate mod. In this mod, it would be possible to adjust the qualities by analogy with modules from ModulesRework. Interesting idea, but now I have no so much time to create new mods. Maybe later

P.S. You can make it yourself :)
If you've found what you want to change, that's already half of the development :D

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