Hi again,
I tested a bit locally and found this solution:
in control.lua
--local mulP = mulP * (1+1*entity.quality.level) Removed quality effect on density
--Added a quality effect on the capacity (game does this already because of prototype copy)
local fluid_capacity = 25000 * (1 + (entity.quality and entity.quality.level or 0))
Changed max clamp from 5000000 * mulP to fluid_capacity * 200.0 * mulP:
-- bound it just in case something crazy happened
if target_energy < 0 then
target_energy = 0
elseif target_energy > fluid_capacity * 200.0 * mulP then
target_energy = fluid_capacity * 200.0 * mulP
end
Changed near-full clamp from fixed 24999.999/25000 to fluid_capacity - 0.001 / fluid_capacity:
-- round it up if it's extremely close to full, to avoid floating point not-quite-full issues
if new_level >= fluid_capacity - 0.001 then
new_level = fluid_capacity
end
If i understood it right now. I removed density quality effect on the fluid and instead allowed higher capacity.