Adjustable Quality


This mod gives you the ability to adjust all the prototype options related to quality, allowing you to play the way you want. Options for all quality tiers, modules, labs, science packs, assembly machines, mining drills, insterters, capacitors, electric poles, beacons, chests, wagons, inventory grids, roboports, robots, tesla weapons, weapon range, and asteroid collectors. Options default to standard gameplay, letting you pick and choose what adjustments you make!

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26 days ago
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Factorio: Space Age Icon Space Age Mod
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b science pack

7 months ago

Hi, question about science pack drain, i try to adjust drain for science but maybe i don't know how it works.
i.e. without mods drain with legendary is 600% (6x more effective).
with your mod if we adjust legendary science pack drain to 1 (info says is % change?)
i assume is 1% drain (on top of that 600%?) OR 1% in total drain (10000 % in ingame description)?
But if every option i set to default but legendary science pack drain to "1" , and Mining Drill Resource Drain to 12
then: science pack drain do not change and Resource Drain also dont change.
testing with your mod enabled with settings above + mods: (sandbox, creative mod, Editor Extensions)
i try to check your github and your code it seems ok but i donkt know sh** about modding ;/

7 months ago

changing that value to 1 would result in an increase of 10,000% which is likely larger than what they expected to display.

7 months ago

But changing any of "science pack drain" settings has no result in changing behavior of science lab.
For test i put into lab 200 science pack of any kind (5 kind of them) - 5 quality type (from common to legendary) and then start to research and wait for common science pack (red) consumed by lab will be 100 pieces.
And that my question above, if i understand your label and functionality for this specific mod setting.
For comparison i send 2 screens from my games, one is completely different in setting "science pack drain" for any of quality pack
than other.
And after 100 red common science pack consumed by lab there is absolutely no effect of drainage of another science pack.
in other words "science pack drain" has no effect on how many science pack will lab consumed.
https://drive.google.com/file/d/1kKRZOszmpJ20Uq_aT-keD5AXdfAbtc-g/view?usp=sharing
i try to attain only drainage of science pack depending on quality od science pack (i want the legendary science pack to by not 6x better than common but 40x better to balance complexity of legendary science pack.
Cheers.

7 months ago
(updated 7 months ago)

now that I see your image I understand where you are confused.

This is the drain percentage of each quality of SCIENCE LAB not the packs themselves.
So an uncommon science lab gains that reduced drain rate, same for rare, epic, legendary. Normal lab will have standard drain rates, because it is not affected by quality.

7 months ago

to achieve your intended goal the only way would be to adjust the quality level. This would impact much more than just science packs though, so everything that is affected by quality will be changed by that.

7 months ago
(updated 7 months ago)

ok, you won, i lost completely ;D.
if you say this setting is changing lab behavior ten with my new "tests"- despite od quality of lab drainage do not change with changing mods value, but! i look up in api in LabPrototype.html
and there is a bool in properties "uses_quality_drain_modifier (new)"
and this value is by default false.
"Whether the QualityPrototype::science_pack_drain_multiplier of the quality of the science pack should be considered by the lab."
an my last questions are: in your mod this value is true ? and another question, how you test your mod for this specific setting? . Sorry for trouble but i'm determined to find solution ;)

7 months ago

interesting find, I had not considered there are other settings at play with this option.
So you saying that the lab prototype needs this option enabled to see any effect?

7 months ago

To be entirely honest I did not verify the efficacy of that option, it merely existed on the object and looks like a good point of manipulation :P

7 months ago

interesting find, I had not considered there are other settings at play with this option.
So you saying that the lab prototype needs this option enabled to see any effect?

sadly i have no idea, but i assume this value must by true, beside this i also dont know any of testing routines for modders to check in simple way. (as i say above i have 0 knowledge about modding, but appreciate your effort, this mod is in my top list for modding for my 2nd game ;)

7 months ago
(updated 7 months ago)

ok, after further testing it seems to be the behavior I first assumed.

7 months ago

The science pack capacity is what gives you more or less science per pack depending on the quality, and that is scaled by the quality level. This setting only seems to affect the different tiers of quality labs, as I first thought. That setting does seem to be required for it to take any effect though! So thank you for finding that!

7 months ago

What was interesting, is that biolab seems to stack multiplicatively with the drain rate multiplier. So the biolab will have half the drain rate of standard lab just like normal.

7 months ago

o wow, thx, i just test this update and it works!
consider to change in mod options: disabled science pack drain settings when "Labs use quality drain modifier is "off"
https://drive.google.com/file/d/1gd85cDsyczj6wKbzbKVShmRhu_wX7R-C/view?usp=sharing

7 months ago
(updated 7 months ago)

unfortunately the API cannot change the visibility of a setting based on your choices dynamically.

7 months ago

ok, good to know!

7 months ago
(updated 7 months ago)

I did a little more digging into this, and the value seems to be tied to the property "durability" on each science pack. But the method that it is scaled by quality is not exposed to us for modding.

I agree that it would be nice to be able to scale the quality multiplier for science packs only. Legendary science packs just end up being a waste of resources most of the time.

7 months ago

exactly, "durability" is generic value depending on quality scaling, and science drain is how fast this number decrease.
the only solution in my mind is to restrict quality lab to quality science pack, that only i.e.: rare lab can use rare science pack, but then we will need something more to boost lab speed (new infinite tech) . For me this limit is on me, and i will tell myself to use only higher tier lab to respectively science pack quality.

2 months ago

Just wanted to update this thread with the current information, this adjustment is now possible with the latest version of the mod! The quality prototype now has a new value for tool durability which affects science packs!

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