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!

Tweaks
25 days ago
2.0
1.49K
Factorio: Space Age Icon Space Age Mod
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i Calculations of ore consumption for a mining drill.

a month ago

I have a question about the math behind the calculation of the reduction in resource consumption by drills. I absolutely cannot understand the logic behind the calculations. When I set it to 1, the first 4 qualities have no bonus at all, and after that, the values ​​fall at an incredible speed, and no matter how hard I tried to find the optimal value for myself, I could not. It would be great to be able to turn off such calculations. I would change the formula to a more understandable 100 / (100 - (Quality level * n)) where n is a constant that we change. With such a formula, the progression will slow down and will never reach 0 or become negative. In any case, thanks for the mod, it really helped me rework the quality functionality. I have more ideas for what could be done so if there is a desire, I can share ideas.

a month ago

I used this calculation to keep it as close to the base game method as possible.
it uses ((MAX_LEVEL+1)-LEVEL)/(MAX_LEVEL+1)

So for normal its 5/6, and legendary is 1/6

It is not the best way of implimenting the math, but it recreates the default behavior at the default values. The issue with your proposal is that it would end up changing the scaling with default values. This is something that I would be open to adjusting though, at least if we can recreate the default scaling.

a month ago
(updated a month ago)

The method used in other mods is simply putting the reduction as its value instead of the divisor. I think that might be the easiest way to approach it from the user's standpoint. Then the calculation would be 1-(LEVEL*REDUCTION) and I just clamp it between 0.01 and 1. (The reduction would default to 1/6)

a month ago

Oh, now I understand, but what does the "divider" setting in this formula affect? As far as I can tell, a different formula is used for the first five qualities. Here's how the percentages look for me (Unfortunately, the pop-up window is not visible on the print screen, so I had to take a photo on my phone)
https://drive.google.com/drive/folders/18wA3TbzYevfz2dr9led-9ccf_xc8SU62?usp=drive_link

a month ago
(updated a month ago)

to assist in making screenshots, I highly recommend a program called ShareX. :)

I looked at your screenshots and the odd interaction may be coming from the fact the scaling is only applied to normal - legendary. The implimentation I mentioned would be a way to simplify this in order to affect all added quality levels as well. I implimented the new calculation, and it will now apply to all quality levels, even ones added by other mods.

Since the added qualities have even higher and higher quality levels, I would suggest tuning these values to something that makes more sense with them in the game. You can find the optimal value by dividing 1 by the highest modded quality level.

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