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, names, modules, labs, science packs, assembly machines, furnaces, 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
a day ago
2.0
3.48K
Factorio: Space Age Icon Space Age Mod
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b no Polution

5 months ago

enabling energy multiplier removes polution. its known bug fixed in 2.1 https://forums.factorio.com/viewtopic.php?p=686750&hilit=Pollution#p686750
you can fix this by adding energy_usage_quality_multiplier for every machine

a month ago

there is no update yet on this, damn

a month ago

there is no update yet on this, damn

a month ago

not sure what you are suggesting, and a sweeping change to all machines without an understanding is not something I am interested in doing. If you would like to elaborate further I am open to suggestions on how to proceed with the issue you are mentioning.

At first glance this statement seems counter intuitive, x causes a bug so apply x to everything.

a month ago

I did the legwork to speak with the dev team at factorio, and this is a known issue that will be fixed in the 2.1 update. Currently the only option to resolve this issue on the current patch is outside the scope of my project goals. It would require custom entities to be produced and replace the originals. The reason I created this mod was to avoid doing exactly that. We are only exposing the prototype adjustment points without any entity manipulations in-game.

With the 2.1 update looming in the near future this issue should be resolved, so there is not much to do besides wait for news regarding its release.

a month ago

After attempting to resolve the question on the Factorio discord mod channel, I got a lot of mixed answers from the other mod developers. Mostly leading in the wrong directions and making it seem like I would need to modify entities and do some jank to adjust this. I was not sure the answers were really things I wanted to do with this mod. But gladly Boskid responded in the thread you linked, and provided a very concise and simple workaround we now have employed in the mod.

I tested and confirmed that both: yes, you were right and there is indeed a bug. Then also, the workaround is functional and low impact. It should not have any effect on the settings you apply within the mod, but it does fix the issue of polution being disabled. Huzzah!

Sorry the fix took so long, but I was a bit perplexed by the issue at first glance.

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