IndustrialCraft - More Qualities


Adds 40 new qualities. Qualities are unlocked with quality modules. Possibility to change efficiency and chance with dynamic chance reduction.

Content
6 days ago
2.0
1.39K
Manufacturing Cheats

g Removal of names?

27 days ago
(updated 27 days ago)

I really wish you hadn't removed this feature. It was, in my eyes, the unique feature that set it apart from the litany of other quality tier adding mods.

Can I ask why it got removed?

26 days ago

I understand, I expected reactions. Because as the mod contains multiple "mods/sets" of qualities I am not able to dynamically generate settings based on the selected set and it makes a mess. And the configuration loading phase is done first and at this point I don't know what the user has selected. So I would have to make settings for each set and the configuration would be chaos. Some qualities are named differently in some sets.

The only option to allow changing the names of qualities again (I honestly don't know if anyone uses it). So adding a string with mapping the quality code to its own name. The disadvantage of this is that it will not be as clear. And the user will not know the quality codes, I would have to write them somewhere.

26 days ago

In version 1.0.2 I've added the ability to change quality names again. It's not as "fancy" as before, but it's possible now.

26 days ago
(updated 26 days ago)

Yeah, that makes sense though I thought you had a reasonable approach before where it was basically just a list and you used the ones that you needed. That said, if the issue here is that the settings menu is challenging to dynamically change the names, then might it be possible to just generate a JSON file based on your current config and let the user modify that? I don't have any specific love for the in-game settings screen so much as I just really like being able to rename my quality tiers.

It's also fair that part of the issue here lies from a mod "doing too much," and it could also be just as reasonable to provide alternate versions of the mod. This would also be beneficial for compatibility since when you added the new tier, it also defaulted to it which is generally a negative user experience. When you update a mod, I think it is reasonable to assume it will preserve your configuration unless it's specifically noted as a breaking change in the changelog.

26 days ago

The mod doesn't do much now. It originally did a lot more, but I put a lot of it in the Tweaks mod.

However, as I wrote, I added the option to customize the localization. So now it's possible to rename it again.

I'm trying to write all the changes in the changelog. Now there was only a bigger problem between version 1.0.0 and 1.0.1, where there were significant changes that could break some saves. But the changes were necessary. Now (1.0.3) it's in a stable phase, where I don't plan to do anything significant.

26 days ago

I finally finished my game and can start a new one, so I tried the updated version and ... that's fine. I consider this a perfectly serviceable solution. You can easily paste it in a notepad if the block is too small and then paste it back in. I think you could simplify it and just be a CSV but hey, what matters is that it's simple and it works. There's really no need to overengineer it: names can be changed, mechanism works. Victory is yours.

25 days ago

There was no other solution if I had more sets for qualities there. But as you write - it works :)

Otherwise... the whole string with all the codes is only so that people know the quality codes. If you want to change only some, then it is not necessary to have all of them there, but only the changes - qualities that have "nil" do not have to be there.

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