Adds 40 new qualities. Qualities are unlocked with quality modules. Possibility to change efficiency and chance.
Mods introducing new content into the game.
Furnaces, assembling machines, production chains.
Play it your way.
I loaded your mod with an existing game to check it out and it loads in with default 40 qualities and 0.2 chance of increased quality. This feels way too easy and even overpowered hahah.
In my savegame i just landed on Fulgora (another playthrough im doing :p) I Just unlocked quality 2 modules... and barely had a few plain modules. and i already see Quality 4 and 5 (uncommon, which is similar to without the mod legendary!! hahah) already flying around omg... so that 0.2 chance is really too high.. or... it is something with the chance from plain to get something 5 steps up? that was almost an impossibility in vanilla...
other than that this mod looks awesome! I am in the works figuring out a next playthough with it and dig into it. but with 0.1 or mayb even lower lol else ill fly through it too fast as quality junky :D
I made that setting more for a fun game :) Everyone can adjust the settings to their own liking. With this amount of qualities, a 20% chance is probably a lot, but it depends on everyone how easy they want the game to be
I just saw you updated the default. I think it is more balanced that way to be fair yes. I'm now nearing legendary 5 quality modules yey! its a lot of fun this mod
I just loaded my game with your new mod. I had an alarm going off that my trains where eaten by biters. This was because the modules give higher % quality chance now :p so I no longer produce any normal quality with them (which is fine to be honest)
But now I have a question.... What happens when I have 160% quality chance in any building? does anything over 100% matter? does it differ for which entity? Like for miners? Assemblers?
I have the feeling that anything over 100% doesn't matter anymore... when I look over a few hours without changing anything on a planet that already had in every building near 100% quality in every entity (making quality chips) i barely see any difference.
Or should there be a difference...... but that might that be hidden due to the -0.004 setting im using that came initially with the mod in the previous setting....?
I made that setting more for a fun game :) Everyone can adjust the settings to their own liking. With this amount of qualities, a 20% chance is probably a lot, but it depends on everyone how easy they want the game to be
do you know if over 100% quality for a specific recipe matters? example: Doing 5x "Unique 1" Quality Module 3 in an Electromagnetic plant... and then making normal quality (so the grey ones, quality zero).copper cable as a recipe... It says: Normal -> Uncommon 1: 220%. Now my question... Is this a waste? will the outcome of this recipe be the same wether i use 100% quality for it or 220% quality? or does the extra 120% quality improve the outcome? I have been testing with it a bit but i'm still not sure yet. Perhaps i should test this in a huge scale factory and let it run a day to know if it has any impact. Im asking this because if it does not matter wether I use 100% or 220%... I'm better off using some production modules or with other recipes things like speed or even less power consumption :)
I just loaded my game with your new mod. I had an alarm going off that my trains where eaten by biters. This was because the modules give higher % quality chance now :p so I no longer produce any normal quality with them (which is fine to be honest)
But now I have a question.... What happens when I have 160% quality chance in any building? does anything over 100% matter? does it differ for which entity? Like for miners? Assemblers?
If the chance of better quality is more than 100%, the tp is still 100%
Some game update broke the mod. I'll update today and it should work again. Currently a lot of values are ignored and it doesn't change the quality in any way. I'll fix it in 1.0.7
And I recommend then keeping the default settings and just changing the mod to the number of qualities (personally I use 40 because enemies also have a chance of quality = higher difficulty)
okay... so when i have like 220% its best to put in some production modules in there?
my game has been on 20% and -0.004. i thought i set it back to 10% but... seems i made a mistake with a safegame at the start (woops....)....
After updating your mod to 0.07 i'm now at the start of Unique... But now I updated the mod, loaded my game and I am getting extreme qualities. i think something is wrong now :p everything seems out of whack haha. I am suddenly generating an huge amount of extreme products of any kind Extreme with a yellow name and a purple kind of dot and my graphs all stagnate production across all planets
for me it works fine 0.06 with current version and these settings. i'm getting to the point creating some Unique modules. its a long road. but isn't that intended that way?
i have not experienced any problems so far with a game update breaking your mod by the way. ive been playing it a lot in the last 8 months and been progressing to Unique quality. My safegame has now 700 hours played :)
i have not experienced any problems so far with a game update breaking your mod by the way, but 0.07 only generates everything to Extreme quality. I have reverted back to 0.06 and now everything is okay again. I am not sure if it is allowed to post a link to a twitch video here else i would. it is visible there.
. ive been playing it a lot in the last 8 months and been progressing to Unique quality. My safegame has now 700 hours played :)
okay... so when i have like 220% its best to put in some production modules in there?
I use beacons to put productivity modules in them, so I can easily get 500%+ in mid-game. I don't know how vanilla is now without these modifications :) But getting over 200%+ with just modules without a beacon is also possible on higher qualities
my game has been on 20% and -0.004. i thought i set it back to 10% but... seems i made a mistake with a safegame at the start (woops....)....
After updating your mod to 0.07 i'm now at the start of Unique... But now I updated the mod, loaded my game and I am getting extreme qualities. i think something is wrong now :p everything seems out of whack haha. I am suddenly generating an huge amount of extreme products of any kind Extreme with a yellow name and a purple kind of dot and my graphs all stagnate production across all planets
And what version were you using? 9, 10 40 qualities?
The thing is that I had to completely redo the calculation because some version of the game changed the object for qualities. I'm playing a new game with it and so far so good... but it's still meant as Fun rather than a vanilla continuation of qualities
Check the settings to make sure you have a quality multiplier of 1.0 and a chance of 0.1.
for me it works fine 0.06 with current version and these settings. i'm getting to the point creating some Unique modules. its a long road. but isn't that intended that way?
It depends on what version of the game you have, for example, on version 2.0.29 it will work fine on 1.0.6 and I recommend staying on it.. if you have 2.0.69 then some of the mods may not work because the calculation in the game has changed.. then use 1.0.7
When I started the game after a long time and as soon as I updated to 2.0.69 and used the mod version 1.0.6, the qualities were not being overwritten in a lot of values... the point is that the qualities work, but in many cases they do not change the properties of the object
I am on version 2.0.69. When I use 1.0.7 I immediately start to produce only Extreme quality (the purple dot). While 1.0.6 works perfectly for me. I use aai mods and some smaller side mods. i started on planet Fulgora for example. But I rly am playing on 2.0.69-0..
Hear me out though. I occasionally make a new version of my savegame as a backup. I still have the original from when i started. Looking back in my savegame history. I started this save on version 2.0.32-0 about 8 months ago. Could it be something related to that? This save has been going through all those versions in the past months transitioning from one version to another. Right now my savegame really works well and is 2.0.69-0 with 1.0.6. but if i then upgrade the mod to 1.0.7 litterally everything i produce is always Extreme quality. there is no randomness anymore it seems either :p
I just saw you released 1.0.8. in 1.08 it works! so what you fixed worked for my game! However all my space ships and factories broke down immediately because values have been changed hahah. power outtages, space ship platforms not enough cargo space. i think i will stick with 1.06 because i have 700+ hours already in my playthough and everything is already set up with the quality values and calcultated on scale with them as is in my designs i made or i will have to rebuild from scratch :D
I am using 40 qualitys with a setting of 20% (so 0.2) and -0.004. the default settings of 0.06 mod it originally came with ;)
I understand, maybe it's related to an older save, but when I started a new game on 2.0.69 and used version 1.0.6, even though I increased the quality, there was no improvement. It might also be related to an older save, I haven't tried that. However, the quality object was changed sometime between versions 2.0.29 - 2.0.69, so it doesn't make sense for the previous version (1.0.6) to work on the new game version (2.0.69) with the new map :)
But that doesn't matter. I made version 1.0.8, where even the chance of higher quality works correctly. And I added another more advanced setting for custom customization, where you can scale, for example, the speed of crafting, research, inserters speed, building/enemy HP a damage, chest size and more. And I removed the setting where you had "-0.004". Now it's according to vanilla and you just set the percentage (the default is 10% with gradual reduction).
But if you have that many hours and the whole factory set up for version 1.0.6, then stay with it. Version 1.0.8 changes the values because the calculation has changed and it has been divided into more separate areas and even if you could probably set it up like 1.0.6, it would take a lot of time to debug it so that it behaves the same (thanks to the new settings).
So if there is a new map, feel free to start with 1.0.8. If you have the old one and everything works, stay with 1.0.6 ;-)
Thanks man! Thanks so much for the support. Yeah its weird indeed ive no clue why it then works :o
Ooh by the way.. those calculations might be slightly off that are shown on mouse over an entitiy. like so many % chance from x to y and such. To give an example with 1.0.6 on a recipe that shows more than 100% chance but still produces the same quality outcome now and then:
Industrial Furnace -Legendary 2
Recipe: Copper Plate Quality -> Uncommon 1
Modules inserted:
3x Quality module 3 - Legendary 4
2x Production module 3 - Epic 3
The tooltip shows for all uncommon and beyond recipes over 100% quality chance, but still the outcome occasionally is: Copper Plate Uncommon 1.
Now...I have been theorizing a bit and experimenting a bit with it. It might be something funky in the code but i am not sure yet. I do not have high enough Productivity modules yet to test my theory. I'm working on it now :D.
This is a bit of a side note in things. But it let me to think about a possible bug or limitation in factorio code with higher than 5 quality modules. I could be wrong. its just an assumption. Its either a mistake in the calculation of the % given on the tooltip or a bug on how the inserted modules are calculated inside the entity when there are multiple flavors inserted together.
Its kinda interesting what happens... if I swap out any module while an entity is in production. it briefly swaps to basics. This tells me something funky happens in the gaming code swapping modules and it breaks my factories doing so haha. Ill explain what I mean with an example. So I have this entity in full production creating copper plates nonstop. Its quality% chance is way over 100% obviously on purpose:
Industrial Furnace -Legendary 2
Recipe: Copper Plate Quality -> Uncommon 1
5x Quality module 3 - Unique 1
Now the problem... -> I let a bot insert: 1x Production module 3 - Epic 3.... which still the % is waaay over 100%... and suddenly there is Uncommon 1 Copper plates in there hahah. So somehow, when swapping modules, the current in progress recipe is reset to basics from what ive been testing. This is kinda nasty. A workaround is to halt all factories (i set it up in a way i always expect an upgrade, i could change that too ofc :p), then upgrade modules and then start em again but yeah... i consider it to be a bug tbh in the gaming code. This got me thinking further about the % calculation being wrong.... or.... its also a bug in the gaming code...
So back to the initial problem i observed with 3x quality3 and 2x production3, over 100% quality and still giving me the same occasionally. Im getting the feeling that because I am using Quality3 Legendary 4 + Production3 Epic 3 modules through eachother something might go wrong with that. TO test that I need 2x Production 3 Legendary 4 modules and then see what happens. If it then does not happen anymore. Then its its that.... else the calculation is off ;)
reading my own post. what i mean is, i have the feeling because i am using different quality grades of modules trhough eachother in 1 entity, something might get messed up as my Quality modules are way higher grade quality than the Production modules that I insert.
I probably can't help here, this is purely a game thing. When it comes to quality modules, the only setting is the % chance, which is the default 10%. I can't influence how the game calculates it when combining multiple modules.
The values for all module types and the module qualities themselves are affected by the "default multiplier" setting, so their effect can be changed in the settings, but unfortunately it will also change the settings for all HP and DMG, which may not be desirable.
I don't use quality modules, I use my mod for a chest converter, where I put the item and it automatically upgrades to the last researched quality. It's a bit of a hack, but with 40 qualities I don't like going the standard route :-D So I haven't encountered this problem. However, quality modules are only affected by the "default multiplier" setting. (in 1.0.8)
Thats okay ;) then its an ingame calculation error. its just good to know ;)
Okay so... my theory seems to be right... When I upgrade the production modules I somehow go over the 100% quality mark.... wtf hahah... i cant explain what really happens in game code behind it. It can be multiple things
This is standard behavior of the game in my opinion. The chance of better quality can be more than 100%. But normally this probably won't happen because the base game doesn't have that many qualities or such high scaling. If it gets over 100% it should still behave the same as 100%