More Quality Scaling

by sh4dow

Extends quality scaling to locomotives, rocket silos, roboports, mining drills, agritowers and more.

Content
2 days ago
2.0 - 2.1
9.76K
Transportation Logistics Trains Combat Mining Fluids Logistic network Power Storage

i robot recycling + robot icons + other

15 days ago

I've read that bots still WIP settings tooltip, so this discuission thread started as bug report, but in end I think it is better to make it ideas & suggestion thread, sorry if I am wrong, I am really like your mod and it is actually really good balanced (with default settings, or with fair settings to enable something)

recycling logistic & construction bots that already converted into mod variant will give NOT give you resources back, but gives you with 25%chance the same bot, or if you have quality recycler, so you can get "epic-construction-robot" with "legendary quality" or so on
So can I ask you to make recycling recipe as --space age--'s --scrap recycling--, But additional recipes for --modded bots with quality--, like recipe for recyclers for --modded bots-- as --vanilla bot-- WITH 25% CHANCE (becouse they have quality at this point, and 25% chance, becouse of the recycling, I think it would be enough?)

and, with setting --add quality icon to entity names--, logistic & construction bots still doesn't have quality in it's names, with only possibility to undestand what is what with debug feature --show debug info in tooltip-- and reading it's initial name (If you open constant combinator, prototypes menu it would be really hard to undestand what is what)
So for this one can I ask you to add quality in names of modded construction & logistics bots?

and there is bad order for all converted items, --- epic -> legendary -> normal -> rare -> uncommon ?
it should be --- normal -> uncommon -> rare -> epic -> legendary

Also, would be fun if you make roboport's robot slot count also increase (with setting I think)

Thanks for the mod !!

14 days ago
(updated 14 days ago)

I'm glad you like it!

For the recycling recipes, I could either copy the recycling recipes for the robots (give back resources), or try to make it give back the original item with no count/quality changes (would have to check if that actually works, but that would be the easiest way to "un-qualitize" robots)...
I'm not sure what you mean concerning recycling modded bots into vanilla bots - what I just said, or converting mk2-bots into mk1 ones?

Robots not having the icon in their names was an oversight that should be fixed in the next release.

The ordering is a bit less obvious - currently, it appears to sort them alphabetically, and with vanilla qualities, an ordering according to quality level would be more intuitive. But mods could also add quality sidegrades (I think I saw a mode that did that, though I can't find it right now), where ordering according to level would not be helpful (should the "speed upgrade" quality go in front or behind the "HP upgrade" one?)...
Adding the level to the item name as order keys would probably be fine for most situations (with the number format depending on the maximum available level - it can be any uint32, and 100000 should be sorted after 2).

14 days ago

with recycling modded bots i've mean that bots with quality, that is already converted into modded variant (for example epic-construction-robot), I was thinking about how to make an interaction with recyclers, and you've shortened my text to just a few words, to give back resources

about order, I was thinking before, that it is way easier to implement,
BECOUSE in prototypes -> quality (any) it have order-string thing,
and I've think you can just make priority up order-string over alphabetic, but it appears you need to change it's initial name. and I am not sure if it is good idea or no, so I think if you do that then it probably should be setting that is by default is OFF?

14 days ago

Also I was thinking about how to make robots "convert" into modded variant, what do you think making bots spoil? I know that it is possible to make some events on item spoil, like explosion, Is it possible to make them convert into correct variant of the bot if it have correct quality?

So I have idea, might be stupid, but it might work
with vanilla bots, i mean the robots that haven't changed into modded variant yet

  • turn off conversation by placing bots by hand
  • make ADDITIONAL specific recipe, outside of regular robot recipe, so the this recipe will turn VANILLA bots into "spoilable" recipe that will have all the conversation? (probably the most convinient one, but I am not sure if it is possible to make, and if you can make spoil time 0)

so, when you produce (construction-robot, with epic quality), so you need an assembler with specific recipe with epic quality in it, that will consume (construction-robot, with epic quality) and produce ITEM THAT SPOILS (but it converting construction-robot, with epic quality INTO epic-construction-robot)

  • when you recycle CONVERTED bots in recycler (for example epic-construction-robot), you will get the vanilla bot (construction-robot, with epic quality)

It is probably optimized enough, feel free to deny, I am just thinking of possible (or impossible) solutions

11 days ago

Prototype ordering by quality level is implemented in 1.7.0.

Spoiling into the correct type after a "priming" recipe might soon be ready, using "Runtime Spoilage Library".
If that does work out, I'll also add recycling recipes, and think about marking robots as non-WIP.

Increasing roboport inventory slots wouldn't be an issue, but I'm unsure about how I should integrate the setting for that. Having 3 roboport properties (charging pads, range, inventory) would result in 8 possible combinations - so would I still put all combinations into a string setting (dropdown menu), add a checkmark option for one of them, or turn all 3 properties into separate checkmark options?

10 days ago

Good to hear, but I can't test&play it yet because I am not home for 1-2 days~

For a second I was thinking "wait, what if people not using quality with your mod" Because it just obviously enough so I miss that your mod is exactly about quality, Just fun though I get, "priming" sound fun, I really hope you mind of some good image for "priming recipe", And I really hope everything would work!!

About settings, pretty sure separate checkmarks is best 👍

2 days ago

In 1.7.1 (for Factorio 2.1), robot "baking" (put them in a furnace to "activate" them) and recycling (get back the vanilla version) is implemented.

I'm working on console commands to safely disable certain scaling settings without entity loss; after that's done, I'll probably add the robot slot scaling.

20 hours ago
(updated 20 hours ago)

Nice! thanks for the update! Now I can cook robots, I am satisfied! (Although to be honest, recipe for assembler could make more sense for me, so can I ask you to make setting for it?), At the same time I've tested it in vanilla (cooking robots in furnace works fine)

with krastorio2 (to see with switching recipes for furnace, becouse it is fastest way to see for me), So, it is possible to abuse if you have any quality bots above normal (uncommon,rare,epic,legendary) Even if EPIC or LEGENDARY qualities IS LOCKED (or other qualities if installed)
so for example
with k2 you can select LEGENDARY recipe to make uncommon robot ---> into ---> uncommon robot with legendary quality
then place this robot in world, it will switch from uncommon into legendary modded variant
no ideas yet how to fix that

roboport scales after disable safe command, sure!

can I ask you make quality lamps that will shine a bit brighter? (I think it will be fun)

3 hours ago

I was actually wrong about that, it doesn't change to legendary quality, in my tests i just had legendary quality bots exist in roboport, and saw other bot, it just becames uncommon with legendary quality, and you can recycle it back to get regular uncommon robot, oops

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