---=== NEW VERSION 1.3.1 ===---
Updated to include new 2.0.60 quality features!
Module slots and multipliers all set using the new quality_affects_... 2.0.60 prototype features.
This is enabled by default, but you can disable if you wish.
Also an optional feature to add extra Cargo Bay hatch landing/launching spots. Set to 0 to disable feature.
Value can be from 0 to 24, which at max value would allow 25 things to land or launch in a cargo bay.
This will also detect and change the Fridge mods cargo bay hatch number.
With the new features, be prepared for a major boost to your production (and consumption).
My own take on the Mythic Quality. Yes, I know there are about 3 dozen of these mods out there.
Well this is mine. Mod Settings added that control the next_probability values for Mythic and Divine qualities so you can tune these how you wish.
Adds Mythic quality after Legendary
Adds Divine quality after Mythic
Mythic quality research costs one million of all science and is *level 10.
Divine quality research costs one billion of all science and is *level 25.
*Level is how the game sets multipliers. So science pack % = 1+level*100, Mythic science packs are 1100%, Divine are ... very nice.
So Legendary is level 5 and costs 100k science
Mythic costs 10 times this and is 2x better than Legendary
Divine costs 1000 times Mythic and is 2.5x better Mythic.
With a Mythic quality science setup 1 billion science will take roughly 2 to 6 hours to finish.
Oh, and Divine Asteroid collectors have 26 arms...
I didn't want 100 more qualities, but a couple with high cost and reward help grow factory, and factory must grow.