Everything has Quality


All assembling machines, furnaces and mining drills have a base quality, so you're forced to deal with qualities the entire game.

Tweaks
2 months ago
2.0
464
Logistics

g Awesome but cheaty

10 months ago

Hi,

thanks for this mod, I just gave it a try and it's awesome!

10% feel somewhat cheaty though, could you consider reducing it to 1% or adding a setting to allow the player to pick the quality chance?

Cheers.

10 months ago

The point of the mod is as a challenge run where you're forced to deal with quality everywhere, so having the higher chance makes sense for that, but I can look into adding a setting for the quality amount as admittedly 10% is a bit high

10 months ago

Added in 0.0.2

10 months ago

I just gave it a test, seems to work fine in combination with my other quality mods.
Thanks a lot!

10 months ago

Can you tell me exactly how the quality control works in the factorio settings, if I choose for example 100, will I have legendary quality or how?

10 months ago

No, as far as I understand, 100% gives you a guaranteed upgrade, anything beyond 100% allows you to skip a tier.
I don't know though whether you need 200% or 1000% to be guaranteed to skip a tier.

10 months ago
(updated 10 months ago)

It's 100% for next tier and 10% to get another tier each time whatever your quality bonus (I don't like this formula but that what it is) So with 100% chance you have 1 / 10 ** 3 to get legendary. With 20% you have 1 / 5 * 1 / 10 ** 3 to get legendary, so "only" 5 times less. But 100% guarantee at least uncommon output from normal input. And epic input is guarantee legendary, so 100% is very strong.

10 months ago
(updated 10 months ago)

Duplicate missclick

10 months ago

Thanks for the update. So the 10% chance to skip to the next tier is hard coded?

Just to be sure we are not misunderstanding each other, the following would be true?
(When stating percentages roughly, with ~, it means I'm not substracting all the following percentages, as I would have to, to be mathematically correct.)

With a chance of 100% you would get:
- 0% normal
~100% uncommon
~10% rare
~1% epic
~0.1% legendary

With a chance of 20% you would get:
- 80% normal
~20% uncommon
~2% rare
~0.2% epic
~0.02% legendary

And not:
- 80% normal
~20% uncommon
~4% rare
~0.8% epic
~0.16% legendary

So the chances for skipping a level are always the same, no matter your quality chances?
I find that kinda unintuitive, and would expect the chance for a double upgrade to be the chance for a regular upgrade to the power of two, the chance for a tripple upgrade the chance of a regular upgrade to the power of tree and so on.
That mechanic is something that really should be included in the API docs, in my opinion.

10 months ago
(updated 10 months ago)

Yes you are correct

If it succeeds, the product is upgraded 1 level from its ingredients. If the product was upgraded, the machine repeats this process, now with a constant 10% chance of passing, rolling and upgrading until a roll fails. https://wiki.factorio.com/Quality#Quality_modules


That mechanic is something that really should be included in the API docs, in my opinion.

Yeah it's hard codded in the prototype of quality, when you define a quality you define the chance to skip a tier. https://lua-api.factorio.com/latest/prototypes/QualityPrototype.html#next_probability. IMO it's sux.

10 months ago

I see, thanks for the explanation and especially the links.
So I guess they just set next_probability to 10% in the quality mod.

I guess I will eventually have to look at the code of all the quality mods I use to see what they do, just to be sure the behavior is consistent.

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