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
18 days ago
2.0
126
Logistics

g Awesome but cheaty

19 days 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.

18 days 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

18 days ago

Added in 0.0.2

18 days ago

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

13 days 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?

13 days 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.

7 days ago
(updated 7 days 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.

7 days ago
(updated 7 days ago)

Duplicate missclick

7 days 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.

7 days ago
(updated 7 days 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.

7 days 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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