Quality Jump Removal


Removes the ability for items to jump quality levels, simplifying quality-builds.

Tweaks
13 hours ago
2.0
4
Owner:
Seraphendipity
Source:
https://github.com/Seraphendipity/Qua...
Homepage:
N/A
License:
MIT
Created:
13 hours ago
Latest Version:
0.1.0 (13 hours ago)
Factorio version:
2.0
Downloaded by:
4 users

Remove Quality Jumping

As the name implies, removes Quality Jumping -- i.e. Normal Quality inputs with whatever Quality modules inside can only ever provide Q0 (Normal) or Q1 (Uncommon) quality items, not Q2 (Rare), Q3 (Epic), or Q4 (Legendary). Q2 (Rare) inputs will only ever provide Q2 (Rare) or Q3(Epic) items.

This is a nerf to Quality. Sorta.


Design: "Why would I want to nerf Quality?"

More consistent and approachable, mainly.

  • Makes Quality more approachable for newer players, with less risk of factory clogging or problems with not knowing about upgrades. Throw Quality modules in your miners, sure, and only deal with 2 different items, not potentially 5.
  • Makes Quality create more interesting design decisions pre-recycler -- you cannot make Assembler Mk II's by bulk building them with Q0 (Normal) ingredients, and instead need to first have Q1 (Uncommon) Assembler Mk I's, hence need more robut quality ingredient management. You cannot create Q2 (Rare) Power Armor Mk II with just basic Q0 (Normal) modules.
  • Makes Quality easier to manage via Belt-based gameplay, particularly in Module set-ups, Fulgora, etc.
  • Allows various QoL improvements to builds. Have a fast Copper Wire Quality Foundry, but had to use Bulk inserters because of differing qualities? Not anymore, can have 2 dedicated stack inserters! Tired of Q2+ Bio Sciences being produced because there will not be enough for rockets but they keep using up resources? Not anymore, can now either produce for a quality tier that can actually meet needs or throw the modules out.
  • Allows more direct-insertion builds with quality. Direct-insertion is awesome and creates fun designs, but 5 buildings around another building, 3 of which will rarely be used, is less fun.

For the most part, I just want to be a bit more liberal with throwing quality modules around in set-ups, and make it easier to explain to newer-factorians I bring into play.

Thank you to the Factorio devs for adding this option -- I understand it is a more niche request but is greatly appreciated.


Options

  • Removal Only: only remove Quality Jumping.
  • Remove and 3% QUA3 Modules: [default] buff Quality 3 modules to a nice round number to compensate the loss of jumping. To my understanding, this makes it overall stronger and thus turns this "nerf" to a "buff", somewhat.