Quality Lib


Provides a library for modders to easily interface with Quality and add quality stats to any item/entity.

Internal
3 months ago
2.0
2.23K
Transportation Logistics Trains Combat Armor Mining Fluids Logistic network Manufacturing Power Storage

g Compatibility and recycler issues

3 months ago
(updated 3 months ago)

A few things I've run into that I can't really get around is, this mod screws with the quality factorismo buildings and makes(at least the epic and possibly legendary, I've not unlocked that yet tho) ones unusable
Rare seems to work? as well as uncommon? As to say it doesn't touch those
but above that no
I don't know if these are added automatically or manually to quality lib tho, or if any amount of it is from better quality

also it seems that the vanilla big mining drill (the one that doesn't specify it's origin as being from this library) no longer has a recycling recipe, which is kinda a huge issue since it breaks my auto gamblers, and stuff from machines don't get changed into the stuff from the library
Probably should just keep the vanilla one's recycling recipe?
I've not noticed this issue anywhere else so far

and one final thing that isn't as big a deal
Ever since the change to make it so stuff placed by hand changes to the quality lib versions the repair turrets mod unable to place the ones from here correctly, instead placing vanilla versions
broke some blueprints but I've been able to work around that one at least

3 months ago
(updated 3 months ago)

A few things I've run into that I can't really get around is, this mod screws with the quality factorismo buildings and makes(at least the epic and possibly legendary, I've not unlocked that yet tho) ones unusable
Rare seems to work? as well as uncommon? As to say it doesn't touch those
but above that no
I don't know if these are added automatically or manually to quality lib tho, or if any amount of it is from better quality

Seems to be yet another case of modders doing weird things with storage tanks...

I had a look at the Factorissimo 3 repository and it looks like the mod utilizes a ridiculous amount of runtime code to make everything work, meaning simply copying entities isn't nearly enough to make them functional.

In theory I could spend a lot of time figuring out how the mod works and copy their code into this mod and run it if Factorissimo 3 is active, but that's just not super feasible. What I'm going to do for now is prevent this mod from making Quality versions of Factorissimo 3 entities entirely.

also it seems that the vanilla big mining drill (the one that doesn't specify it's origin as being from this library) no longer has a recycling recipe, which is kinda a huge issue since it breaks my auto gamblers, and stuff from machines don't get changed into the stuff from the library
Probably should just keep the vanilla one's recycling recipe?
I've not noticed this issue anywhere else so far

This was a silly issue that I didn't notice because I was testing exclusively with Legendary items. It'll be fixed in the next update.

and one final thing that isn't as big a deal
Ever since the change to make it so stuff placed by hand changes to the quality lib versions the repair turrets mod unable to place the ones from here correctly, instead placing vanilla versions
broke some blueprints but I've been able to work around that one at least

Apologies, I'm going to need more info here. I downloaded the Repair Turrets mod (v2.0.4, Klonan), but I wasn't able to figure out how to get the Repair Turrets to place entities. It looks like they only repair things with repair packs. It's possible I got the wrong mod. Can you tell me which mod specifically that you're using, what exactly the issue is, and how to replicate it?

3 months ago

Seems to be yet another case of modders doing weird things with storage tanks...

I had a look at the Factorissimo 3 repository and it looks like the mod utilizes a ridiculous amount of runtime code to make everything work, meaning simply copying entities isn't nearly enough to make them functional.

In theory I could spend a lot of time figuring out how the mod works and copy their code into this mod and run it if Factorissimo 3 is active, but that's just not super feasible. What I'm going to do for now is prevent this mod from making Quality versions of Factorissimo 3 entities entirely.

that was actually what I meant to suggest yeah

also it seems that the vanilla big mining drill (the one that doesn't specify it's origin as being from this library) no longer has a recycling recipe, which is kinda a huge issue since it breaks my auto gamblers, and stuff from machines don't get changed into the stuff from the library
Probably should just keep the vanilla one's recycling recipe?
I've not noticed this issue anywhere else so far

This was a silly issue that I didn't notice because I was testing exclusively with Legendary items. It'll be fixed in the next update.

alright, sounds good

Apologies, I'm going to need more info here. I downloaded the Repair Turrets mod (v2.0.4, Klonan), but I wasn't able to figure out how to get the Repair Turrets to place entities. It looks like they only repair things with repair packs. It's possible I got the wrong mod. Can you tell me which mod specifically that you're using, what exactly the issue is, and how to replicate it?

you have the right mod, but the repair turrets don't do it by default, it's a researchable upgrade to them

3 months ago

I can't seem to replicate the issue. I placed some Legendary belts and destroyed them with a rocket launcher, and the repair turret placed them back down just fine.

An issue that I did notice is that Quality entity ghosts can't be filled by vanilla versions of the items, only by the Quality item itself. I'll have to look into that.

3 months ago

An issue that I did notice is that Quality entity ghosts can't be filled by vanilla versions of the items, only by the Quality item itself. I'll have to look into that.

Yea that's the other part of the issue, my apologies for forgetting

the thing is also though that you can not just replace stuff with them, but also build wholly new things
and if you're placing vanilla blueprints it won't be able to effectively place the quality lib ones anymore since the buildings are no longer converted that way

though similarly there was an issue back then that once deconstructed they'd become their own separate thing
even had an instance of a logistics request continuously filling my inventory since they were converted into quality lib versions the moment they entered, and thus the request could never be filled
but the latest version at least had fixed that

3 months ago
(updated 3 months ago)

I've been avoiding this for a while because it's kind of a bandaid but Quality Lib v2.2.0 has added the option to disable Quality items entirely for those who don't want them. This is more of a tradeoff than a solution as it fixes some issues and causes several others, but I figured it would be better to give the user the option to opt out of the items for now until I can get around to fixing everything.

The update also blacklists Factorissimo 3 buildings from being modified and fixes the recycling recipe issues.

3 months ago

I've been avoiding this for a while because it's kind of a bandaid but Quality Lib v2.2.0 has added the option to disable Quality items entirely for those who don't want them. This is more of a tradeoff than a solution as it fixes some issues and causes several others, but I figured it would be better to give the user the option to opt out of the items for now until I can get around to fixing everything.
fair enough yeah
i'd imagine as well activating that mid save would just delete stuff in the world then and is to be only used really for new games and for emergencies? (as opposed to like, it disabling the auto replacement feature)

The update also blacklists Factorissimo 3 buildings from being modified and fixes the recycling recipe issues.
hell yea, thank you

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