Quality Rebalance Forkened


Adds some new effects of quality on certain entities. Credit to notnotmelon for most of the foundation for this ( https://mods.factorio.com/mod/quality-rebalance/changelog ). Standing on the shoulders of giants and all that.

Tweaks
4 days ago
2.0
33
Owner:
guy-smiley
Source:
N/A
Homepage:
N/A
License:
MIT
Created:
7 days ago
Latest Version:
1.5.1 (4 days ago)
Factorio version:
2.0
Downloaded by:
33 users

This is basically a rehabilitated version of notnotmelon's mod: https://mods.factorio.com/mod/quality-rebalance. Full credit to them for the foundation, this is very much a standing on the shoulders of giants type situation.

Current functionality includes: (all have settings to turn on or off, and to tweak in some cases)
- Rocket Silos
- Rocket Parts required
- Animation speed
- Fluid Extent
- Big Electric Pole
- modified to greatly increase wire reach only, not supply area
- slightly janky to place, but is fully functional.
- use copy tool or a blueprint to select it and place new ones and the wire reach ghost should work properly when placing the.
- Cars and Tanks inventory size
- Agri Tower
- animation speed
- harvest area
- planting grid size
- graphically very messy, but fully functional
- Lamps, Combinators
- these are unchanged from where notnotmelon left them, just with settings now
- Elevated Rails
- technically works, but doesn't really play well with the rail planner, it kinda just feels bad to use currently.
- Off by default, for a reason, but you can turn it back on if you want.
- Module Count
- Promethium Reprocessing
- technology functions just fine, probabilities might be a bit high though, not sure?
- research is currently bugged. I think. not sure. additional tester feedback would be welcome on this one. what I have found myself is that placing and deleting crushers repeatedly in the same location duplicates the quality boost from the research. this was tested in a sandbox game, it happens consistently both with and without 'instant deconstruction', but there may be some inherent sandbox shenanigans going on that ruin the test.
- can still be turned on if you want that sort of thing.

Some items are a bit janky to place, Agri Tower and Big Pole especially. Basically items with effect areas or connections to other similar items nearby. Use copy tool or a blueprint to select and place new ones and the previews should work properly when placing things. I.E: don't use Q selection to place this stuff.

Also instant blueprint placement like in sandbox modes and similar break the placement of this mod's items in most cases, so if you are looking to test things bear this in mind.

Please let me know if you find issues. I tested reasonably extensively, but some of these features I'm not interested in personally using so I didn't try to stress test them super rigorously.

Also currently I've done nothing whatsoever to get this working with other mods, if this breaks those mods... sorry about that.