Quality Seeds


Provides a way to use those quality seeds, allowing Gleba to be a late-game source of quality materials. For each cultivatable plant (included those added by mods) adds a cultivator building, which can grow those plants using a seed and water as the recipe. Additionally, adds late game options to grow plants in space!

Content
4 months ago
2.0
3.06K
Factorio: Space Age Icon Space Age Mod
Manufacturing

i Balanced mode compat

17 days ago

With particle physics, slipstack plants usually yield 6 stalks per plant. Since the "balanced mode" calculation is floor(x*0.3), this is reduced to floor(1.8)=1 - effectively giving only 1/6th of the usual output.
IMO it would be better if it either rounded the result (giving 2 stalks in this case), or gave an additional item with a certain probability (ie. 1 + 80% x 1)...

17 days ago

This may be the wrong place to ask this question, as each mod should really be in charge of its own balance decisions. Quality seeds does not deal with Slipstacks, and my own slip-stacks mod uses a different method for gathering seeds entirely? Perhaps your suggestion might find more traction on the particle physics mod page?

17 days ago

My suggestion is to change __quality-seeds__/prototypes/qualitytreesystem.lua in function create_quality_plant (l30): replace all instances of "floor" in the lines 47, 50, 51 with "round".

Why would this be a topic for the Particle Physics mod? :P

14 days ago

Ahhhhhh I see, sorry I misread your original comment. The floor vs round was chosen specifically for balancing reasons - to ensure that Yumako and Jellystems - which have ~50 (a much higher and thus more easily divisible number admittedly) would break even on rare prod modules, and have slight returns on epic/legendary. I choose floor because its more likely to garuntee this behaviour for other crop outputs too - however obviously as you point out, it breaks down a little when the loot numbers are low for sure. I assumed that most "tree" mods would follow high yield number outputs, as its quite a common design and makes sense "many fruits from one tree" etc.

I don't want to change it from floor - as that creates more problems with the balance than it solves. I'd much rather yields be harder to make self-sustaining than the other way around. (Because self sustaining quality items are very powerful, and basically trivialises legendary from a balance perspective)

I would be more inclined to do a precise "add a specific random chance of 1 more item." - the reason I didn't do this initially is people tend to not like the random nature of those output formats. Perhaps it is simply the lesser of two evils in this case.

14 days ago
(updated 14 days ago)

You could always add an option whether to use the probability-based exact or the predictable floor-based recipe.

Another option would be to "bulk up" the recipe, multiplying time and input/output resources so smooth out the ratio - with a factor of 10, you'd always have an exact "10x in, 3x out, 10x time" recipe...

edit: I was primarily interested in being able to grow the slipstacks in space to directly make fusion fuel on aquilo; so I guess my use case wasn't what this mod was designed for anyway. Quality looping would already be possible with the current minuscule output without any prod modules on top of the biochamber bonus, so that part of the balance is ... "interesting" ... whether or not the exact ratio adjustment is implemented.

New response