Quality Sparks
Quality Sparks gives eligible player and machine crafts tiny independent chances to become Uncommon, Rare, Epic, or Legendary.
The defaults avoid intermediates, science packs, and science ingredient chains so quality feels like rare loot rather than belt pollution. Buildings, equipment, armor, vehicles, weapons, ammo, and modules are enabled by default.
Each quality tier has its own chance setting. Legendary rolls first, then Epic, Rare, and Uncommon, so higher-tier sparks can win over lower-tier sparks.
Recommended Playtest Settings
The default values are conservative. For a more noticeable first playthrough, try:
- Uncommon:
0.25% - Rare:
0.125% - Epic:
0.08% - Legendary:
0.05%
That gives about this many sparks per 1,000 eligible crafts:
- 2.5 Uncommon
- 1.25 Rare
- 0.8 Epic
- 0.5 Legendary
The idea is that lower tiers appear more often, but the expected “wow” value stays closer across tiers: one Legendary is rare, but meaningful; several Uncommons are common enough to notice, but not enough to flood every belt.
If you want a quieter game, lower the values. If you want to test quickly, raise them or disable the lower tiers and leave only the quality tiers you want to see.
Settings
Chance and eligibility controls are map settings, so you can tune them in-game after loading a save.
Category toggles include:
- Buildings
- Equipment
- Armor
- Vehicles
- Weapons
- Ammo
- Modules
- Science packs
- Science ingredient chains
- Intermediates
Chat notifications can also be enabled or disabled per quality tier.