Quality Upgrade Planner

by Buttpie

AUTOMATIC UPGRADING OF QUALITY TRAINS! and other stuff ;) Got a mix of uncommon, rare epic and legendary machines sitting in storage? This mod helps put them to use without making a separate upgrade planner for each quality.

Utilities
4 days ago
2.0 - 2.1
124
Logistic network Circuit network Blueprints

i Upgrade Area Marker

a month ago

This is such a great mod! So much less micromanagement to worry about. I hope Wube includes this functionality in the base game.

I had some feature suggestions, hope they make sense.

  1. At present, the upgrade options are, broadly, "upgrade everything" or "manually mark an area for upgrade". I think there might be a case for a marker building (maybe a combinator of some sort) which could be placed on the map to flag a configurable surrounding area for automatic quality upgrades. Since it would be an object, it could be stored within a larger blueprint. This would automate the selection of targeted regions for quality upgrades without having to manually engage with them, and without needing to enable whole-surface upgrades. Ideally, the building's region parameters could be set by circuit signals, and also be toggled on and off with circuit signals.

  2. The option to manually designate upgrade paths. This would be mainly for modules, where there doesn't currently seem to be a way to upgrade between different tiers of the same module type, and to accommodate the effect of quality at each tier. A rare Speed 1 module, for example, provides a greater speed boost than either a normal or uncommon Speed 2 module, so upgrading the tier would actually reduce the effect. Also, a legendary Quality 2 module has more of an effect than any other quality module except a legendary Quality 3 module, but there's no way to designate it as a viable upgrade point for any other quality module without first downgrading existing modules from Q3 to Q2. Manually determining the optimal or desired paths would be ideal in this scenario.

  3. Some sort of option to save and reuse settings between games. I don't know what the options are here, maybe an export string, or perhaps a blueprint book full of upgrade planners to define anything which deviates from the default.

  4. Different upgrade targeting for different regions (perhaps tied to the marker from point 1). An input-limited production line may have more need of quality productivity modules than quality crafting machines, whereas a production line dealing with oversupply may have need of quality crafting machines over modules.

This is something of a wishlist - even as it is, this mod is extremely useful and a very welcome addition to my games. Cannot thank you enough.

a month ago
(updated a month ago)

Just noticed the changelog in the most recent update, about 15 minutes ago, whilst I was writing the above post - module upgrades between tiers! Thank you!

a month ago

Thank you for the kind words!
To understand your first point correctly, you want a "beacon" that broadcasts in a configurable area "upgrade these buildings"? I'll look into it, meanwhile, out of curiosity, wouldn't the toggle option for blueprints to be upgraded and later upgraded if the stock in the base improves be to "anoying" to work around? Or maybe you didn't notice it, either way I'll look into it.

The second point I believe was solved by the module upgrade update. If not, please say so!

The third point I'll look into, I am currently implementing "passive" upgrades which would mean you can say "always upgrade prod 1 modules" or "always upgrade labs" or "always upgrade prod modules in lab with a priority"

The fourth point - There is an option to exclude and include modules when you shift drag over an area(and in that pass, exclude assemblers, so only the modules are targeted, and vice versa), is that enough or do I not understand your request correctly?

Again, I agree with you, this should be base game!
I am also currently making additions to the mod so you can request 200 mining drills, and then get x rare, y uncommon and z common, all adding up to 200, with highest quality being highest priority - and if the base then crafts another 2 rare, they will replace 2 common mining drills in your inventory.

a month ago
(updated a month ago)

Hi there! I've just had a quick play with the most recent version.

  1. Found the new beacon building, amazing, so configurable. I put down an upgrade beacon to cover a mining patch which was previously not selected for upgrade and it worked perfectly. I've noticed the circuit signal setting (enable when A > 0) doesn't seem to work, or I'm doing it wrongly. Will continue testing. I've not tried the dynamic area circuit setting yet.

  2. Module upgrades look to be working well! I can see targeted areas moving from rare and epic Q3s to legendary Q2s, and then to legendary Q3s as they become available. Wonderful.

  3. Priority and overrides would be very handy. (Perhaps a setting on the beacon to override the global upgrade toggle?)

  4. I think the granularity offered by the new beacon handles most of this. Not every targeted area needs every upgrade - being able to customise and embed the beacon settings in a blueprint would be invaluable.

I do a lot of ore washing with big drills using rocket silos as 9x9 chests to feed multiple recyclers. In that setup, only the drills, inserters, recyclers, and modules need upgrading - everything else can stay at normal quality. A quality upgrade beacon and its settings can be embedded in that blueprint to automate the incremental upgrades of select entities as they become available, whilst also eliminating both the manual handling of upgrades at each mining patch individually, and the need to maintain multiple blueprints for each level of quality.

Item 5 - The auto-updating personal inventory could be very useful. "Give me 100 of the best quality modules in stock" is a very powerful dynamic.

Thanks again for all your effort - my next playthrough is going to be much less busy!

a month ago

I'll look into a>0.
Perfect!
There should be priority settings in the beacon, no? Maybe I understand differently, there's an option to "only upgrade these" which should do that. I'll look into it.
The beacon is "blueprintable" so any settings done can be ctrl c + ctrl v, or in a blueprint, there's even the option to import export settings with text strings.

5, is this what you are looking for? https://mods.factorio.com/mod/stock-quality-requests
I also made this https://mods.factorio.com/mod/quality-platform-upgrades

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