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[MOD 0.18] Quality of Life research

Posted: Mon Jul 17, 2017 8:05 pm
by Aidiakapi

Re: [MOD 0.15] Quality of Life research

Posted: Mon Sep 18, 2017 6:36 pm
by Tyrindor
Reposting from the mod portal since it still doesn't email the author.

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The config option for "player reach also affects resource reach/item drop distance" doesn't work for me. Can still mine/cut trees from a mile away.

A few small suggestions, maybe change "Mining speed" to "Player Mining Speed"? At first I disabled it thinking it was a cheat to make miners faster. Also, an easy to use config option to disable the mod's infinite researches entirely would be very nice. I think the normal researches improve everything enough, and anything after that starts to feel a bit cheaty in my opinion, especially in a 1K SPM base.

Great mod by the way.

Re: [MOD 0.15] Quality of Life research

Posted: Fri Oct 20, 2017 1:25 pm
by Aidiakapi
Tyrindor wrote:The config option for "player reach also affects resource reach/item drop distance" doesn't work for me. Can still mine/cut trees from a mile away.
Thanks a lot for the feedback, I don't know why but I also don't receive email notifications from the forums.
Regardless, I have now finished the full rewrite of the mod, and it should address all issues you and other people have mentioned.

I have also remade the default configuration for the tiers, which should solve the problem with megabases having a way too easy time of acquiring many tiers of the infinite researches.
In addition to that, if you still think any one particular bonus is OP, you can use the multiplier to lower the effect. (It now also allows using decimals on the integer upgrades, such as player reach, so you can use 0.5 to set it to 50%.)

For now, I'm all out of time I can spend on this mod, so unless any urgent bugs pop up, I cannot add more features. However, in a few weeks I should have some time on my hands to implement the last two planned features (see mod portal).

Re: [MOD 0.15] Quality of Life research

Posted: Wed Dec 27, 2017 10:28 pm
by mozair
i really dig what this mod adds, early-ish game toolbelts + a bit extra inventory is so great


been really enjoying it having it in my games, but have noticed that since 0.16 it is having trouble keeping the bonuses active whenever other mods upgrade

i end up having toolbelts/inventory reset to base values for instance when i upgrade other mods


if you need some extra input to help troubleshoot this let me know, but it seems like something you mentioned yourself on the changelog for version 1.0 and i'm guessing 0.16 might have broken your safeguard for migrations that affect these values

Re: [MOD 0.15] Quality of Life research

Posted: Sun Dec 31, 2017 11:38 am
by Jelmergu
mozair wrote:i really dig what this mod adds, early-ish game toolbelts + a bit extra inventory is so great


been really enjoying it having it in my games, but have noticed that since 0.16 it is having trouble keeping the bonuses active whenever other mods upgrade

i end up having toolbelts/inventory reset to base values for instance when i upgrade other mods


if you need some extra input to help troubleshoot this let me know, but it seems like something you mentioned yourself on the changelog for version 1.0 and i'm guessing 0.16 might have broken your safeguard for migrations that affect these values
Also happens for me, I ended up adding console commands to lock and unlock research to manually reset the bonusus in the correct way

Re: [MOD 0.15] Quality of Life research

Posted: Fri Jan 05, 2018 2:51 pm
by Aidiakapi
mozair wrote:if you need some extra input to help troubleshoot this let me know, but it seems like something you mentioned yourself on the changelog for version 1.0 and i'm guessing 0.16 might have broken your safeguard for migrations that affect these values
If you could supply me a list of mods you were using, then I have something to test it with myself. I haven't personally encountered any issue with the values resetting, only a bug that's amplifying the values (likely due to research being re-researched). As of right now, I've pushed out an update which always sets the bonuses when the configuration has changed (mods added/updated/removed, startup settings changed, that sorta thing).

As for these issues in general, they have been big issue throughout the lifetime of this mod. It's caused by some limitations in the API, which I need to workaround to provide the feature that you can change all the settings and bonuses on the fly.

Re: [MOD 0.15] Quality of Life research

Posted: Sun Jan 21, 2018 8:00 am
by OvermindDL1
Same issue with when any mod updates then the effects from this mod reset, thus causing large amounts of items in inventory to just vanish (not even drop on the ground interestingly...).
Aidiakapi wrote:As for these issues in general, they have been big issue throughout the lifetime of this mod. It's caused by some limitations in the API, which I need to workaround to provide the feature that you can change all the settings and bonuses on the fly.
It might be worth having those be two separate mods because the way it is working now is quite broken. The effects don't go into effect again until some research in the mod is completed...

Re: [MOD 0.16] Quality of Life research

Posted: Sun Jan 21, 2018 9:22 am
by BHakluyt
Hi there. These days there really are too much QoL mods put there and it gets a mess easily, but your mod is very nice and I like how each thing is a research.

One, no 2 requests please:

1. Add research for added logistics requests slots please. Just like 3x reaserach for 3x rows.
2. I once had a mod that had this item which you put in your armor and it makesypu stand still when on belts. Could you add that to your mod please?

Re: [MOD 0.16] Quality of Life research

Posted: Sat Jan 27, 2018 2:07 pm
by Aidiakapi
Version 2.2.x has fixed issues with effects not being set properly. I have put a workaround in place that should prevent any issues with regards to this happening now. Right now, the only thing that should cause the effects to get out of sync is manually un-researching a technology with a command (or a mod doing the equivalent). If that happens, you can run /qol-reset to re-sync it.
OvermindDL1 wrote:It might be worth having those be two separate mods because the way it is working now is quite broken. The effects don't go into effect again until some research in the mod is completed...
I've considered splitting the mod in two anyways, with a QoL base mod with a remote interface that other mods can call upon to add bonuses without interference, I'm not sure if there's a desire for such a thing. However, right now, compatibility should be pretty great.
BHakluyt wrote:Hi there. These days there really are too much QoL mods put there and it gets a mess easily, but your mod is very nice and I like how each thing is a research.
Thanks, I agree with you, most mods didn't suit my tastes because I couldn't configure them, they'd break all the time, changed the way the factory operates, or didn't provide all the features I wanted. The problem is kinda universal though :), image related

Image
BHakluyt wrote:1. Add research for added logistics requests slots please. Just like 3x reaserach for 3x rows.
I've always been a bit conflicted on whether to add this one or not. Adding it on the technical side requires just one minor feature to be added, and a graphic to be made.
The more I think about it, it only makes sense to add this, so I'll probably add it over the coming days :).
BHakluyt wrote:2. I once had a mod that had this item which you put in your armor and it makesypu stand still when on belts. Could you add that to your mod please?
This one is pretty much out of scope for this mod, it'd require adding items to the game, which this mod does not. If it was something I could implement as a per-player setting, I'd happily add it, but the current API doesn't allow for that.

However, I know two mods that do exactly what you asked for (add that item you can place in your armor):

Art's Belt Immunity Equipment by aspd199, this one's sole purpose is adding that item.
Nanobots by Nexela, this one does much more than just that, however, it's kind of a more-intrusive quality of life mod, but maybe that interests you.

Re: [MOD 0.16] Quality of Life research

Posted: Wed Jan 31, 2018 2:56 pm
by BHakluyt
Hey man!

I saw you have added the research. Fantastic! Now I finally have a reason to build that rocket silo on my 12 day game time map. Lol. And no I definitely do not like the...what you said? "Intrusive" kind of QoL mods. And thanks for the art belt immunity thing. Never saw it. Having a standalone mod with just that item is genius. Factorians are geniuses and the Devs are too mighty for words!

Re: [MOD 0.16] Quality of Life research

Posted: Thu Feb 01, 2018 3:38 pm
by BHakluyt
One can never be satisfied, hey? Now I would like some extra trash slots please!?

I think to put it as infinite science is good, then the player can choose themselves how many slots they want. I guess one just shouldn't complain when too many are researched and it breaks the game or something...

Personally I think one slot per rocket, ie it should cost 3000 science packs each to research 3x extra slots...

Re: [MOD 0.16] Quality of Life research

Posted: Fri Feb 02, 2018 11:20 pm
by Aidiakapi
BHakluyt wrote:extra trash slots
There's infinite-trash-filter-slots by default in the game, and trash slots themselves are basically just extra inventory slots. With inventory space already being an infinite research, I don't really see the point of making the list of stuff longer for no major benefit :/.

Re: [MOD 0.16] Quality of Life research

Posted: Mon Feb 19, 2018 9:35 am
by Kamsta99
Hi, find two strange thing in your mod
Tech after reserch have no icon and name
Why tech is not in straight line?
Like:
Red Science pack>Green Science pack> ...

Re: [MOD 0.16] Quality of Life research

Posted: Mon Feb 19, 2018 9:55 pm
by Aidiakapi
Kamsta99 wrote:Hi, find two strange thing in your mod
Tech after reserch have no icon and name
Why tech is not in straight line?
Like:
Red Science pack>Green Science pack> ...
Yeah, you should ignore those techs for now, a recent update to Factorio broke something, and I'm waiting for the Factorio devs to respond.
See more details on the discussion thread: https://mods.factorio.com/mod/qol_resea ... 000a7b8a51

The tech isn't in a straight line because it gives more flexibility that way. For most of the types the last 2 tiers are fairly expensive, so you can choose to research higher tiers but lower cost first. It's to diversify gameplay. Notably in certain modpacks going between different tiers of research takes a lot more effort, so it's nice to have extended options before being forced to go to a higher tier.

Re: [MOD 0.16] Quality of Life research

Posted: Fri Dec 07, 2018 5:53 pm
by ggrnd0
any updates?

Re: [MOD 0.16] Quality of Life research

Posted: Fri Jan 18, 2019 1:41 pm
by Aidiakapi
ggrnd0 wrote:
Fri Dec 07, 2018 5:53 pm
any updates?
It'll be part of 0.17, so when that goes live, I'll update the mod to fix it.

Re: [MOD 0.17] Quality of Life research

Posted: Thu Apr 09, 2020 7:38 pm
by Omarflyjoemacky
Love the mod. Have you thought about adding a Stack Size tech?

Re: [MOD 0.17] Quality of Life research

Posted: Sat Apr 11, 2020 4:12 am
by Aidiakapi
Omarflyjoemacky wrote:
Thu Apr 09, 2020 7:38 pm
Love the mod. Have you thought about adding a Stack Size tech?
I've answered that on the mod portal.