Quality options for chests and trains
Moderator: ickputzdirwech
Quality options for chests and trains
I'm curious why locomotives, wagons, and chests only have health improvements from quality. I think chest size, cargo size, and maybe fuel slots or locomotive speed are all good targets for higher qualities. I'm curious if there was a justification for these omissions.
Re: Quality options for chests and trains
I was thinking the same thing. I was hoping that higher quality cargo wagons, chests, etc would get buffs to their storage size with higher quality.
Looking at how the prototypes define their quality bonuses I might be able to make a mod that adds this if there's enough interest and and the Dev's don't get to it first.
Looking at how the prototypes define their quality bonuses I might be able to make a mod that adds this if there's enough interest and and the Dev's don't get to it first.
Re: Quality options for chests and trains
Oh dang. Guess I won't setup quality for cargo wagons and trains. I think epic/legendary versions of wagons/trains/cars should get grids. Just large enough to have some solar, maybe a bettery or two, plus a shield and roboport. No more than 3 tall on the epic (no legs for speed) and maybe 4 tall on legendary.
Re: Quality options for chests and trains
I'm currently poking around how the quality bonuses are defined to see if it's possible to make a mod for this but I'm not having much luck (either i'm looking in the wrong place or i'm missing something.) If I can get it figured out I'll update here.
Re: Quality options for chests and trains
Bummer. It looks like as of right now what quality affects is currently unchangeable. They would have to make changes to the Modding API in order to do something like that. Which May or may not happen in the Future
- AileTheAlien
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Re: Quality options for chests and trains
They only did if for chests though, right? The game isn't showing me a symbol for cargo wagons...
Last edited by AileTheAlien on Thu Nov 14, 2024 7:57 pm, edited 2 times in total.
Re: Quality options for chests and trains
Looks Like it. Bummer. Maybe the next release they will? Seems odd to buff the chests but not the cargo wagons.
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Re: Quality options for chests and trains
I think equipment grids should be a different type of train. (Like, maybe electric.) Quality just increases everything else in the game, but it doesn't add new effects, which would be confusing and/or require a really weirdly-phrased tooltip on the item.
Re: Quality options for chests and trains
I can see why they didn't do it for trains. It could get messy if cargo wagons of different capacities showed up at your train stop, depending on what you have in your train conditions and/or connected circuit network logic.
Re: Quality options for chests and trains
My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff.
Re: Quality options for chests and trains
Optimization and moddability are usually in opposition, and Factorio is incredibly good by both measures. I really don't think they just "don't understand" that people want it. It's a matter of when they prioritize adding it. Give them the credit they've earned.
Re: Quality options for chests and trains
Yes but why add technical debt when you can just implement it correctly the first time? I feel like it's going to be more work to first hard code it and then later on decide to revert those changes to add additional functionality? Why weren't these things just implemented in the first place?Tinyboss wrote: ↑Thu Nov 14, 2024 10:11 pmOptimization and moddability are usually in opposition, and Factorio is incredibly good by both measures. I really don't think they just "don't understand" that people want it. It's a matter of when they prioritize adding it. Give them the credit they've earned.
I give them a lot of credit, as it's a great expansion, but as I've tried to jump into modding factorio, I've run into all these issues that pile up and make me frustrated that we could have so much more.
Re: Quality options for chests and trains
I've been a software dev my whole adult life (and I'm pretty old). Which is only to say that I understand the process. The Wube devs are THE most incredible team I've ever seen. Their obsessive drive for quality and correctness, sustained for over a decade now, is just awe-inspiring. I will never get over how they handled the challenges of achieving perfect determinism in order to get multiplayer working. I don't know who else could have made that happen. And then when they went to stress test it, they didn't have 4 or 8 players either, it was hundreds. Just outstanding.danbopes wrote: ↑Thu Nov 14, 2024 10:16 pmYes but why add technical debt when you can just implement it correctly the first time? I feel like it's going to be more work to first hard code it and then later on decide to revert those changes to add additional functionality? Why weren't these things just implemented in the first place?
So, I myself would not consider talking about tech debt, implementations, or design as if I know better than they do what's right for the game they built. But that's just me.
Re: Quality options for chests and trains
I want bigger volume wagons with quality. Since wagon size is quite small for now. As I remember a lot of bigger mod packs made wagon cargo bigger in 1.1, Industrial Revolution 3 for sample.
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Re: Quality options for chests and trains
iirc the devs said they will never add quality effects for trains, because it’s hard/annoying to replace working trains in a running base. And trains can already be upgraded by quality fuels and networks built for larger sizes.
- BlueTemplar
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Re: Quality options for chests and trains
There are a lot of places already where different qualities can mess things up though, starting with items on belts themselves...
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Hmm, but why specifically this though ?Tinyboss wrote: ↑Thu Nov 14, 2024 10:46 pm [...]
I will never get over how they handled the challenges of achieving perfect determinism in order to get multiplayer working. I don't know who else could have made that happen. And then when they went to stress test it, they didn't have 4 or 8 players either, it was hundreds. Just outstanding.
[...]
Factorio isn't the only game relying on perfect determinism (look up references to multiplayer desync(hronization)).
Arguably, they did it on a bigger scale than most others, but there are some that come close enough :
https://springrts.com/
https://zero-k.info/
https://www.beyondallreason.info/
(and by amateurs, to boot !)
BobDiggity (mod-scenario-pack)
Re: Quality options for chests and trains
Only if you screw it up all by yourself, though.BlueTemplar wrote: ↑Fri Nov 15, 2024 11:48 am There are a lot of places already where different qualities can mess things up though, starting with items on belts themselves...
I'm talking about introducing a change that would mess up factories that were previously designed correctly. That's the point.
Re: Quality options for chests and trains
Of course not. Factorio isn't the only game to do *anything*, just the one that does many things better than any other.BlueTemplar wrote: ↑Fri Nov 15, 2024 11:48 am Hmm, but why specifically this though ?
Factorio isn't the only game relying on perfect determinism (look up references to multiplayer desync(hronization)).
I don't know if you were around that the time, but they devoted a lot of FFF space to discussing the challenges and how they overcame them. The super subtle problems they found and fixed. The test framework they built to avoid introducing new regressions. And as I said, the result, supporting hundreds of players flawlessly, is on another level from anything else I'm aware of. (Yeah, MMOs have more players, but it's not remotely the same thing!)