Negative quality bonus on craft

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protocol_1903
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Negative quality bonus on craft

Post by protocol_1903 »

TL;DR
A negative quality probability on an assembler has a chance to decrease quality on craft
What?
Slight tangent, it would be nice for any machine with a negative quality rating (say, from speed modules) to have a chance of decreasing the quality of the output item, with the same rules as normal quality. This would be a way to decrease quality of unwanted items, as well as a counterbalance to increasing the quality of base resources (plates, plastic, etc) to then craft with them normally. I could also see this being used in mods
Why?
As of now, there is no official way to reduce the quality level of an item. There is also no penalty to the negative quality bonus beyond 0%. This would change that. Even if it was a mod-only feature, it would be very useful for mods that interact with quality in new and unique ways.

On second note, how about that negative productivity bonus... but people might riot if you implement that feature :)
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Walksanator
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Re: Negative quality bonus on craft

Post by Walksanator »

I think bringing back the generic quality recipe would be better for "down quality" items. But from what I have heard it was removed to a exploit (no clue what exploit)
protocol_1903
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Re: Negative quality bonus on craft

Post by protocol_1903 »

Walksanator wrote: Tue Oct 29, 2024 4:21 am I think bringing back the generic quality recipe would be better for "down quality" items. But from what I have heard it was removed to a exploit (no clue what exploit)
IIRC the exploit was using quality modules on a mixed quality recipe, only one of the ingredients was of epic quality, and it would have the quality bonus applied to the epic item so there was a chance for it to be legendary much higher than normal. Strange bug, but makes sense why they removed mixed quality recipes
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https://mods.factorio.com/user/protocol_1903
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DragoonGXG
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Re: Negative quality bonus on craft

Post by DragoonGXG »

protocol_1903 wrote: Tue Oct 29, 2024 5:27 am IIRC the exploit was using quality modules on a mixed quality recipe, only one of the ingredients was of epic quality, and it would have the quality bonus applied to the epic item so there was a chance for it to be legendary much higher than normal. Strange bug, but makes sense why they removed mixed quality recipes
So thats why!? Sorry tangent. Had there been a mixed quality recipe base logic would be SO MUCH SIMPLER. Sorry caps...
Instead we have to build our bases 5 times to accommodate each level of quality.
My goodness I hope this wasn't the only reason there isn't a mixed quality recipe...
protocol_1903
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Re: Negative quality bonus on craft

Post by protocol_1903 »

DragoonGXG wrote: Tue Oct 29, 2024 12:52 pm My goodness I hope this wasn't the only reason there isn't a mixed quality recipe...
My guess is there were performance reasons as well, it would be expensive to do the quality check every single tick/craft, especially over an entire base
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https://mods.factorio.com/user/protocol_1903
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braxbro
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Re: Negative quality bonus on craft

Post by braxbro »

protocol_1903 wrote: Tue Oct 29, 2024 5:27 am
Walksanator wrote: Tue Oct 29, 2024 4:21 am I think bringing back the generic quality recipe would be better for "down quality" items. But from what I have heard it was removed to a exploit (no clue what exploit)
IIRC the exploit was using quality modules on a mixed quality recipe, only one of the ingredients was of epic quality, and it would have the quality bonus applied to the epic item so there was a chance for it to be legendary much higher than normal. Strange bug, but makes sense why they removed mixed quality recipes
Nope. The exploit was with prod. The mixed quality recipe took base quality from the lowest quality ingredient, so quality + mixed inputs was a waste.

The exploit with prod was that you could, essentially, track the crafts to track the machine's current prod status, and then use that to prioritize high/low quality crafts and effectively funnel prod bonus outputs from low-quality crafts toward high-quality crafts. It was an automatable exploit that significantly reduced the cost of quality pre-infinite prod tech. Personally, if you ask me, it was seemingly balanced and a neat little interaction that rewarded you for circuit automation, but the devs didn't want to keep it.

I also heard that another problem with it was that people would accidentally waste high-quality ingredients using the mixed quality recipe, so they forced segregated quality entirely.
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