QualityPrototype extended

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Stargateur
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Re: QualityPrototype extended

Post by Stargateur »

quality that affect speed for a drill `drill_speed_multiplier`
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Re: QualityPrototype extended

Post by Stargateur »

unless I miss it there is no way to control radar quality effect. It would be great to be able to control it and it would be great that instead of raw +1 +2 +3 +5 it's a percentage buff, if radar cover 50 it's make little sense to add +5 extra.
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Re: QualityPrototype extended

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boskid wrote: Wed Jun 18, 2025 9:53 am
MrSmoothieHuman wrote: Wed Jun 18, 2025 8:13 am i know this isnt a bonus or multiplier, but being able to turn off quality on a prototype completely would be a massive help - as due to some runtime scripting stuff, getting quality on some of my mods buildings actually makes them worse :lol:
I am afraid i do not want to be doing that. Imagine having an ammo turret and a magazine. Would you expect the ammo to get quality buff to be disabled because of ammo opting out of quality, or because of turret opting out of quality? If a turret opts out of quality but ammo does not, why would turret deal extra damage based on quality of the ammo? This request is not well defined.
It makes sense to me - the ammo is affected by quality, so you have a damage bonus on it, but the turret is not, so it can't have a range bonus.


Bilka wrote: Wed Jun 18, 2025 9:38 am I request a property on qualityprototype for AsteroidCollectorPrototype::getCollectionRadius. Extra content for description: Performance warning: the navigation has to pre-calculate ranges for the highest tier collector possible, so you should keep this collection radius within reasonable values.
Caps on quality values for specific things like this would be good - what if a mod adds an asteroid collector with a huge base range? If there is no hard cap on the value, the range at legendary could run into such a performance problem.
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Re: QualityPrototype extended

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boskid wrote: Wed Jun 18, 2025 9:53 am
MrSmoothieHuman wrote: Wed Jun 18, 2025 8:13 am i know this isnt a bonus or multiplier, but being able to turn off quality on a prototype completely would be a massive help - as due to some runtime scripting stuff, getting quality on some of my mods buildings actually makes them worse :lol:
I am afraid i do not want to be doing that. Imagine having an ammo turret and a magazine. Would you expect the ammo to get quality buff to be disabled because of ammo opting out of quality, or because of turret opting out of quality? If a turret opts out of quality but ammo does not, why would turret deal extra damage based on quality of the ammo? This request is not well defined.
Anything that changes based on the ammo's quality should not change with quality when the ammo opts out of quality, but anything that changes based on the turret's quality should not change with quality when the turret opts out of quality. If these two overlap, then only the bonuses provided by what hasn't opted out of quality should apply.
This makes complete sense to me, I'm not sure why it doesn't for you.
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Re: QualityPrototype extended

Post by Stargateur »

there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.

also Default: Value of default_multiplier would be must better than default to one
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Re: QualityPrototype extended

Post by curiosity »

Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
A furnace is a crafting machine.
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Re: QualityPrototype extended

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curiosity wrote: Fri Dec 12, 2025 1:00 pm
Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
A furnace is a crafting machine.
No
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Re: QualityPrototype extended

Post by curiosity »

Stargateur wrote: Fri Dec 12, 2025 7:27 pm No
Now go and actually click that link in the header.
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Re: QualityPrototype extended

Post by Quorken »

FurnacePrototype derives from CraftingMachinePrototype, which implements quality_affects_energy_usage - so all crafting machine prototypes implement quality_affects_energy_usage. Check https://lua-api.factorio.com/latest/pro ... otype.html

In other words, assembling machines, furnaces, and rocket silos all implement quality_affects_energy_usage

However, labs do not implement that, as they are not derived from CraftingMachinePrototype.

That link points to data.raw, which just says which concrete (non-abstract) class a given prototype falls under - i.e. steel-furnace is under the FurnacePrototype class.
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Re: QualityPrototype extended

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Quorken wrote: Fri Dec 12, 2025 8:36 pm
thx, I didn't see the inheritance look like Pump is also missing but that ok :lol: thus I miss lab
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Re: QualityPrototype extended

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Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.

also Default: Value of default_multiplier would be must better than default to one
Furnaces inherit from crafting machines, as other people have pointed out, but labs and mining drills do not. Neither of them have the quality_affects_energy_usage property, though I don't think I'd find it very useful anyway.
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Re: QualityPrototype extended

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BraveCaperCat wrote: Sat Dec 13, 2025 6:13 pm
Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.

also Default: Value of default_multiplier would be must better than default to one
Furnaces inherit from crafting machines, as other people have pointed out, but labs and mining drills do not. Neither of them have the quality_affects_energy_usage property, though I don't think I'd find it very useful anyway.
I would like quality to be able affect mining drill speed and so would like it's may also be able to affect energy usage of mining drill
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