[boskid] [2.0.14] Speed module quality malus does not apply to in-progress products

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Scaevolus
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[boskid] [2.0.14] Speed module quality malus does not apply to in-progress products

Post by Scaevolus »

This curious contraption makes uncommon modules at an uncommon pace, since the quality bonus appears to be checked only when production starts. It inserts speed modules into the beacons when production starts, and takes them out when the recipe finishes.
11-07-2024, 13-16-43.png
11-07-2024, 13-16-43.png (1.22 MiB) Viewed 3326 times
I'm not sure if this is a bug, but would like clarity before I invest in a build widely using it.

Save attached, otherwise here's a blueprint for the scenario editor:

Code: Select all

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Genhis
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Re: [2.0.14] Speed module quality malus does not apply to in-progress products

Post by Genhis »

Thanks for the report. In the next release, quality will be reset when module effects change.

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Re: [2.0.14] Speed module quality malus does not apply to in-progress products

Post by Quezler »

does this mean that if you have for example a machine crafting with quality 3 epic modules and you swap/upgrade them with quality 3 legendary modules that the high quality chance for that recipe "has just gone down the drain", or does this only apply if the new quality % is lower than the old quality %?

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Re: [2.0.14] Speed module quality malus does not apply to in-progress products

Post by Genhis »

All module changes reset quality of the current craft to its default value based on the selected recipe. So the first produced item is created as if the machine had no quality modules and subsequent ones will use quality modules again.

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Re: [2.0.14] Speed module quality malus does not apply to in-progress products

Post by ArEyeses »

To me it feels weird that adding efficiency modules would also reset the quality, since they don't change the quality chance. Same with upgrading to better quality modules since that wouldn't be exploitable.
(Although it makes sense for changing speed modules, which do decrease quality, to reset the quality roll to default)


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Re: [2.0.14] Speed module quality malus does not apply to in-progress products

Post by Karechta »

Genhis wrote:
Tue Nov 12, 2024 12:21 pm
All module changes reset quality of the current craft to its default value based on the selected recipe. So the first produced item is created as if the machine had no quality modules and subsequent ones will use quality modules again.
Do Low Power spikes affect this aswell? I think Beacon effect is reduced when you have Low Power warnings on them.

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Re: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products

Post by boskid »

This logic was changed in the last moment before 2.0.17 release and it only clears result quality when quality effect value was reduced. I do not care how it got reduced, if it was reduced because more beacons with speed modules becomes active then thats a roll clear.

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Re: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products

Post by trupen »

I was told it's a feature and it was great :/

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Re: [boskid] [2.0.14] Speed module quality malus does not apply to in-progress products

Post by bnrom »

Shame, it seemed a pretty cool dynamic...

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Re: [2.0.14] Speed module quality malus does not apply to in-progress products

Post by yangbowen1028 »

Genhis wrote:
Tue Nov 12, 2024 12:21 pm
reset quality of the current craft to its default value based on the selected recipe
Why not update the quality value only if the newer value is lower instead? i.e. use the lowest quality value during the timespan of that crafting. I imagine that would be smoother in cases of module change or power supply fluctuation, while still avoiding being exploitable. Or perhaps there's some technical limitations preventing doing that?

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Re: [2.0.14] Speed module quality malus does not apply to in-progress products

Post by Genhis »

yangbowen1028 wrote:
Thu Nov 14, 2024 1:16 am
Why not update the quality value only if the newer value is lower instead? i.e. use the lowest quality value during the timespan of that crafting. I imagine that would be smoother in cases of module change or power supply fluctuation, while still avoiding being exploitable. Or perhaps there's some technical limitations preventing doing that?
Personally, I consider this to be an edge case not worth pushing further. It was sort of implemented, see boskid's response.
boskid wrote:
Tue Nov 12, 2024 6:53 pm
This logic was changed in the last moment before 2.0.17 release and it only clears result quality when quality effect value was reduced. I do not care how it got reduced, if it was reduced because more beacons with speed modules becomes active then thats a roll clear.

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