As title shows, it is just a quality of life improvement, for new(ish?) players.
Whenever they place a quality module into a machine, then the intention is to make higher quality items, but not showing the 0 or (negative percentages with the cap), makes it harder to see, that something is wrong.
Show the 0% or even the negative %(capped at 0%) of quality info, when the machine effected by a quality module
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Re: Show the 0% or even the negative %(capped at 0%) of quality info, when the machine effected by a quality module
Even better, also turn that number red.
See also :
from Allow Quality Downgrade :
(It's fortunate that a quality module is — at least partially — white, heh.)
See also :
from Allow Quality Downgrade :
No, wait, instead make it blue like the colour of a speed module if remaining quality is still larger than +0%.BlueTemplar wrote: Sun Nov 10, 2024 3:39 pm [...]
Speaking of, how come negative quality (from, for instance, speed modules) is not accepted as a final total quality malus on machines ?
(Not only recycler, but that too.)
It could be written in red to help with player mistakes.
Would that make the endgame with speed beacons too complicated, or actually more interesting ?https://factorio.com/blog/post/fff-375Wube wrote:It is also notable that we created a quality penalty on speed modules, because haste makes waste, and we wanted to reduce the number of places where beacons full of speed modules is the best way to go.
P.S.: Oh, another solution if this becomes problematic : allow quality in beacons, but only to counteract negative quality : only to raise it up to +0% ?
(It's fortunate that a quality module is — at least partially — white, heh.)
BobDiggity (mod-scenario-pack)