[2.x] Negative quality

Place to ask discuss and request the modding support of Factorio. Don't request mods here.
User avatar
y.petremann
Filter Inserter
Filter Inserter
Posts: 421
Joined: Mon Mar 17, 2014 4:24 pm
Contact:

[2.x] Negative quality

Post by y.petremann »

As for now, when adding a new quality, it can only be positive, it would be interesting to let define negative quality.
It would permit to define that something can be worse than normal

For example, I'm making a mod where everything you hancraft is of Makeshift quality, meaning it's worse than normal and prone to fail.
MrSmoothieHuman
Inserter
Inserter
Posts: 48
Joined: Sat Aug 05, 2023 1:20 am
Contact:

Re: [2.x] Negative quality

Post by MrSmoothieHuman »

+1, having negative qualities would be super useful, even if the 0-1 values only changed to 0-2 or 0-5
coder? i hardly know her!
User avatar
y.petremann
Filter Inserter
Filter Inserter
Posts: 421
Joined: Mon Mar 17, 2014 4:24 pm
Contact:

Re: [2.x] Negative quality

Post by y.petremann »

As I"ve calculated, most quality is based on a multiplier of 1/3 so the minimal quality would be of -3 (-3.33333)
There is still some edge case, like electric poles, which is based on increments of 2 for their range and wire distance, this put the Big electric pole to a minimum effective level of -1 and the Substation to -8

What I would suggest is to prevent edge cases, -3 is the minimum level and that quality always satisfy minimum requirements:
- any >= 0 give 0
- int > 0 => 1
- float > 0 => 0.01

Another solution would be to add 3 level to actual quality and adjust formulas or values to counter this increment so the minimal level would be 0.
I think this solution can be made as a mod
protocol_1903
Fast Inserter
Fast Inserter
Posts: 133
Joined: Fri Sep 09, 2022 4:33 pm
Contact:

Re: [2.x] Negative quality

Post by protocol_1903 »

+1
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
User avatar
Shantogen
Burner Inserter
Burner Inserter
Posts: 7
Joined: Wed Aug 07, 2024 3:49 am
Contact:

Re: [2.x] Negative quality

Post by Shantogen »

+1, This would allow for mods to be able to have a kinda "great power comes at great cost" aspect I think would be fun to play with.
TechyBen
Burner Inserter
Burner Inserter
Posts: 7
Joined: Wed Dec 04, 2024 10:39 pm
Contact:

Re: [2.x] Negative quality

Post by TechyBen »

Ah, I thought this was negative quality, but it just reduces it to zero I guess. If it stacks too much negatively (speed modules etc), it reaches zero, but not negative.

Would be interesting modules taking the output quality down a level... not sure what I'd do with that, except make up for lower quality items if I need them for a full stack...
12-04-2024, 22-51-11.png
12-04-2024, 22-51-11.png (95.84 KiB) Viewed 221 times
protocol_1903
Fast Inserter
Fast Inserter
Posts: 133
Joined: Fri Sep 09, 2022 4:33 pm
Contact:

Re: [2.x] Negative quality

Post by protocol_1903 »

TechyBen wrote: Wed Dec 04, 2024 10:51 pm Would be interesting modules taking the output quality down a level... not sure what I'd do with that, except make up for lower quality items if I need them for a full stack...
I was thinking it should downgrade as well. Relevant feature request
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
Post Reply

Return to “Modding interface requests”