QualityPrototype extended
- Stargateur
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Re: QualityPrototype extended
quality that affect speed for a drill `drill_speed_multiplier`
- Stargateur
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Re: QualityPrototype extended
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.
Re: QualityPrototype extended
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.boskid wrote: Wed Jun 18, 2025 9:53 amI 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.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![]()
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.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.
- BraveCaperCat
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Re: QualityPrototype extended
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.boskid wrote: Wed Jun 18, 2025 9:53 amI 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.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![]()
This makes complete sense to me, I'm not sure why it doesn't for you.
Creator of multiple mods, including Quality Assurance - My most popular one.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
Go check them out with the first and second links!
I'll probably be wanting or giving help with modding most of the time I spend here on the forum.
