Quality seeds/plant prototype with quality dependent yield

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radical_larry
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Quality seeds/plant prototype with quality dependent yield

Post by radical_larry »

This general topic has probably been discussed a lot by now as far as game balancing goes, but this request is purely about the modding API.
Seeds would get a property to allow that seed to place quality plants. Quality plants would get two new properties, whether to yield their product in their respective quality, and by how much the yield of the plant should increase/decrease with higher quality.

This would allow for all sorts of combinations, from quality seeds giving a bigger harvest per plant, to higher quality products from plants with less yield, and whatever else people can come up with.
WalrusJones
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Re: Quality seeds/plant prototype with quality dependent yield

Post by WalrusJones »

If seeds were allowed to act as quality modules on the planting step that might actually be the most balanced implementation of this possible.

Not like, quality modules of a given quality level, since that would imply a base quality rate for the seeds which would be a nightmare, but instead quality levels act like N modules for quality were inserted to be used instead, say, 0-1-2-4-6 quality one modules on the planting phase for the quality tiers.

It would make it so you could have a small volume of quality fruit that would grow to a modest % of the line since having quality fruits would increase quality seed availability, so the allowable formulas would need to be somewhat weak to compensate for the fact that the seeds making new seeds would result in us having to deal with geometric series here in quality propagation. Essentially, an api implementation here would need to specifically focus on allowing series would converge on a small real % of seeds giving quality on plants instead of just making it possible to balloon to 100% on accident as that is the risk of an optimistic implementation here.
Its doable. Just possibly annoying.
Man its been so long the forums forgot I was here. Transport Belt Repairmen Unite!
radical_larry
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Re: Quality seeds/plant prototype with quality dependent yield

Post by radical_larry »

WalrusJones wrote: Sun May 31, 2026 7:44 pm If seeds were allowed to act as quality modules on the planting step that might actually be the most balanced implementation of this possible.

Not like, quality modules of a given quality level, since that would imply a base quality rate for the seeds which would be a nightmare, but instead quality levels act like N modules for quality were inserted to be used instead, say, 0-1-2-4-6 quality one modules on the planting phase for the quality tiers.

It would make it so you could have a small volume of quality fruit that would grow to a modest % of the line since having quality fruits would increase quality seed availability, so the allowable formulas would need to be somewhat weak to compensate for the fact that the seeds making new seeds would result in us having to deal with geometric series here in quality propagation. Essentially, an api implementation here would need to specifically focus on allowing series would converge on a small real % of seeds giving quality on plants instead of just making it possible to balloon to 100% on accident as that is the risk of an optimistic implementation here.
Its doable. Just possibly annoying.
My head hurts trying to understand that. I'm just hoping for a simple quality seed implementation.
WalrusJones
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Re: Quality seeds/plant prototype with quality dependent yield

Post by WalrusJones »

Yeah, I get that I was just thinking of like, what you'd need for this to not get to be more cheaty than doing quality with asteroids. Since seeds produce seeds in a way that propagates and grows so you need something that sort of handles this gracefully.
Man its been so long the forums forgot I was here. Transport Belt Repairmen Unite!
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