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.
- Stargateur
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Re: QualityPrototype extended
there is quality_affects_energy_usage for crafting machine but not for lab, furnace and mining drill I may miss some.
also Default: Value of default_multiplier would be must better than default to one
also Default: Value of default_multiplier would be must better than default to one
Last edited by Stargateur on Mon Dec 22, 2025 6:48 pm, edited 1 time in total.
Re: QualityPrototype extended
A furnace is a crafting machine.Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
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Re: QualityPrototype extended
Nocuriosity wrote: Fri Dec 12, 2025 1:00 pmA furnace is a crafting machine.Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
Re: QualityPrototype extended
Now go and actually click that link in the header.
Re: QualityPrototype extended
FurnacePrototype derives from CraftingMachinePrototype, which implements quality_affects_energy_usage - so all crafting machine prototypes implement quality_affects_energy_usage. Check https://lua-api.factorio.com/latest/pro ... otype.html
In other words, assembling machines, furnaces, and rocket silos all implement quality_affects_energy_usage
However, labs do not implement that, as they are not derived from CraftingMachinePrototype.
That link points to data.raw, which just says which concrete (non-abstract) class a given prototype falls under - i.e. steel-furnace is under the FurnacePrototype class.
In other words, assembling machines, furnaces, and rocket silos all implement quality_affects_energy_usage
However, labs do not implement that, as they are not derived from CraftingMachinePrototype.
That link points to data.raw, which just says which concrete (non-abstract) class a given prototype falls under - i.e. steel-furnace is under the FurnacePrototype class.
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Re: QualityPrototype extended
thx, I didn't see the inheritance look like Pump is also missing but that ok
- BraveCaperCat
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Re: QualityPrototype extended
Furnaces inherit from crafting machines, as other people have pointed out, but labs and mining drills do not. Neither of them have the quality_affects_energy_usage property, though I don't think I'd find it very useful anyway.Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
also Default: Value of default_multiplier would be must better than default to one
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Re: QualityPrototype extended
I would like quality to be able affect mining drill speed and so would like it's may also be able to affect energy usage of mining drillBraveCaperCat wrote: Sat Dec 13, 2025 6:13 pmFurnaces inherit from crafting machines, as other people have pointed out, but labs and mining drills do not. Neither of them have the quality_affects_energy_usage property, though I don't think I'd find it very useful anyway.Stargateur wrote: Fri Dec 12, 2025 11:54 am there is quality_affects_energy_usage for crafting machine but not for lab, furnace and I may miss some.
also Default: Value of default_multiplier would be must better than default to one
Re: QualityPrototype extended
Hey boskid, are you still interested in some additions to quality for 2.1?
"I wont be accepting any more requests about the additions to quality prototype anymore (with the only possible exceptions being stuff that is already affected by quality if i get convinced it would make sense)."
CraftingMachinePrototype::module_slots_quality_bonus already exists, can you make it available for BeaconPrototype, LabPrototype, MiningDrillPrototype (possibly AgriculturalTowerPrototype, if it gets module slots for 2.1)
"I wont be accepting any more requests about the additions to quality prototype anymore (with the only possible exceptions being stuff that is already affected by quality if i get convinced it would make sense)."
CraftingMachinePrototype::module_slots_quality_bonus already exists, can you make it available for BeaconPrototype, LabPrototype, MiningDrillPrototype (possibly AgriculturalTowerPrototype, if it gets module slots for 2.1)
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Re: QualityPrototype extended
For seeds: chance modifier for a quality seed to plant a higher quality tree. Basically quality seeds act like quality modules for the planting of a tree, and are also affected by next_probability. Default would be 0, so quality seeds do nothing as it is the case in vanilla now. Setting the property to 10, an uncommon seed has a 10% chance to plant an uncommon tree, a 10% * next_probability chance for a rare tree and so on. A rare seed would get a 20% base chance for uncommon trees, epic 30%, legendary 50%.
For plants: yield modifier, default at 0 which means no change to the yield of plants regardless of their quality. Positive values give higher quality plants bigger yields, negative values give lower yields as quality increases.
For plants: yield modifier, default at 0 which means no change to the yield of plants regardless of their quality. Positive values give higher quality plants bigger yields, negative values give lower yields as quality increases.