Forbid quality modules on liquid only recipes

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worph
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Forbid quality modules on liquid only recipes

Post by worph »

TL;DR
Forbid quality modules on recipes that exclusively produce a liquid.
What
Negative examples (still allowing quality):
  • Fluoroketone
  • Cooling hot fluoroketone
  • Sulfuric acid
  • Acid neutralization
  • Ice melting
  • Holmium solution
  • Iron/Copper ore melting
  • All four thruster fuel recipes
  • Electrolyte
(probably missed some)

Positive examples (don't allow quality; as it should be):
  • Steam Condensation
  • Lubricant
  • Both oil cracking recipes
  • Any barrel emptying
  • Pumpjacks
Why
Liquids can't have quality and for many recipes this is already setup correctly. It's not a huge deal but it might help some newer players avoid confusion, once they start interacting with the quality system.

One could even argue this is a UI-bug of sorts..
eugenekay
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Re: Forbid quality modules on liquid only recipes

Post by eugenekay »

All of the Negative Examples you have given are Recipes with only Fluid Products: the Quality Module does not have any Impact upon those recipes. However, if the machine is configured to use “Set Recipe” via the Circuit Network then you can make an auto-crafter which uses recipes that DO have a Quality Effect. If the Modules were completely forbidden (auto-ejected upon switching recipe) then those setups would break.

Good Luck!
Last edited by eugenekay on Tue Sep 15, 2026 1:19 pm, edited 1 time in total.
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Re: Forbid quality modules on liquid only recipes

Post by boskid »

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worph
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Re: Forbid quality modules on liquid only recipes

Post by worph »

Sorry I missed that thread while searching.
I am still confused, though. If recipe changing is a potential problem then why forbid them in some cases? (lubricant and both oil crackings, specifically?)
I can see how someone might use recipe switching on sulfuric acid and ice melting.
But as someone who makes use of recipe switching as much as the engine permits me, I cannot see a situation where I would ever use a machine that produces:
holumium solution, acid neutralization, fluoroketone, cooling hot fluoroketone, thrusterfuel or electrolyte for anything else, that might involve quality.

A chem-/cryoplant doing acidneutralization, I cannot imagine also being used to make batteries or whatever.
Same with holmium solution or electrolyte on Fulgora.
Same with Fluoroketone, the piping is already annoying enough on Aquilo without recipe switching.
Cooling hot Fluoroketone I also cannot imagine using the same machine, as even when using an adjacent machine to craft multiple things, you will probably want one to continuously cool stuff, but I could be wrong on this one.

For iron/copper ore melting I can see the potential conflict.
But then my question is, why not allow every module everywhere but "disable" them when applied to the wrong recipe instead of throwing it out. That would actually benefit my playstyle much more than allowing a machine that produces fluoroketone to accept quality modules, for no other reason than someone might use that machine to craft something else.

I use recipe switching a lot on foundries and I actually am quite annoyed by the fact that all the intermediaries can be produced using productivity. But god forbid I produce a couple pipes in that same machine while the productivity modules are present. Seems inconsistent to me, when the argument of potentially preserving modules for recipe switching is the watershed, while in much more useful cases that argument does not seem to apply.
Last edited by worph on Tue Sep 15, 2026 3:01 pm, edited 1 time in total.
eugenekay
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Re: Forbid quality modules on liquid only recipes

Post by eugenekay »

worph wrote: Tue Sep 15, 2026 2:42 pm I am still confused, though. If recipe changing is a potential problem then why forbid them in some cases? (lubricant and both oil crackings, specifically?)
quality/prototypes/base-data-updates.lua specifically excludes the Base Game fluid-only recipes by setting allow_quality = false. These are notably all-fluid: no solid inputs. There is no equivalent logic to check for the Space Age recipes (eg, Holmium Solution, Ice Melting, Sulfuric Acid) - most of which do have a Solid component.
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Re: Forbid quality modules on liquid only recipes

Post by Sypwn »

From the thread boskid linked:
boskid wrote: Tue Oct 29, 2024 10:50 am I am hesitating about disallowing quality modules because that has a consequences when an assembling machine's "Set recipe" from circuit network is used, because if a recipe is selected that does not allow given modules, then those modules will be ejected from the assembler to the dump inventory.
Why not address this behavior directly? Change it to not eject the invalid modules but instead temporarily disable them?

Recently playing SA for the first time, I've been using a single crusher loop design on all my space platforms where they juggle the 9 different recipes to produce whatever final product is in demand. I was very disappointed to find I can't use productivity modules in any of them (in 2.1) because the reprocessing recipes don't allow it, so the modules get ejected. I would have to separate the crushers so some perfoom reprocessing and others perform crushing. I'd much rather they simply lose their bonus when running recipes that don't support those modules.

Now I see this frustrating behavior is being referenced as justification for other strange behavior (allowing modules on recipes where it makes no sense). Please just fix the root of it. Others seem to agree here.
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Re: Forbid quality modules on liquid only recipes

Post by Alfonse215 »

Sypwn wrote: Tue Sep 15, 2026 11:07 pmI was very disappointed to find I can't use productivity modules in any of them (in 2.1) because the reprocessing recipes don't allow it, so the modules get ejected.
Why is this only the case in 2.1? Reprocessing recipes have never permitted productivity modules. In my 2.0.77 install, the recipes clearly have "allow_productivity = false", so they don't allow prod modules.
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Re: Forbid quality modules on liquid only recipes

Post by Sypwn »

Alfonse215 wrote: Tue Sep 15, 2026 11:35 pm Why is this only the case in 2.1? Reprocessing recipes have never permitted productivity modules. In my 2.0.77 install, the recipes clearly have "allow_productivity = false", so they don't allow prod modules.
I wouldn't know, I skipped 2.0.
I mentioned 2.1 because I'm aware quality modules were restricted in it, so maybe productivity was as well. I didn't intend to imply it was different in 2.0.
None of that is related to the actual point of my comment though.
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