Add more ways for quality to affect items

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curiosity
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Re: [2.0.14] Add more ways for quality to affect items

Post by curiosity »

Hares wrote: Wed Feb 19, 2025 8:27 pm Ideally, we don't want hardcoded quality levels as mods can change that (i.e. add or remove levels), so we need either tuple-factor as was suggested above, or use expression formula like "80 + 20*q", and we definitely would need a special flag "override_quality_control" (default: false) on prototypes to even enable this parsing.
You can have custom quality prototypes and still have the Quality mod generate missing levels programmatically. Positioning those custom prototypes on the level line is just a compatibility issue. Nothing that mods aren't handling already.
protocol_1903
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Re: [2.0.14] Add more ways for quality to affect items

Post by protocol_1903 »

Hares wrote: Wed Feb 19, 2025 8:27 pm Ideally, we don't want hardcoded quality levels as mods can change that (i.e. add or remove levels), so we need either tuple-factor as was suggested above, or use expression formula like "80 + 20*q", and we definitely would need a special flag "override_quality_control" (default: false) on prototypes to even enable this parsing.
This. Quality should be specified as formulae, so developers can specify what properties can (and can't) be affected by quality, and at what levels.
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.
Hancz
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Re: [2.0.14] Add more ways for quality to affect items

Post by Hancz »

+1
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