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Re: [2.0.14] Add more ways for quality to affect items
Posted: Wed Feb 19, 2025 10:13 pm
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.
Re: [2.0.14] Add more ways for quality to affect items
Posted: Wed Mar 05, 2025 4:40 pm
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.
Re: [2.0.14] Add more ways for quality to affect items
Posted: Mon Mar 31, 2025 7:02 pm
by Hancz
+1
Re: Add more ways for quality to affect items
Posted: Thu Nov 20, 2025 3:31 pm
by gujarat6
Was anything done with this and went unnoticed or is it still hardcoded?
Re: Add more ways for quality to affect items
Posted: Thu Nov 20, 2025 3:42 pm
by Hares
gujarat6 wrote: Thu Nov 20, 2025 3:31 pm
Was anything done with this and went unnoticed or is it still hardcoded?
Both. Devs periodically provide more ways for quality to affect prototypes, but it's still only few properties, and all of them are hardcoded.