DellAquila, please add to 'Production Scrap 2' mod a new item 'Quality Module':
* Level 1, -1% of scrap (or +1% yield)
* Level 2, -2% of scrap (or +2% yield)
* Level 3, -3% of scrap (or +3% yield)
with maximum of 100% yield / quality per Assembling Machine (sum of slots + Beacons).
Sorry for that short description, English is not my native language.
DellAquila, please add to 'Production Scrap 2' mod a new item 'Quality Module':
* Level 1, -1% of scrap (or +1% yield)
* Level 2, -2% of scrap (or +2% yield)
* Level 3, -3% of scrap (or +3% yield)
with maximum of 100% yield / quality per Assembling Machine (sum of slots + Beacons).
Sorry for that short description, English is not my native language.
I'm not sure what you're suggesting in this idea. Currently, with version 0.1.2, you are able to control the amount of scrap produced with the mod settings. If this is not the solution you are looking for, please try to explain your idea in more detail.
Add a new item 'Quality Module' for decrease percent of scrap
with maximum of 100% yield / quality per Assembling Machine (sum of slots + Beacons).
I'm not sure what you're suggesting in this idea. Currently, with version 0.1.2, you are able to control the amount of scrap produced with the mod settings. If this is not the solution you are looking for, please try to explain your idea in more detail.
My apologies for the misuse of the term 'scrap'.
Definitions
In Vanilla Factorio game (0.16-0.17) we have 3 types of modules: speed, efficiency and productivity. Each type of modules have 3 levels of 'strength'.
Production Scrap 2 mod adds to the production process the probability of producing a defective item. Defective items will be recycled to scrap. Scrap will be used in production of other useful items.
Suggestion Add a new type of modules - quality module. Also with 3 levels of 'strength' (vanilla style).
Quality module inserted into module slot of assembling machine add a little bit of quality to production processes and reduce amount of defective items produced.
Think about 'Quality module' as some form of quality management added per assembling machines (ISO-9000, Six Sigmas, etc.)
More details
Compare 'mod settings' vs 'quality modules'.
Mod settings
This is global for game and regulating difficulty of game and amount of resource screwed up in all production processes.
Change settings affects on all assembling machines at the same time.
The main purpose is to regulate the level of complexity of the game and the degree of the influence of the “Production Scrap 2” mod on the game process.
Quality modules
The more assembling machines used in production chain the more modules needed for increase overall quality.
If 'Quality module' is expensive or/and decrease speed of production - you have a choice what type of modules to use in assembling machines and beacons slots and have one more axis for balance.
The main purpose is to add flexible ability to reduce amount of defective items as production process result.
Points of balance:
Quality module must also decrease speed of production. How much?
Can be a quality modules used in beacons slot? Quality module like 'speed' (yes) or like 'productivity' module (no)?
May be '% of quality' per level of 'Quality module' mast be derivative
from the mod settings percent of defective items produced.
Is this one more mod setting 'Percent decrease per level of Quality module'?
Pitfall "over 100% quality": control the maximum percent of quality per assembling machine.
'Quality module' like 'Productivity module'.
If quality module can not be used in beacon - 4 quality module must be less or equal to compensate 'percent of defective items' in mod setting.
'Over 100% quality' is not reachable in vanilla.
'Quality module' like 'Speed module'.
If quality module can be used in beacon - we have possibility insert 2-4 module per machine and 2 module per beacon.
Max total is 28 modules (4*1+2*12) or 84 'levels' (28*3).
Other mods may add assembling machines with more module slots or may add more levels of modules.
We have ability to make 'over 100% quality' configuration per assembling machine and this situation must be controlled in mod.
Example:
Not derivative, vanilla only balanced, like productivity.
0.005 (0.5%) per quality module level, total 0.06 (6%) of defective items.
Without quality module any assembling machine produce 6% defective items (60 from each 1000 items).
Quality module level 2 = 2*0.005 => -1.0% defects.
4 modules => -4.0%. Machine produce 2% of defective items.
Quality module level 3 = 3*0.005 => -1.5% defects.
4 modules => -6.0%. Machine produce 0% of defective items.
100% quality - no defective items, but without the possibility of using productivity modules and with the degradation of production speed (if not compensated via beacons + speed modules).
Re: MINI MODS
Posted: Thu Apr 11, 2019 8:50 am
by badtouchatr
@MindFighter:
Wow, you definitely went into more detail, and it worked, because I now understand the concept you were trying to explain.
However, it seems to be a little bit beyond my abilities to make it work in a mod. I know how to code in Lua, but have very limited experience with factorio mods (I have only worked on Production Scrap 2, and created a very small library mod of my own).
I will definitely add it to the list of ideas to improve the mod. Maybe DellAquila or others can help me to figure out the Quality Module implementation. Thanks very much for your idea, and your detailed explanation.
Re: MINI MODS
Posted: Thu Apr 11, 2019 10:19 am
by MindFighter
@badtouchatr
Thank you! Glad to our mutual understanding!
Re: MINI MODS
Posted: Thu May 02, 2019 4:16 pm
by thisischrys
m̶i̶n̶i̶m̶e̶ "More accurate player size compared to vehicles" mod is broken since 0.17.35:
From the changelog:
- Renamed the character entity type and name from "player" to "character" to make it consistent with how we call/access it in all other places.
Re: MINI MODS
Posted: Thu Jan 16, 2020 2:05 pm
by maxZZzzz
Hey.
Cant send PMs yet. So using this thread instead. Got the urge to play again with Mining Fluids.
I changed the mod so that there is a burner drill which accepts liquids. That way no electricity is needed for the basic setup.
* Reduced starting inventory
* Allow burner drills again
* Add liquid accepting Bruder Drill
Re: MINI MODS
Posted: Thu Jan 30, 2020 5:28 pm
by utoxin
Are there plans to update Production Scrap 2 to 0.18? It's the last mod I need to update my current save.
Nevermind. I had apparently fumbled my reading comprehension roll. This is just a compilation thread. I'll PM the author.
Re: MINI MODS
Posted: Sat Mar 21, 2020 12:02 am
by ptx0
hello master,
we have a crash in big logistics bot with the new logistics changes in 18.14+.
Re: MINI MODS
Posted: Sun Dec 13, 2020 10:16 pm
by ptx0
ptx0 wrote: Sat Mar 21, 2020 12:02 am
hello master,
we have a crash in big logistics bot with the new logistics changes in 18.14+.
I couldn't find a link/comment here for your 'SingleColorTerrain' mod so I don't know if you consider it a 'mini-mod' yet I've noticed that this mod can work by editing the line:
"factorio_version"...
.. within the file 'info.json' to the current version of factorio.
There seems to be an EXTREMELY large amount of mods you've made for Factorio v0.16 - v0.18 that have not been updated to v1.1, including this SingleColorTerrain mod that I LOVE! (I'll add the link after this post in case there is an 'auto-delete' of comments with links)
Is there a way that you'd consider to 'promote me' in the Portal as a collaborator, so that I can upload new versions of the mod?
If not, it's all good!! I just like to spread the 'must have' mods to those that want it ... & to those that will want it some day!!!
Thanks DellAquila! You ROCK!
Re: MINI MODS
Posted: Tue Dec 13, 2022 8:15 am
by markzl
markzl wrote: Tue Dec 13, 2022 8:13 am
(I'll add the link after this post in case there is an 'auto-delete' of comments with links)
I have discovered that the Production Scrap 2 mod, and my Recycling Machines Mod are not compatible. When Production Scrap 2 and Recycling Machines mod are both active, even though they appear to be craftable, any attempt to craft a recycling Machine results in an assembler being crafted instead (or machine scrap)!