Decouple quality effects
Posted: Thu Dec 19, 2024 11:01 am
Haven't seen this around so I guess I'll make a post. If it's a "won't implement" for some technical reason I'd rather know.
Currently the only way to mod quality is to change levels. This impacts every quality effect equally, so if I want my quality crafting speed to be, say, 1.9 at rare, I have to also have rare spoilables last longer, and rare modules get a larger boost.
I don't know why quality hasn't been implemented in a way that's easier to mod, but I'm guessing there's reasons for that? But maybe having different levels for each of the possible effects won't be as bad. In theory this should just require a few more integers in memory (e.g. "crafting-speed-level" and "spoiling-time-level" in the quality "rare" table, instead of just "level"; plus a pass on where that level is read to make each method read a different value). Not free but not terrible, unless I'm imagining the implementation completely wrong.
Currently the only way to mod quality is to change levels. This impacts every quality effect equally, so if I want my quality crafting speed to be, say, 1.9 at rare, I have to also have rare spoilables last longer, and rare modules get a larger boost.
I don't know why quality hasn't been implemented in a way that's easier to mod, but I'm guessing there's reasons for that? But maybe having different levels for each of the possible effects won't be as bad. In theory this should just require a few more integers in memory (e.g. "crafting-speed-level" and "spoiling-time-level" in the quality "rare" table, instead of just "level"; plus a pass on where that level is read to make each method read a different value). Not free but not terrible, unless I'm imagining the implementation completely wrong.