Some Questions About Quality
Posted: Thu Mar 13, 2025 9:54 am
I wanted to do some research for doing a mod of the quality mechanics (to see how much work/if the idea is supportable).
It appears that some things that I want to do where accomplished by quality rebalance. The strategy used there appears to be to go through data['raw'] and decorating prototypes at a different quality level, that appear to be made dynamically/at runtime. Is that a more or less correct understanding of how to put specific buffs or custom changes on "levels of quality"?
The specific desired behavior is to change the balance of quality (i.e. set a machines crafting speed to an arbitrary value). I'm pretty sure the answer is "yes" or at least "close enough".
And that would be the easy part. The hard part is, I want specific levels of quality to be relatively rare as you start out, but to become dramatically increased by a module effect, while reducing the occurrence of intermediate values. This is desirable but sacrificial if impractical. An example of the desired outcome is "insert module tier one, return uncommon, rare, epic at given rate, insert module tier 2 return uncommon, rare at arbitrary rate, epic at rate proportional to uncommon".
The other "hard part" is to ask if there is some way of automatically generating items at a specific quality by way of a recipe. The working example I'd have is variable-n items to get a product of a particular quality. It might sound like I'm trying to bypass the system or weaken it a bit, but I'm very interested in the refining mechanics of the system and would prefer to have the ability to start a player at an arbitrary point in (what I see as) a directed graph.
To that end though, how customizable are the recycling recipes? Could you say have a 'cycling machine return a fish from a chemical plant if a mod developer needed that functionality?
It appears that some things that I want to do where accomplished by quality rebalance. The strategy used there appears to be to go through data['raw'] and decorating prototypes at a different quality level, that appear to be made dynamically/at runtime. Is that a more or less correct understanding of how to put specific buffs or custom changes on "levels of quality"?
The specific desired behavior is to change the balance of quality (i.e. set a machines crafting speed to an arbitrary value). I'm pretty sure the answer is "yes" or at least "close enough".
And that would be the easy part. The hard part is, I want specific levels of quality to be relatively rare as you start out, but to become dramatically increased by a module effect, while reducing the occurrence of intermediate values. This is desirable but sacrificial if impractical. An example of the desired outcome is "insert module tier one, return uncommon, rare, epic at given rate, insert module tier 2 return uncommon, rare at arbitrary rate, epic at rate proportional to uncommon".
The other "hard part" is to ask if there is some way of automatically generating items at a specific quality by way of a recipe. The working example I'd have is variable-n items to get a product of a particular quality. It might sound like I'm trying to bypass the system or weaken it a bit, but I'm very interested in the refining mechanics of the system and would prefer to have the ability to start a player at an arbitrary point in (what I see as) a directed graph.
To that end though, how customizable are the recycling recipes? Could you say have a 'cycling machine return a fish from a chemical plant if a mod developer needed that functionality?