Setting recipe outputs' quality
Posted: Fri Jul 11, 2025 11:59 pm
I'm trying to find a way to make a recipe with ingredients of quality n yield a result of quality n+1. The recipe prototypes don't supply this natively, so I'm trying to find a code-based solution. I've run into a few obstacles, though.
* I don't see an event for when crafting machines get assigned a recipe, so I can't listen for that in order to override recipe properties with the intended qualities.
* I don't see an event for when crafting machines finish a recipe, so I can't listen for that in order to override the result items' quality.
There's a couple factors that might make this easier to find workarounds for:
* This does not need to interact with quality modules. Quality modules are removed from the mod.
* This does not need to work on vanilla recipes. All affected recipes are modded recipes.
* This does not need to result in different qualities for byproducts; it's acceptable for all result items to be of the same quality.
One option I'm considering is to somehow force relevant crafting machines to have +100% quality (and remove the tier skipping mechanic). This would theoretically yield the right items, but the interface is still going to show the result items at tier n, which seems unpolished - and possibly unavoidable through this method.
I would much rather be able to specify it at the recipe level somehow, so the UI gets the right qualities for each inventory slot to begin with. Does anyone know of a way I could approach the problem?
* I don't see an event for when crafting machines get assigned a recipe, so I can't listen for that in order to override recipe properties with the intended qualities.
* I don't see an event for when crafting machines finish a recipe, so I can't listen for that in order to override the result items' quality.
There's a couple factors that might make this easier to find workarounds for:
* This does not need to interact with quality modules. Quality modules are removed from the mod.
* This does not need to work on vanilla recipes. All affected recipes are modded recipes.
* This does not need to result in different qualities for byproducts; it's acceptable for all result items to be of the same quality.
One option I'm considering is to somehow force relevant crafting machines to have +100% quality (and remove the tier skipping mechanic). This would theoretically yield the right items, but the interface is still going to show the result items at tier n, which seems unpolished - and possibly unavoidable through this method.
I would much rather be able to specify it at the recipe level somehow, so the UI gets the right qualities for each inventory slot to begin with. Does anyone know of a way I could approach the problem?