[2.0.69] Parameters with quality behave inconsistently
Posted: Tue Oct 28, 2025 11:36 pm
Having spent a lot of time working on some circuit controlled quality crafting blueprints recently, I started to run into some annoyances with dealing with quality parameters. This might not be a bug exactly since I can see how this behavior might have been intended at some point, but in my opinion its unintuitive and annoying either way.
Case 1: same parameter, same quality. Quality is not preserved.
Case 2: same parameter, different quality. Quality is preserved.
Case 3: different parameters, same quality. Quality is not preserved.
Case 4: different parameters, different quality. Quality is not preserved.
The behavior I expect from these tests is that any parameter with a quality specified should retain that quality after user selection, unless the user specifies a different quality. This would possibly require an additional UI element to make it clear what you're selecting, maybe the "any quality" symbol could be included in the quality selection bar and selected by default to show that it will use the quality provided by the parameters.
For a concrete example of how this was bothering me, I included a speaker in my quality crafter which made an alert when parameter 0 (legendary) > 0. Within the whole blueprint this was fine because case 2 would be fulfilled by the other combinators involved, but sometimes when cutting and pasting to move certain sections around while designing it case 2 would not be fulfilled and the speaker condition would lose its quality, which could go unnoticed for a long time since the speaker wasn't something I was opening up often.
Case 1: same parameter, same quality. Quality is not preserved.
Case 2: same parameter, different quality. Quality is preserved.
Case 3: different parameters, same quality. Quality is not preserved.
Case 4: different parameters, different quality. Quality is not preserved.
The behavior I expect from these tests is that any parameter with a quality specified should retain that quality after user selection, unless the user specifies a different quality. This would possibly require an additional UI element to make it clear what you're selecting, maybe the "any quality" symbol could be included in the quality selection bar and selected by default to show that it will use the quality provided by the parameters.
For a concrete example of how this was bothering me, I included a speaker in my quality crafter which made an alert when parameter 0 (legendary) > 0. Within the whole blueprint this was fine because case 2 would be fulfilled by the other combinators involved, but sometimes when cutting and pasting to move certain sections around while designing it case 2 would not be fulfilled and the speaker condition would lose its quality, which could go unnoticed for a long time since the speaker wasn't something I was opening up often.