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Add "disable quality modules" circuit condition

Posted: Fri Oct 31, 2025 2:04 pm
by quineotio
Add the ability to disable quality modules in a machine based on a circuit condition.

As it is currently, the only way to deal with excess quality is to delete the excess with recyclers. It would be convenient to have more control over when quality items are produced by being able to disable quality modules while they are inside a machine based on a circuit condition.

At the moment the only way to stop quality production is to remove the quality modules, which can be quite a hassle if there are a lot of machines or if the machines are not in a convenient place e.g. miners. And then if you want to start making quality again you have to put the modules back in.

Re: Add "disable quality modules" circuit condition

Posted: Fri Oct 31, 2025 2:43 pm
by eugenekay
quineotio wrote: Fri Oct 31, 2025 2:04 pmAdd the ability to disable quality modules in a machine based on a circuit condition.

At the moment the only way to stop quality production is to remove the quality modules
Yes, but also No! Speed modules provide a negative Quality effect:
10-31-2025, 10-40-20.png
10-31-2025, 10-40-20.png (824.54 KiB) Viewed 220 times
Beacons can be en/disabled via the Power Switch, which stops their Modules' effects from being transmitted to nearby machines:
10-31-2025, 10-40-46.png
10-31-2025, 10-40-46.png (799.75 KiB) Viewed 220 times
Power Switches can be Circuit controlled. Thus: Feature Exists.


quineotio wrote: Fri Oct 31, 2025 2:04 pmAs it is currently, the only way to deal with excess quality is to delete the excess with recyclers.
You can Void excess items by sending them to Space, and then throwing them off the side of the Platform, into Lava, etc. With Space Age mod disabled you only need to send them to Space. This is slightly resource-inefficient. :lol: Complex ground-based mechanisms have been created which utilize Explosions or high-speed Train Collisions to destroy Cars automatically.

Good Luck!

Re: Add "disable quality modules" circuit condition

Posted: Mon Nov 03, 2025 7:27 am
by Shadowhawk
quineotio wrote: Fri Oct 31, 2025 2:04 pm Add the ability to disable quality modules in a machine based on a circuit condition.

As it is currently, the only way to deal with excess quality is to delete the excess with recyclers. It would be convenient to have more control over when quality items are produced by being able to disable quality modules while they are inside a machine based on a circuit condition.

At the moment the only way to stop quality production is to remove the quality modules, which can be quite a hassle if there are a lot of machines or if the machines are not in a convenient place e.g. miners. And then if you want to start making quality again you have to put the modules back in.
Yea second this idea.
Unless you want weird setup with beacons or building the same building 2 times once with once without modules there is no real option.

Just the option to enable/disable modules would be nice. You could program things like if supplies are low use productivity modules. Or produce quality untill we have X of quality Y in reserve.
This would give a nice flexible way to work with mods and quality specifically. So that doing quality on a planet is much easier to manage iso building a boring big ship and collect asteroids.

Re: Add "disable quality modules" circuit condition

Posted: Mon Nov 03, 2025 11:10 am
by mmmPI
you can also dump stuff in lava or in space if you want to control the quantity of things.

The setting "disable quality module" sounds like it could be easily abused. Situation where you try having 99% of a craft without quality module, so it is made faster, and you only enable them when the item is about to be produced for a couple ticks duration.