[2.0.76] output is same quality as ingredients if quality chance drops during crafting, even if chance > 100%
Posted: Mon May 04, 2026 8:55 am
Steps to reproduce: set intrinsic quality bonus of a machine very high so that module changes cannot bring the chance below 100%. Start producing items from normal ingredients, note they're all above normal quality. Add a speed module mid-craft and note a single normal output appears. Also happens if there are quality modules in the machine and you remove one or you place a speed beacon.
Expected behavior: either quality is rolled when crafting begins and that result is locked in, or quality is rolled based on the machine's state at the moment the result is produced.
Admittedly a minor corner case based around giving things levels of stats they were not designed to have. This could e.g. cause belt contamination when switching out modules when using a mod that greatly boosts quality chances but limits maximum_quality_jump to 1 and having built a system without quality filters because they aren't needed during normal operation (which was what the mod I was testing when I discovered this does, and why it was so annoying)
Expected behavior: either quality is rolled when crafting begins and that result is locked in, or quality is rolled based on the machine's state at the moment the result is produced.
Admittedly a minor corner case based around giving things levels of stats they were not designed to have. This could e.g. cause belt contamination when switching out modules when using a mod that greatly boosts quality chances but limits maximum_quality_jump to 1 and having built a system without quality filters because they aren't needed during normal operation (which was what the mod I was testing when I discovered this does, and why it was so annoying)