Page 1 of 1

Dynamic next_probability setting for multiple quality improvements

Posted: Tue Jun 09, 2026 4:19 pm
by dedrebar
In the games current state the odds for improving quality one step is dynamic, calculated by your quality modules in whatever is crafting. It's simple and works in a logical way, if you have a 20% quality increase 20% of your items will jump one quality. However the odds of an item jumping to the next quality with the same ingredient is just a flat 10%, not changed by your quality modifier. This can be changed by changing the next_probability modifier, but this is just a flat value between 0-1, meaning changing it to 1 does not make things inherit the quality modifier, instead it becomes a guarantee for everything to jump multiple quality steps if improved by one step. As far as I know it is not possible to access the internal calculation in any other way.

My suggestion is to make this calculation accessible, or to add another option to set next_probability to be dynamic and inherit the quality modifier in the factory where the calculation is being made, such that a factory with a 5% quality increase, now instead has a 0.05^n chance of upgrading an item n steps from the original quality.

TL;DR.
Let us change the calculation formula from Q/10^n to Q^n where Q is the quality modifier and n is the number of steps to the desired quality.

Re: Dynamic next_probability setting for multiple quality improvements

Posted: Fri Jun 12, 2026 6:22 am
by astarsearcher
I agree on this one. It should be based on the quality of the factory making it somehow. next_probability could still come into play as a multiplier if need be, as well as next_probability_scale.

The calculation would look like:

next_probability + next_probability_scale * factory.bonus_quality

The current behavior is next_probability=10%, next_probability_scale=0.

This would allow some interesting mod potential. Something like "everything starts at perfect quality (i.e. quality 0) and each craft has a chance to downgrade it (i.e. upgrade it)". I wanted to implement it as "miners have 99.9% quality or even 300% quality, so most things come out at quality 5, and very rarely will things come out lower". And as you get better quality miners/smelters/etc., the quality bonus actually drops so that things are not "ruined" as much in crafting. But instead, this hard coded system means there is no good way to do that that I can see.