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This allows quality selection for everything except recipes, and should
reflect the quality-related values everywhere they are relevant.
This corresponds to tasks "Select quality of crafting entity with new
GUI" through "Use quality-dependent stats for modules/beacons" and
"UnlockQualityModifier in TechnologyPrototype::effects for milestone
analysis" in #311.
Would it be possible to cap usable quality in module calculations?
Lets say I'm optimizing a Nauvis base before Fulgora, I have a lot of uncommon modules available, but I want to reserve rare modules for a few handpicked recipes (or even equipment).
If you add the Rare quality as an unreached milestone (or mark it as inaccessible in Dependency Explorer), the automatic assignment should stick to uncommon modules.
Support quality mechanic
The 2.0.2 changelog is really sparse on that one
Here is what needs to change
SpecialNames.ResearchUnit
Related change
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