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Space Age - Quality #311

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8 of 13 tasks
SWeini opened this issue Oct 14, 2024 · 2 comments
Open
8 of 13 tasks

Space Age - Quality #311

SWeini opened this issue Oct 14, 2024 · 2 comments
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2.0 The transition to supporting 2.0

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@SWeini
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SWeini commented Oct 14, 2024

Support quality mechanic

  • with base game
  • with space age
  • when used by other mods

The 2.0.2 changelog is really sparse on that one

  • Added quality prototype and various related prototype properties.

Here is what needs to change

  • Load all QualityPrototype
  • Restrict usage of quality effect via RecipePrototype::allow_quality and EffectTypeLimitation "quality"
  • Select quality of crafting entity with new GUI
  • Use quality-dependent stats for crafting entity
  • Select quality of modules/beacons with new GUI
  • Use quality-dependent stats for modules/beacons
  • Honor AssemblingMachinePrototype::fixed_quality
  • UnlockQualityModifier in TechnologyPrototype::effects for milestone analysis
  • Add quality to each recipe/ingredient/product
  • Calculate effects of using quality modules
  • Quality science packs for SpecialNames.ResearchUnit

Related change

  • Quality loop often relies on recycling, these clutter the normal recipes and should be hidden by default - similar to voiding / barreling recipes
@SWeini SWeini changed the title Quality Space Age - Quality Oct 14, 2024
@Dorus Dorus added the 2.0 The transition to supporting 2.0 label Oct 14, 2024
@DaleStan DaleStan self-assigned this Nov 1, 2024
shpaass added a commit that referenced this issue Nov 5, 2024
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.
@DaleStan DaleStan removed their assignment Nov 5, 2024
@alex-dev
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alex-dev commented Dec 15, 2024

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).

@DaleStan
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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.

@DaleStan DaleStan self-assigned this Feb 11, 2025
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