Re: Disable quality chances per item in a recipes results
Posted: Sun Nov 09, 2025 7:49 pm
It's hard to explain since I don't think there are any examples of this in the base game. (or base game + space age) Pretty much just anything that uses ignored_by_productivity (or ignored_by_quality if/when it's added) which isn't also an ingredient of the recipe. Catalyst there being used for when it is an ingredient of the recipe.Quorken wrote: Sun Nov 09, 2025 7:20 pmI'm not sure what you mean by a byproduct in this context.BraveCaperCat wrote: Sun Nov 09, 2025 7:12 pmNo, I think this "different slot" thing should only apply to differing quality items created as a byproduct/catalyst. I even think it would make sense for byproducts/catalysts to have a different slot even when the quality doesn't differ to other resulting items.Quorken wrote: Sun Nov 09, 2025 6:58 pm
I'm wondering if you could take it a step further, and always have outputs that are of a different quality (relative to the "expected" quality) go into special "different quality" slots. So even in the base game, if a recipe's output is bumped up a quality, it will go into the special "different quality" slots, instead of the normal "same quality" slots.
I.e. if a machine is set to produce uncommon beacons, and it produces a legendary beacon, that legendary beacon would go into the "different quality" slots, instead of the "same quality" slots.
So if you then have a recipe that produces 4 advanced circuits, with two of them ignored by quality, any that are bumped/dropped in quality would go into the "different quality" slots, while all others would go into the "same quality" slots.
The reason I suggested pushing all "different quality" items into these slots was to give uniform behavior - the player knows that if a recipe normally produces a product B at quality X, but some effect/probability means it is produced at quality X', it will be in these other slots. So if there isn't such a slot for a product B, the player knows it can only be produced at quality X, and they do not need to handle any other quality for that item.
It would still be uniform behaviour the way I imagine it, since all byproducts/catalysts would be in a separate slot from other results with the same name and type properties.
Ok. By the way, that's a link to the lua documentation and not the wiki.Quorken wrote: Sun Nov 09, 2025 7:20 pmYou can have duplicate product entries, likely for this kind of stuff (say, 20%, 5%, and 1% chance of a product) - just not duplicate ingredient entries.BraveCaperCat wrote: Sun Nov 09, 2025 7:12 pmI actually don't need ignored_by_quality to be an integer, I just think that the other people who have posted in this topic might find it useful. Also, I'm not sure you can have two product entries with the same name and type properties.Quorken wrote: Sun Nov 09, 2025 6:58 pm Edit: That said, if you need ignored_by_quality to be an integer, couldn't you instead create a separate product entry with amount=<to be ignored by quality> and ignored_by_quality=true?
From the wiki (https://lua-api.factorio.com/latest/pro ... ml#results):Can be set to an empty table to create a recipe that produces nothing. Duplicate results, e.g. two entries with the same name, are allowed.
I think I did too.Quorken wrote: Sun Nov 09, 2025 7:20 pm Also, I actually edited my previous post while you were typing out yours, I think.
Edit: A side benefit of separate slots for quality outputs is if the machine works very quickly, with a quality chance - in the base game, if the machine produces a quality result, and produces a normal result before an inserter can remove the quality result (say, because of the swing time of its arm, since an inserter would need to make a separate trip if the quality is different), it will stall until the inserter can remove said quality item. If you have separate slots for "different" and "same" quality results, this becomes much less likely - it would only happen if two different quality results were produced back-to-back.
Yeah, but that's actually one of the reasons why I didn't want to have separate slots for different quality items for just anything, since the way it is currently balances higher speed machines for quality, even if just a bit. It also punishes using semi-automation (ie hand feeding) with quality at the same time.