Quality support for radius_visualisation_specification

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thesixthroc
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Quality support for radius_visualisation_specification

Post by thesixthroc »

In Cerys, higher-quality towers have a larger heating range. For the player-constructible towers that the player can hold in their cursor, the current value of radius_visualisation_specification.distance is 15, which matches their actual heating range at Normal quality, but not higher qualities.

At time of writing this is the only known bug in the Cerys mod. It would be fantastic for Cerys and other mods if this radius visualization could be assigned a quality scaling so that it is not inaccurate for higher qualities.
Last edited by thesixthroc on Wed Sep 24, 2025 4:35 pm, edited 3 times in total.
front
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Re: Quality support for radius_visualisation_specification

Post by front »

+1
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protocol_1903
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Re: Quality support for radius_visualisation_specification

Post by protocol_1903 »

+1
Py and PyBlock developer, wielder of LUA in arbitrary ways. I make mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
OhSnap
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Re: Quality support for radius_visualisation_specification

Post by OhSnap »

+1
Berserker55
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Re: Quality support for radius_visualisation_specification

Post by Berserker55 »

+1
guy smiley
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Re: Quality support for radius_visualisation_specification

Post by guy smiley »

Does this problem still apply if, rather than selecting from the recipes menu or by pressing q over the entity, you instead use a copy selector on it?

I have some experience with working on a mod that does similar things to what you are describing, ie: changing the effects quality has on an entity's properties, and yeah what you are describing sounds like the unfortunate UI situation I had to accept as well. Basically such mods have to create an entirely new entity for every quality level they want to modify stats on, and q selecting or similar methods simply select the original entity at that quality instead, not the new entity the mod created. Using a copy, or a blueprint selector, will actually select the mod's created entity instead, and will display area and range effects accurately.

The mod I'm working on rebalalances the Big Electric Pole to gain larger amounts of wire reach length per quality level than other pole types, instead of electricity distribution area, and the UI issues that has are exactly like what you described.

Alternately, if the answer to my question actually turns out to be "no" though, I guess I'll have to grab that mod and look at what it is doing differently.
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