Recipes that do not have item ingredients (i.e. only fluid or no ingredients) cannot produce non-normal levels of quality items. This is counterintuitive. I understand that the GUI prevents doing this because it would be immensely powerful, but even when the recipe and quality are set via script this does not happen. I would expect it to not be selectable in the GUI, but doing it with a script would work just fine.
[2.0.60] Recipes with no item ingredients do not produce quality items
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[2.0.60] Recipes with no item ingredients do not produce quality items
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I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
Re: [2.0.60] Recipes with no item ingredients do not produce quality items
Not a bug.
Recipe quality only affects item ingredient quality that is accepted while product quality is based on lowest quality of item ingredient.
Changing this behavior to what you are asking would create migration problems because if a recipe had items and quality was selected, if recipe becomes fluid only it would be either overpowered or would have to be cleared and there is no detail if recipe was set by script or by player.
Since gui does not allow selecting quality in that case, by setting quality by script you are leaving well defined scope and i see current behavior here as being correct as for an unintended use case.
Recipe quality only affects item ingredient quality that is accepted while product quality is based on lowest quality of item ingredient.
Changing this behavior to what you are asking would create migration problems because if a recipe had items and quality was selected, if recipe becomes fluid only it would be either overpowered or would have to be cleared and there is no detail if recipe was set by script or by player.
Since gui does not allow selecting quality in that case, by setting quality by script you are leaving well defined scope and i see current behavior here as being correct as for an unintended use case.