#Rebalancing to enforce quality-aware factorybuilding as a playstyle
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- keep quality progressively upward (i.e. I'm not imitating Inverted Quality's literally inverted quality-chain; can dispense with a lot of the tweaks that mod has to undertake)
- but keep the "all buildings produce 'quality' outputs from the start of the game";
- and lower the level/effect-multiplier of the lowest quality to a value below
Normal, with reduced stats. (I'm calling itSlop, hurhurr, topical
) - finally, gate 'traditional quality outputs' behind research-progression instead of quality-module-insertion (a necessary limitation, not the original design goal.)
This means you'll, from the very start of the game, have to deal with filtering/routing "trash" outputs (thus ensuring all of your factories are prepared for routing later "uncommon", etc outputs once they're unlocked by research):
Slop, reduced stats, ~15% of initial output at the start of the game (renaming/texturing the "null" quality,normalin vanilla)Normal, same values as vanilla (but implemented as a new 'quality chain' entry)UncommonandRare, research-gated at their normal current locationEpicandLegendary, ditto
so. downsides of this approach which I haven't yet figured out any way around:
First off, "quality modules" now feel much less effectual - I've spent the last 10 hours tuning the curve, but unfortunately, due to the ratios between the qualities being hardcoded from game boot, I have very little "dynamic range" of quality-effect (most of the quality-curve is 'spent' on that initial gargantuan step shoving ~85% of items up from Slop to Normal.) For instance, with my current tuning, where 85% of the curve is spent on implementing slop (i.e. producing 15% slop from game-start), as you can see in the screenshot, the difference between Uncommon produced with no modules (7.65%) and with 4x-legendary-quality-Quality-M3 (9.91%) is basically meaningless.
Got a couple ideas of how to deal with that, but I'll circle around if anyone replies.
Second, although my original hope is to encourage, maybe even nearly require, "quality-aware factory layouts" ... this approach completely and utterly precludes "qualityless builds" - you would literally be unable to build a direct-insertion factory without bots, even at significantly increased cost or decreased productivity or whatever.
Feedback I'd love as I noodle on whether I want to expend more time on this:
- does it sound fun to anybody else? it's already how I'm building factories in my current playthrough, but only by discipline; I tend to be a "cheese" player, and like to be free to butt up against the limitations of the engine/progression as much as possible, so I want to actually implement it.
- any modders spot any limitations I'm missing with the approach I'm taking of tweaking the quality-"chain"
- anybody see a way around the two big limitations I'm currently addressing
For some reason I thought I sent this message but maybe I accidentally sent it in another server or something lol:
Isn't that the issue with a lot of quality everywhere things? It just gets very side-producty
Also is this mainly balancing things? So the fundamental system is still the same? (I guess you're sort of stuck with it anyways but just trying to understand)
for performance reasons, yes - I mean, that's not my end-goal, but I'm trying to avoid per-tick. if I publish this at all I want it to be relatively megabasing-compatible, that's kinda the point.
as for 'the issue with quality everwhere getting side-producty' yep, that's the entire complete point, haha.
right, there's no on craft trigger anyways
Do you have a simple way of stating your goals? Because any overhaul of the quality system is going to need a clear "why" or else the "how" is going to be irrelevant
You say "focused on the quality mechanic" but it's still unclear what you exactly want to me.
So, to elaborate on my playstyle slash goal: I want "getting a legendary" to feel like more work, more effort, and more rewarding; but through the core mechanics of the game (building and managing complexity, and scaling well); and my playstyle reflects that. (Diverting "unexpectedly-high-quality-intermediates" everywhere, throughout the game, in pursuit of eventually combining them all and upgrading through the tiers to produce legendary items somewhere, centrally; while also ensuring continuous throughput in cases where the additional byproducts aren't being consumed at the same rate.)
If you want a legendary power-armor, basically, you should have spent 100 hours routing belts more-difficultly-than-you-currently-have-to, storing/sorting/combining all the quality outputs from everywhere in all of your factories as a side-effect of science production, to do so. :P
Isn't that how the current system is but less intense? I haven't played space age much.
not particularly - you can, at any point, sidestep the entire system by just ..... building a part of your factory without quality-modules.
Sure, but you were talking about legendary
there's basically two problems that are slightly related, one is more solved (by other mods/playstyle-restrictions) than the other:
You need to be clear about your goal for others to understand
So I guess the first part is legendary things being more rewarding, the second is that quality should not be side-steppable
- the ability to get legendaries by rerolling at the end of the chain (recyclers)
- the low value of the "noisy" quality-outputs throughout all the earlier stages of the chain, relative to the annoyance of managing them
first is more solved by other people (some mods remove aspects of the recycler's functions, or how it interacts with quality, or just impose higher costs to make it net-negative, etc); latter is a bit more what I'm trying to address here.
The second one feels well-defined at least, but I don't know if "rewarding" can be given meaning that's not highly player dependent
Responding to this
so, the above-described technical approach has a side-effect of enforcing quality-handling, yes; but that's actually not preciesly my end-goal - again, I want to tweak the effort/reward, but ideally, non-quality-handling factories would still be possible, just less "obviously superior in every way" than they are right now. (and, potentially, something you unlock later in progression, additionally, to further encourage a quality-focused playstyle.)
So in short you want quality to be relevant in early game?
Mmmmm, almost the opposite - it's, as you pointed out, very subjective; but to a particular player mindset, it's currently more valuable early-game
er, "it", I should be clearer here - "it" being "quality-as-a-byproduct-of-a-factory-with-a-different-purpose", not just quality existing at all.
So you want quality to be less relevant early game? 
It's okay, I think you have a lot of thoughts in your head and a lot of words here, and you just need to exchange the two XD
To begin, it's really just like, what are you trying to solve in a very precise sense, like one or two sentences
again, focusing on end-goals, and presupposing that yes there's different player-types and only somebody who enjoys <some thing we're currently talking about> would bother installing this mod -
- late-game, continuously handling quality-byproducts throughout other-purpose factories (basically, lol, science-production-chain, in Factorio) should be rewarding enough that that's the default go-to (well, early-game, too, but the change here is making sure it's viable/desired/valuable late-game)
- the player should be encouraged to not hit a "quality-mess" wall midgame when they unlock quality as a whole - i.e. preventing/strongly-discouraging them from "ignoring" byproducts in their builds, early-game, when actual quality products aren't unlocked yet
I suspect 1. alone can actually be achieved by tweaking some productivity values, but 2. is actually the interesting one that leads to my approach here - introducing "slop"
That's more than 1-2 sentences ๐
(having a "not nice, desirable, quality in the literal sense of the word" byproduct starting from the very beginning enforces/encourages a certain type of design (belts, diverters, buffers/storage); then when quality unlocks, the player isn't miserable, having to tear down all their old builds)
apologies, was typing before you sent that question, lmao
ah mb
\1. Late-game factories produce nice-to-haves (legendary buildings/gear) as a side effect of the way you're encouraged to play, in a way that can't be achieved in a localized way / as an afterthought. 2. early-game factories encourage a player to learn to design in that side-effect-y way, from moment one.
does that track better? :P
er, actually, tweaking that
(s/as their general build/of the way you're encouraged to play)
Ah so in other words "a quality system where factories inherently produce legendary items through science production, and where players are encouraged to build these sort of factories from the getgo"
which is what I was describing earlier - just removing the recycler-loop cheese (which other mods do) as an option gets you a lot of the way there, for the actual late-game goal ... but it requires a certain amount of discipline early-game, and then the step-up jump in difficulty when you decide "Yah I want some legendary stuff" is, well ...... tear down literally your entire world, every factory, rebuild them all in a quality-aware way, to collect enough quality-byproducts. All I want is to tweak that (in a game-design sense, not a technical one) to keep the player "on-track" towards quality-byproducts from moment one.