Deadlock989's classic overhaul IR3 with a unique art-style and age-based progression. This is a command-line script which installs additional code and patches into the original files to make them compatible with Factorio 2.0. Requires manual assembly.
Large total conversion mods.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Map generation and terrain modification.
New Ores and resources as well as machines.
Things related to oil and other fluids.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
Hi Shemp, in my game I didn't find any Fossil gas fissure, without it it's practically impossible to produce laser weapons, I tried to create some new games but I never managed to find any, it's always been rare but this is a bit too much :D would it be possible to increase the frequency a bit?
I had assumed they were optional. This is what I get for not being familiar with the recipes. For the record, I've never found any either so I figured they weren't supposed to generate.
Let's get the record straight here, and please correct me. To my knowledge, IR3 is supposed to generate the following extra resources with worldgen, and the bolded ones are mandatory to be able to win:
Am I missing anything?
yes the resources are all these
You can also get rubber from oil from the middle of the game and it is needed to finish the game. It is part of the recipe for solar panels for the satellite, so you can say that plants are not essential. Sour gas is needed in the central part of the game otherwise it becomes very slow. In the final part you get sulfur as a biproduct. It is not essential but if you find it you are very happy :D. The initial steam is practically essential otherwise you would abandon the game out of boredom :D. The fossil fissure, as I told you, is needed for a bit of easy energy, but above all to obtain helium in abundance to build lasers. Natural gas has always been disabled.
Edit : Pollutet steam is the only truly non-essential one, it gives you energy and useful by-products from cleaning dirty water but it's all negligible
To Shemp:
"Natural gas fissures" are a holdover from older versions where cryogenics (aka Nitrogen and Helium) weren't a thing yet. "Fossil gas fissures" are supposed to replace them.
I'd like to add that rubber tree are almost mandatory to win (some lategame research and rockets needs a bit of it for insulated cables, but I guess you could use wood + ethanol eventually), while sour gas fissures aren't (sour gas is a very common oil byproduct that needs to be dealt with, you'd only need the fissures if you're consuming too much sulfur).
Sulfur is used for the military science package,a lot. Without the sour gas fissure, you practically cannot develop any military technology until the mid-game. At the beginning of the game, sulfur is not common and is used for processing as well as for science.
Thanks for the primer, both of you. Meanwhile, I've been scrambling around like a mad cat looking for the answer, and it turns out my noise expressions weren't formed properly. Parentheses are important!
This should (fingers crossed) be fixed in 0.4.1.
Perfect Shemp, as always, congratulations!
I've managed to get rubies to spawn on copper ore like they're supposed to, over on the Codeberg build.
If you have any more issues with worldgen, now is the time to wring them out. I feel a little bad for potentially causing people to reset their worlds, and I want to get that behind us.
From what I knew, rubies only appeared on gold and diamonds on coal, but the difficulty in finding these particular resources has always been a strong complaint from the community. I think if you make them more available, you'll make everyone happier. I tried generating a few worlds and everything seems excellent in terms of resources, except for the rubber tree, which is really invasive in my opinion ;D
I finished the game with the old settings, I had some difficulties in the middle, I didn't do laser but I finished it anyway, now it's certainly better
When you talk of the rubber tree, that's with Alien Biomes, right?
Before answering you I tried to generate some worlds without alien biomes but even so they are everywhere an invasion, in the original mod it was a rare resource to search for, and sometimes you really had a hard time finding them, now even wanting to make things easier, like this they are even annoying :D
The current approach is to have them replace "tree-09". I had a look at some other trees, but all of them seem to be either way too commonplace, or too rare to reliably find.
I'm not quite experienced enough to try writing a noise expression from scratch, so on the new Codeberg build I made a simple change: They only have a 1/8 chance to spawn compared to before. At this point I need to use the deconstruction planner to reliably locate them, and if you're playing a new map, you might spawn in a biome that doesn't have any nearby.
For Alien Biomes the spawning is completely unchanged.
I get the impression that they're supposed to be hard enough to find that you have a strong incentive to use the Forestry to farm more of them.
Well done Shemp, I like it if I can express an opinion. If you can, set a certain distance from the starting point for the spawning of the trees so that they have to be searched for at least a little. You always have to use Forestry, the plants are needed "wild" to plant the first plants in "pots" which will then begin to reproduce. With Alien Biomes it's a disaster, I would report it on the mod page.
Edit : keep in mind that for every 4 "wild" plants you have one in a "pot" and to start a forestry in a reasonable time you need at least 10-15 of them after which you burn the wild ones with the flamethrower :D
I think the game's giving me the wrong seeds, I'm always having to look for these things. I'll make the distance threshold 200 so you don't spawn right on top of them.
Right now Alien Biomes is using "tree-wetland-e" for the rubber trees. Could you expand on what you mean by that? Are they too common, too hard to find?
https://drive.google.com/file/d/1djj36gyd-01e8r1tHXlZfol9GAOMCuMu/view?usp=drive_link
this is a random game with alien biomes where the player spawns
Good 200
The Rubber Menace must be stopped! Fortunately, the same treatment seems to work just fine and the new build is online for you to test.
My only concern is that they might be a bit hard to pick out, nestled among the ordinary trees. But I presume this is still better than the situation in IR3 1.1.
I might revisit this issue someday when I've learned some new tricks...
There's a map generator setting for "Rubber trees" and I never noticed it! I wonder if it works.
I had never noticed that either :D but it doesn't work :(
I've got the slider working in 0.4.2. What I didn't realise is that Deadlock wasn't just blindly copying tree-08's settings for the rubber trees; he did have a special autoplace configuration written for them in terrain-trees.lua which I thought he had commented out, but it was actually me. I've been working on the Patchset for long enough that I'm starting to forget what I did in some of the early work.
Re-implementing all of that fiddly configuration into a new noise expression that works is above my skill level; it's the type of problem where I really need an hour-long chat with Deadlock about the technical intricacies of rubber trees. For now, from a game-balance perspective, the trees are in a place that I'm happy with.
Yes, don't go crazy, they're fine like this, but if the slider works now, you don't need anything else.
Edit: Anyway, I'm moving forward with the game while I do some tests with space-age and everything is going great, no problems