Vill's Recipe Randomizer (2.x)


Randomizes all recipe ingredients to make every game feel different! Fully configurable, theoretically works with all mods, checks dependencies, keeps recipes fair! Credit goes to Villfuk02 for the version that works on 1.x.

Tweaks
3 months ago
2.0
376
Manufacturing

b Impossible dependency on Branched setting

4 months ago

I've downloaded the mod today and made a new save file with the seed 171. All other mod settings have been kept as their defaults, including the Dependency checking setting being set to Branched. However, I've found that the Shotgun recipe requires Jelly, which is certainly not unlocked by any of the prerequisites to the Military 1 research.

4 months ago

Elevated Rails + Quality + Space Age only?

4 months ago
(updated 4 months ago)

I also just saw the same problem with the wooden electric poles recipe requiring jellynut on default settings, latest update. Maybe it's due to the fact that you add wood as a raw resource after agricultural science so the algorithm assumes it can replace wood with anything from gleba?

4 months ago

I confirmed this is what's happening by checking the logs. What's frustrating is the mod seems like it has a feature meant for just this situation: the tooltip on "Don't randomize resources" says "you can unban a resource after an unlock by specifying it in the above setting". Putting wood in "Don't randomize resources" does properly initialize its value to "inf" (disabling it) but even after unlocking agricultural science it never switches over to having value 5.

4 months ago

That would explain it. Very annoying!

I'll put wood and fish back on the "don't randomize resources" for now.

4 months ago

I've published the simple fix, and I'll look into a proper one - giving wood and fish sub-infinite values after being unlocked.

New response