dangOreus

by Mylon

The flOre is lava. Dig yOre way out through this divOrese and dangOreus field! Will you Coke on the limited space and submit to the cOreruption Ore will you transfOrem it into an majestic Orechestra? Also known as "Dangerous" or "Danger Ores".

Scenarios
10 days ago
0.15 - 2.0
10.2K
Environment Mining

g Oil spawns too far

6 years ago

Oil spans far enough to be in the region of 1K+ ores/tile. That's more than a little annoying since there's no space for anything but the pump itself, so that means one has to wait while digging several thousands of ore far from anywhere just to plonk a barreling assembler without bots or modules. Would it be possible to have it span close where the density is not yet as high?

6 years ago

I added a change that should address this! The game has special rules for spawning resources near the spawn and I added one for oil.

6 years ago

i just tried this mod and the idea is great !

but i also had quite some difficulties with the spawning of uranium and oil: when using the random spawning (method 1) and otherwise using all default values on a default map, more than half the circumference of the starting circle had uranium ore in it and thus was blocking electrical miners (while i had no oil and sulfur yet at the start of a map) and the two oil spawns were not as far as i am used to from train maps, but still 3 chunks away for the first (8 oil spots) and 6 chunks away for the second (40 oil spots). mining such a long distance takes quite a while, and while the micro management of setting up burner miners and (after a while when i had researched more) also cars was an "interesting" experience which i enjoyed, emptying the cars onto belts which needed a gigantic buffer to not jam. but after repeating the process a dozen+ times (2x2 miner and 2x3 car required 8 cyles of managing it to advance 32 tiles, half of what had to be mined to get to the first oil) and with the ore richness becoming bigger and bigger, it became more annoying than interesting :-( the richness at those distances is too low to let it run for a while and build something else in the meantime, but high enough that it takes a while until the setup can be moved a few tiles to repeat the mining process.

a second test on another new map (this time with method 2) looked better since it was easier to select which type of ore was needed most, and thus i didn't have to build a large storage depot for all the temporarily mined ore (or the smelted plates/bricks/coal). but although the mod settings said that the circle is 50 tiles and no uranium should spawn inside 200 tiles, there was lots of uranium just twice as far as the border of the circle (thus 100 tiles radius only), and although i had set coal to "none", there were lots(!) of small coal rings between the iron and copper areas.

TL/DR : nice idea, nice implementation, but needs some more tweaking to be usable by non-hardcore players :-)

ps: i also had the idea to use the mod "Logistic Carts" (https://mods.factorio.com/mod/logicarts) to do automated transport across the ore fields (instead of trains, belts or bots), but that mod requires pathes to be "painted" on the ground with arrows, which are recognized by this mod as entities and thus explode :-( it would be nice and an interesting task to set up a system with this mod and Logicarts, but i have no idea who and how can make those arrows non-exploding ...
it would be an interesting and more automated way (much less manual micromanagement) of using carts instead of cheatingly placing cars by hand ...

6 years ago

0.17 will have better tools for controlling entities.

I'll look at fixing the uranium spawning at the starting circle. Making it spawn further was an original goal.

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