Factories in Tight Spaces


Start on a small island that can only be expanded by research. Infinite ore patches can be placed by hand and removed by the OreEraser tool.

Scenarios
25 days ago
1.1 - 2.0
1.58K
Environment

b Outdated recipe prototypes in mod integrations

a month ago
(updated a month ago)

Attempting to load this mod caused the following error:

Failed to load mods: Error while loading recipe prototype "fits-sap-from-logs" (recipe): RecipePrototype::result and result_count are obsolete. Please use RecipePrototype::results
Modifications: Factories in Tight Spaces › Pyanodons Post Processing

a month ago

Hi Braxbro,

Thanks for the bug report, I've pushed a new version of the mod that launches correctly with all of the Py's Mods enabled.

If you run into any other bugs or softlocks while playing Py's let me know and I'd be happy to patch them too.

I also recommend turning up the landfill multiplier in your mod settings quite a bit for Py's, maybe 5-10x , but I haven't done a playthrough past science 1 so I'm not quite sure what the right amount is.

Thanks,
Riptide

a month ago

Hi Braxbro,

Thanks for the bug report, I've pushed a new version of the mod that launches correctly with all of the Py's Mods enabled.

If you run into any other bugs or softlocks while playing Py's let me know and I'd be happy to patch them too.

I also recommend turning up the landfill multiplier in your mod settings quite a bit for Py's, maybe 5-10x , but I haven't done a playthrough past science 1 so I'm not quite sure what the right amount is.

Thanks,
Riptide

Yeah - I've been doing some sample setups design and I'm regularly noticing that common setups consume like 500 tiles each. Would help if the starting area was made from actual landfill that you could reconfigure, tho.

a month ago

That's not a bad idea now that 2.0 has non-jank landfill pickup. I've added it as a mod setting that's defaulted to 'on'.

You will need to click your hotbar and add a ghost landfill item in order to pick up the starting island pieces and re-arrange things.

a month ago

Would a button to migrate old saves to have landfill in the starting area be feasible? Also, another bit of QoL would be the ability to adjust the size of the starting area during worldgen, possibly using the water scalar, for those who want more starting space but not more per-research space.

a month ago

Hey Braxbro,

I looked into it and I don't think it's possible to convert existing saves safely, as the commands I use to transform the starting area appears to destroy all entities and players in the transformed zone while it's processing.

Theoretically if you had any landfill outside your current base to stand on you could pick up everything and run the following command to convert the starting zone into landfill:

/c
    local surface = game.get_surface("nauvis")
    local tiles = {}
    local tileIndex = 0
    local island_size = 25
    local minDist = -island_size + 1
    local maxDist = island_size


    for x = minDist, maxDist do
      for y = minDist, maxDist do
          tiles[tileIndex] = {name = 'water', position = {x, y}}
          tileIndex = tileIndex + 1
       end
     end

    surface.set_tiles(tiles)


    tiles = {}
    tileIndex = 0

    for x = minDist, maxDist do
      for y = minDist, maxDist do
        tiles[tileIndex] = {name = 'landfill', position = {x, y}}
         tileIndex = tileIndex + 1
       end
     end

    surface.set_tiles(tiles)

For starting space:
I'm not understanding the distinction between 'starting space' and 'pre-research space' .

If you'd like to be able to set the size of the starting island in the mod settings I can add that, but I'm pretty sure I can't make the map preview correctly resemble the starting island due to quirks of when the map generation functions get created vs when the mod settings are available.

a month ago
(updated a month ago)

Could you not make all non-landfill tiles mineable for landfill?

Also, I said per research space, not pre-research space - you could change the noise expression you're using for the starting area to scale off of the starting area autoplace control that's normally used for biters.

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