Large total conversion mods.
New ways to deal with enemies, be it attack or defense.
Things related to oil and other fluids.
Entities which interact with the circuit network.
Furnaces, assembling machines, production chains.
Changes to power production and distribution.
I've been having an absolute blast pondering the orb! I've just gotten to the Rune Research Pack so this is a snapshot of my thoughts before finishing the mod as-is.
The challenges are very unique and a true joy to solve:
Bugs:
spoiling_required. See https://lua-api.factorio.com/latest/auxiliary/mod-structure.html#spoiling_required.Combat:
Ideas:
Less good ideas:
Overall I'm having a blast. The quality of life touches really help to make this a refreshing experience. Telekinesis and the Summoning Wand are pulling a lot of weight in making this more of a breezy experience. I'm looking forward to tackling Runes.
Thank you so much for the review! I'm glad you're having a blast!!
Also, thank you so much for the suggestions. To respond in order:
Bugs:
Combat:
Ideas:
Thanks so much for playing and taking the time to write such a detailed review!
Your volatile orb setup sounds like you found a creative new way to deal with the problem that we hadn't anticipated, congrats!
Based on what you said, this is what I assume you did (spoilers may be contained):
I assume you build a ton of stability extractors and duplicate fresh orbs to get rid of old orbs that are about to expire. The shear amount of numbers of fresh orbs keep you safe, because you can annihilate all but ~3 orbs. I can see how a little extra decay time would help a lot with this setup.
If you have fun solving puzzles with circuit logic: There is another way to solve the puzzle that does not run into issues with the 40s expiring time. Since that solution exists I would hold off from increasing the decay time for now.
A few other anecdotes:
I've just pushed version 0.3.2 that contains the following updates:
Those patch notes look good. I'll take a look when I get a chance.
Volatile orb notes below this line.
I think the intended solution is to find sequences that annihilate any random starting orb. This is doable for each chain and this comes out to 22 machines across all of the tracks. Each of these machines cost 50 stability to use so average cost for a single chain is 22*50/5 or 220 which is barely positive given the "revenue" you're working with is 225.
I think the original short decay time and super-short craft time push towards this "fixed" solution. And since this is faster it also makes the +5 Stability more reasonable.
However my approach doesn't keep anything running constantly. Instead I process large batches that annihilate cleanly, e.g.
This comes out to over 7.5k in "profit" which is a lot more than the "naive" approaches which has a profit of only 200 for the same batch of 40.
(I used AnyDice just now to calculate these numbers and I could have made some errors.)
The core idea is that: After creating the Volatile orbs, each use of an assembler has the same cost and moves the total number of orbs by either +1 for cloning or -1 for transmuting or -2 for annihilation. Since the goal is to get to zero in as few steps as possible you should minimize overhead by doing as few +1s as possible since they're pure overhead.
The "naive" solution requires 2.2 copy operations(!) on average which is a lot of the most expensive operation. Anything that can be shaved off of that is an improvement. My approach gets more efficient the more orbs you create since even though the overhead gets proportionally smaller the larger the batch size.
Downsides of my approach are that it's finicky and that I'm doing things dynamically based on what I see:
Or you might want to read the contents of an assembly machine (so you don't unnecessary insert extra orbs since you need to always do exactly the correct number of crafts) but that ends up backwashing into the the memory cell that's necessary to remember "the current craft" (since otherwise the machine immediately forgets what it's doing) and that causes the assembly maching to use its own contents as the "Set Recipe" of the assembly machine and a Q orb is crafted via Stability rather than cloning and that just makes more Volatile orbs.
boom
boom
boom
You might be able to see why I needed to step through things one tick at a time...
But in the end it works!
Overall a very fun problem and I enjoyed doing things the harder unintended way.
Although I don't have a fallback for the "lucky" case where one of the non-U orbs is completely absent but that's only one in a few thousand chance and I can probably take a look after beacons...
boom
I could also probably make it simpler by having separate stages for cloning and annihilation instead of trying to do both of these simultaneously, but that would be slower unless I also...
boom
boom
boom
I beat this and it was good.
I can see there being room to do more. Especially with runes.
Summon Death is a fun joke.
Ideas:
Bugs:
When I get a chance I'll try to redo my Volatile Orb setup. I've thought of a simpler way that doesn't involve recipe switching that should (hopefully) be completely robust.
I remade my Volatile Orb setup with minimal logic. See: https://factoriobin.com/post/xd8sjp
The main innovation was using "Read hand contents (Pulse)" to have an exact count of Volatile Orbs. The new approach completely avoids recipe switching.
The left-hand side that makes the Volatile Orbs can probably be expanded to the left.
removing the space age dependency isn't easily possible because we use the crusher, which is space age content
You may be able to use https://mods.factorio.com/mod/saplib. Or do what that does and reference space age content via relative paths.
You've done good work. Thank you for the mod.