exfret's randomizer

by exfret

Randomizes every aspect of the game, including recipes, technologies, machines, and more. Download for the ultimate randomization experience that will force you to think in different new ways!

Overhaul
a day ago
1.1 - 2.0
4.78K

b Bullet "Softlock"

2 months ago

Turned everything up to full and was having a blast until I noticed basic bullets didn't have a recipe, they grew on trees. Tree farming was locked behind space science and Vulcans mineables. With a finite number of trees on a desert spawn there doesn't seem to be a way to survive long enough. Maybe with a very slow low pollution run and laser space platforms.

If this is the intended behavior and type of trickery to overcome, cool - cool. But it seems like maybe the tree spawn for bullets and the lack of a direct need for them for construction or tech might have just been missed in the logic. Feels odd to lock making ammo for the starting weapon until post Vulcans, and any turret until Chem. science, so figured I would report it either way in case you want to do something about that :)

(Really enjoying the mod otherwise, going to edit in a tree farm / inf chest or something to keep playing anyway)

2 months ago

With the way item randomization is, they shouldn't be used for piercing ammo or science etc., so you can rush automation of that. It was intentional, but iffy. To compensate, the trees should give you a good number of bullets, but this is definitely an edge case where it's probably not enough? I wanted the ability for interesting things to grow on trees, but it's really hard to know where to draw the line. If oil refineries grow on trees, for example, is that a huge issue? What about wooden electric poles? I mean, those already needed trees. So idk.

2 months ago

Didn't think of the higher tier ammo types, looks like piercing is only behind Green science. So Much more plausible but definitely a 'rush from the start' kind of strategy required.

The tree problem is an interesting one, I think if it was limited to finite items (not science and ammo requirements) then it would be fine. Just felt quite odd seeing the logic clearly try and give me turrets early but no way to use them without hand mining and on a finite count. Getting to Vulcanus/green-science/blue-science with only say, a few dozen oil refineries would be very reasonable, could get there with 1 if needed. Bullets burn up so fast its hard to know what enough will be. I had about 600 easily available, which isn't a lot in terms of bullets on a desert map.

So restarting on a forest seed in stealth mode this seed might totally work out, or restarting and rushing piercing ammo production, just wasn't sure if that was an expected technique the randomizer was meant to invoke. Sounds like it is, so cheers :)

2 months ago

I totally agree, bullets are on one side of the line, and oil refineries the other, but how do I automatically tell without manually going through each thing in the game and making an arbitrary decision? Because in a sense you don't need to automate bullets. Maybe I could add those, but then what about transport belts? Those seem iffy too. Not sure if you have any ideas but this is good feedback!

2 months ago

Just throwing my opinions on the tree gen item out there - my tree item is yellow belts and I love it, huge QoL for early game. I'm in a dry area but each tree gives so many it is safe to say I will never run out of them with already ~35k of them laying around. It would be cool if t1 assemblers and small poles could show up as well, and I'm all for even crazier items showing up on trees, even if the items have to be treated as precious until tree farming is unlocked. I think as long as the item isn't "needed for science" it should be fair game, at least via a mod option for the chaotically inclined players :)

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