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 month ago
1.1 - 2.0
5.32K

g some Feedback

a day ago

So after one complete run and 3 abortet runs a little feedback, keep in mind thats only how i feel about the mod its not bad at all.
I played many runs with Vill's Recipe Randomizer before factorio 2.0 and it was far far worse every time than this mod.

The biggest problem for me after playing for a while , it felt like that the items in the game just had there icons shuffled at one point.
I know there is an option for that (i never activated that option) but even without that option it felt like that. Sure the items a recipe needs is more than normal but there is some kind of balance behind it that its not getting too off kiltFr.
For some reason there where not really any ridiculous long and super expensiv production chains, granted when you got to the other planets and wanted to produve the sciences you had to get creativ lets say.

Another problem , when i got to a new planet for the first time there was a bunch of techs in the way before i could play on the planet...let me give you an esample from my completed run. I needed Fulgora because Vulcanus and Gleba where behind Fulgora tech and i wanted that recycler to make my life easier on the other planets.
Fulgora => that ruin you need
Gleba => collect that iron/copper stromatolite whatever its called
Vulcanus => mining quality 2 module ( what i got as Calcite on Vulcanus)
Gleba => the other stromatolite thing
Fulgora => i cant remember what i needed to craft but after that i could craft the recycler

that was pretty anoying, in the end i used that teleport back to nauvis hotkey for every planet, because i did not wanted to wait hours on the planet to build q rocket silo and than flew off to the next planet, so i skipped that. I dont know how you could make that better with the amount of randomization in the mod.

I can not remember if it was randmoized or not but the special building from each planet, please randomize the planet on which they have to be crafted :)
Its not that i dont like the randomization with the planets ... just that i had to travel to each planet first to unlock the techs so i could start playing on the planet.

those where my major problems the rest is just because i got unlucky because of randomization... those nuclear bombs i got from asterroids where funny but blew up the ship when used :/

Aquilo wasnt even that different from a normal playthrough as you need to deliver everything there todo anything anyway...it was more you needed to deliver sure but at that point i had my fleet from the other planets to deliver all the stuff i needed.

reaching the edge of the solarsystem was a different challenge because of randomization i got pretty unlucky and could not produce any ammunition on the platform (well i theorethically could but the place i would have needed was just far more than some storage space with a few thousand of ammunition inside them)

Another thing the randomized starter resources are nice for the first or second time but thats it because with either a stone furnace or bricks as a starter ressource you almost can jumpstart a furnace stack, here i noticed the missing complexity the most from Vill's Recipe Randomizer where i needed in one run 3hours to craft the first power pole so i could start researching... its not that i want a randomized marathon run but i got just that unlucky with the mod.

Overall its o good mod but im probably the only one that wishes it would be more punishing/crazy in the randomization aspect.
if possible i would have liked a little more contol over how much "worst" the Bias and chaos could get, like an extra option where i could set how much more items a recipe needs or something.

As writing this i noticed there where a few fixes in later mod versions so take it with a grain of salt.
my complete run was somewhere version 0.3 to 0.3.2
the 3 abortet runs where 0.3.6 or 0.3.7

oh yea uhm i would also be nice if the recipes have more fluids in them in my runs there where not many of them... also would be nice to hafve fluids in recipes where before were none.
Just so as we had talked in another thread the amount of ingredients in a recipe randomized would also be a nice addition, if its not allready in there.

I will definetly make a new run with the 0.3.13 version now and see how much has changed... and obviously i will let the world burn:) but not today or the next week... at the latest over christmas/new year i will start at least.

Regards Vivio
The Janky Factory must grow :P

a day ago
(updated a day ago)

Disregard.

a day ago
  1. I wonder why there was that sameness. How did it compare to vill's? It tries to balance things to feel like the original, but maybe I could abandon that a little to make things more different. I was hoping item randomization helped with that at least. That is a very difficult problem to tackle though, so I'll have to think on it.

  2. The needing to jump around should be fixed in the very new versions! It should be the case that you can produce a planet's tech (mostly) without other planets (but past that it can be interplanetary).

  3. Noted with the special buildings, that's a good idea.

  4. I could add complexity in the beginning I suppose, but that's definitely not common feedback. I think I'm more interested in maybe making the beginning more different in some ways, like maybe making it possible to have even more exotic starting items? Still wondering how I could make the novelty not wear off?

  5. The bias/chaos currently just affect some things, but I'm planning to make them affect even more, so hopefully that will help with complexity.

  6. More fluids would be good; it went against my "keep things like the original game philosophy", but should probably happen in higher chaos settings at least (it could be one of the custom things at higher chaos's).

  7. I would wait until christmas actually; the recent changes weren't too much, and I'm planning to do much more over winter break, especially since "watch the world burn" is sorta botched in some ways now.

Thanks for the wonderful feedback!

P.S. DrRatts wdym by disregard? This is good feedback.

9 hours ago

Regarding Vill's mod there was an extra setting. Im only trying to explain what that did (of what i can remember). that setting chose randomly recipes and of that chosen recipe it changed the amount of items (not the ingredients) needed to craft that recipe. It did not change the amount of every item only randomly 1 or 2. The harder you set it the more recipes where hit and more items from recipes were changed for the worse. Granted on very high settings you had to accept that there were possible deadlocks you dont notice even if you check the tech tree.

Let me give an example from one of my worst and greatest runs xD. Because reasons i got unlucky and could only use coal power (nuclear power would have been doable but the tech to get there you know took a while lets say) . In the end i had 9 full coal patches that did nothing else but burn everything for power the problem here i had was the patches at one point run out faster than i could set up new ones because of the insane powerdrain of the rest of the factory.

I needed 1 entire stonepatch to supply 1 assembler that made heavy armor out of it (there was a step in between ...cant remember what that was). On another note in that game i needed also 3 hours to craft the first powerpole, reason was the powerpole needed one steamengine but that steamengine need 187 undergroundpipes and those undergroundpipes were expensiv alone crafting time was fine but i dont know how many bricks those needed-.-. for the first powerpole i need to craft everything by hand only afterward i could power the lab to start research and get finally that assembly machine:P. it was a great run and totally bonkers all over but after 200 hours or so i had to stop because i could not really progress.

on a second note i did start a space exploration run with the mod but not with that high settings because the mod itsself is challenging already. but i almost completet it until space age dropped but it was a good run.

How should i say this i just liked what unexpected punches the mod sometimes throws at you even if it ended in a deadlock und you had to restart, i liked it either way.
With your mod i can see how much work you put in already, but the thing for me is its like on rails you will reach the end if you try, definetly harder than normal game yes but nothing really that goes totally off rails.

Thats only my opinion though many other probably wont like it when they play 50 hours in a game and then realise they can not reach the end because somewhere something is so expensiv that it is not possible to progress past that.

I did start the current version and played it for around 3 hours with the world burning of course and the rest also on worst except the gui and sounds im not that crazy. with the dupes and all it looks confusing and all but, at least at the start, all recipes you can craft have at best 3 steps before you can craft the item.
That was different with Vill's mod there you had on highest setting at least one ridiculous craft chain at the start that had 5 steps or more (depending on how unlucky you got).

But i will wait for your next update then:) on 15.11 comes the new anno 117 where i can play a chill game for a change and at christmas i throw myself at your mod again (or whenever you release it) :)

Until then
Vivio

9 hours ago

Okay, I can definitely favor higher complexities more at more chaotic settings. I would have thought the dupes would have helped more too but I guess it preserves complexity well.

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