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 new ways!
Large total conversion mods.
Loving the mod, even though my trains were blessed with -%60 top speed and Robo-ports with -%75 charge speed D:
But I have one big issue right now, and that is with space logistics. I was trying to request some items up to my ship, but I'm unable because the Rocket Capacity is 10,000. As funny as this is, I really don't want to be storing 10,000 of any one item just to be able to request it up to space. Up until just typing this out now I thought the problem was that I literally can't fit 10,000 of that item in the rocket silo, so it won't ever satisfy. I now realize that it's simply that I don't even have 10,000 on the planet so it won't even request anything.
That being said, I will test this soon and see if it does end up sending it once I have 10,000 stored, even though it won't be able to fit that in a single silo. Either way, I would very much appreciate some sort of fix to guarantee that the ratio of stack size to rocket capacity still fits within one rocket silo to prevent this scenario.
Couple other thoughts or things I'd like to see:
Allow quality to remove some negative stats? There's a couple buildings in my run that are essentially garbage, with no substitute. I bet it would be a lot of work, but adding the ability to increase my train's top speed back to %100, or even past it, through quality would make the run really fun in my opinion. Like getting to the end of a game and being super powerful, but having to go through that struggle which makes it so much better.
Randomize textures. So when driving a vehicle maybe its rotated 40* from its normal position to look funny. Fish swimming backwards. Same with items on belts, inventory etc. I thought of this while seeing my water pumps on a belt. Their texture is weird, when on a vertical belt they are blue/grey, but on a horizontal belt they are all black/grey. Thought I had mixed items!
Add factoriopedia entries for the randomized recycle crafts. When on an items page, you can see if it's recyclable, and what it recycles into. But if you go to the page of an item it recycles into, it doesn't show you that you can recycle that previous item to get the item you are looking at. Know what I mean? It shows you what you can recycle that specific item into, but it will not show you what you can recycle to get that item.
Add some way to breakout of softlocks without using commands/lua disabling achievements. I had to give myself a progression research, because I had to craft 40 explosive rockets, but the only way to do that was by scrapping rocket launchers. Which was unlocked by that exact research. Also, in my run there's no way for me to craft heat towers, or displays. Cannot be collected, cannot be crafted, and as I stated above I can't see if something else can be recycled to receive these items. Maybe just a button? Or a searchbox that pulls up an item or research and you can click to have it add a random recipe?
Obviously I have no idea how difficult any of this is, but I just wanted to let you know some of the things I've experienced and ideas I had about improvements. I'm hoping to start a new run soon with friends, so that tells you how much I enjoyed your mod! I sincerely appreciate your work and effort into making this, I've been having a blast re-learning how to play this game again!
Space logistics modifications are planned, but it's difficult because the weights of items have to be calculated manually by mods for many items; there's not a function for it. I don't know when it will get done, unfortunately, since I work on the mod in spurts. I forget how silos work; are you able to force a rocket launch with circuit conditinos?
Quality is horrendous to work with for modders. I decided to go an alternate route with duplicates, so that you get multiple roles on things. I also thought that would be interesting since then you'd have tradeoffs between different buildings/etc. and have to choose ones that suited needs best. However, the dupes setting is a WIP and still has some issues, unfortunately.
Textures are a WIP. Moreso I was working on the sizes of things, but that also involves messing with the textures. However, the textures are difficult to work with since graphics are defined differently for every "type" of thing. (For example, you can't just switch transport belt and assembling machine graphics. Of course, randomizing the graphics for a single thing rather than switching it may be easier, but I'm not too sure what I could do there other than make things run backwards (there is no way to "rotate" frames easily for most things because sprites are unlike vector graphics in that they can't be rotated).
Softlocks should not be possible; can you provide the seed/settings/other mods used so I can look into that? Additionally, looking into the heat tower/display bug would be good too. Just to make sure, you checked factoriopedia for those, right? Still, I could add some way to make softlocks less brutal. Ironically, it'd probably be with a command, but there's a way to make special commands with mods that don't disable achievements. I'll probably add ability to give oneself an item, unlock a technology, or unlock an individual recipe as three commands.
I can fix the recycling recipes, though also they weren't supposed to be randomized in the first place (and this is fixed for a future version). I'll probably also add an option to keep them broken since that can be fun, for which revealing in factoriopedia would be good.
Thanks for the encouraging words! I'm glad you're enjoying it!
No, the only way is either using automated requests from a spaceship, or filling the silo directly until it has reached it's %100 carry load. People think this is pretty stupid and there should be circuit logistics, but Wube has not seemed to care. I think I corrupted my save by messing with mods because now I don't have any items with 10,000 rocket capacity any more. They all went back to default settings. I added a mod that just prevented machines from crafting if they're waiting on modules to be delivered, didn't think that would effect anything.
I started a world to see what the duplicates feature was like, and right away I was disinterested because everything had an orange 2 circle on it. Didn't really like the aesthetic, would rather you just see 2 different recipes in the factorpedia like it was always the case. Obvs I understand it's still in development, just not for me at this stage.
That is hilarious, and I think I speak for a decent amount when I say we'd love to see it! I think mods like this shine when things get broken in funny ways. Not ways that softlock, but just goofy unintended consequences you know? I like the idea of the size of objects being different, like cliffs being 10x bigger lol
16384 I grabbed explosive rockets from the fulgora holmium plants, but it didn't matter. It wanted me to craft them. Unsure what I was supposed to do, maybe there was another recycle craft I could get them? But as I said before there's no way for me to find it other than search EVERY recipe individually lol so I just used commands to bypass.
Here's the settings I changed:
Random Seed - 16384
Chaos - Ultimate
Logistics - More
Production - More
Military - More
Extras - More
Technologies - check
Recipes - Check
Recipes Unlocks - Check
Percent of items randomized - 100
Items - Check
Also, I was rolling other worlds and seeds and found one in which the upgrade planner was a source of fuel, for like 5GJ of power. So crazy overpowered, literally just spam create them in your inventory with the button. Unfortunately I didn't save the seed, but I thought maybe you should remove the planners from the algorithm as they aren't really objects in the universe? Even though they are... Up to you though!
Mod list:
Base mod
Elevated Rails
Quality
Space Age
Todo List
Auto Deconstruct
Blueprint Shotgun
Calculator UI
Construction Approvals
Customize Quality Names
Dirt Path
Disco Science
Even Distribution
Factorio Library
Honk
Milestones
Mushroom Cloud Reborn
Newly constructed machines wait for their modules
Planetslib
Rate Calculator
Squeak Through 2
Valerian's Planets
Visible Planets in Space
Visible Planets Scale
Yeah, it'll be painful but will have to fix it with just some manual calculations.
Not sure what you mean by the other option. Graphics have been a big issue, so I'm not sure how to distinguish between the thing and its dupe. Do you have any ideas?
Cliff sizes actually get randomized when "misc" is set to "more". It was the first size randomization I added and I love it.
Thanks for the info, I'll look into it.
Last update should "fix" recycling recipes btw.
Yeah, I forgot to filter out like upgrade planners oops. I think that should be fixed in the most recent version.
Just tried the recent update, getting crashes. Only setting that seems to matter is the "Items - Check"
Here's the error:
Failed to load mods: propertyrandomizer/randomizations/graph/item.lua:354: Item randomization failed!
stack traceback:
[C]: in function 'error'
propertyrandomizer/randomizations/graph/item.lua:354: in function 'item'
propertyrandomizer/data-final-fixes.lua:124: in main chunk
Sounds typical for me to release a game-breaking update. Thanks for letting me know!
Seems to clash with "Recipes - Check" or "Recipe Unlocks - Check"
I have checked items and recipes and am getting no crashes. Was this with the mod list you posted?
Yes, seeds or other settings seem not to matter
Also of this mod list, the only one that adds an in game item is the blueprint shotgun which I might just remove because in all my runs I unlock it after bots which makes it useless anyway hahah
Removed blueprint shotgun and no more crashing. Might be an issue with mod added items?
I take it back, seed 651 worked but I changed it to seed 156 and it crashed same error
I think item randomization is just... delicate. I just rewrote it completely from scratch over the course of 15 hours. Hopefully that fixes it. :)
I had some ideas for duplicate entities, but I want to duplicate some items too (like important fuels, like nutrients). Would those be fine with the number aesthetic?
Yes I think so, I was just overwhelmed with all the 2s when I opened the factorpedia. If it's reserved for a select few items, then I'm all for it! Or even if it's just a smaller indicator, it just felt like the whole menu was orange. Only one man's opinion though!