My property randomizer beta version - on portal for easy access for beta testers.
Version: 0.2.11 Date: ?
Version: 0.2.10 Date: 2024.04.30 Features: - Added upgrade line preservation option (on by default) - Added a couple informatron entries for how you rolled on select things - Randomized more equipment properties - Randomized some miscellaneous things - Randomized ammo damage again Changes: - Reorganized and removed some settings Bugfixes: - Types randomization was missing a "for" loop and therefore didn't randomize some things - Lots of misc. cleanup to overseen edge cases in randomizations
Version: 0.2.9 Date: 2024.04.22 Features: - Custom randomization with override settings; You can now pick and choose from among almost 100 different individual randomizations, with more on the way! - Randomized rocket launch times (a misc. feature) - Randomized a couple equipment properties I hadn't touched yet - Randomized underground pipe length (I hadn't done that yet!) - Randomized achievements (a misc. feature) - Randomized rocket parts required for the rocket (on with the "production" setting) - Note that many randomizations may not yet be ported over to the new refactored code; they will be added back in the next version Changes: - Updated the description Organization: - Refactored a good chunk of the mod to allow for more easily randomizing with a prototype-first method rather than property-first - The refactoring will, if anything, probably end up in more errors in the short term, but in the long term development of the mod should be much better Balancing: - Tile walking speed modifier is less random for tiles that don't normally have a modifier - Random crafting/running speeds are now rolled with a simpler, more balanced formula - Tweaked the lower/upper limits to be larger on several properties to allow more random experiences - Increased the maximum/minimum internal bias Bugfixes: - Fixed that belt sync would still occur even if the option wasn't checked - Beacons were previously lower-bounded by a supply area of radius 3 rather than 1 due to a misunderstanding of what the supply area distance represented - Randomizations were not applied for values exactly at the minimum permissible - Fixed typo that would cause greater than intended swinginess with higher chaos factor
Version: 0.2.8 Date: 2024.03.19 Features: - Randomized turret properties - Randomized landmine properties - Randomized tree/rock product amounts - Randomized various "sticker" effects, like the slowing effect of worms Balancing: - Min tile walk speed modifier is now 80% after miserable experiences during testing - Some limits on how crazy equipment-related things can get - Electric pole wire distance must now be at least as large as supply area - Allowed for larger internal bias Bugfixes: - Fixed that some "everything else" properties were on just always
Version: 0.2.7 Date: 2024.03.14 Features: - Got important progress on tech tree and unlock randomizations - Ammo reload time is now randomized to be between its old value and half of its old value doubled, thanks sassxolotl! (Sorry, this is an inside joke). - When "the rest" is checked, icon shifts are randomized Changes: - Some bonuses for being a burner energy source will be removed in future versions - Electric poles will no longer be distance-based randomized in a future version - Roboport logistic connection distance will no longer be hard-linked to logistic area in the future - Made rounding mode hidden for now while it's broken - Made all mins/max's "soft" in the sense that they won't change properties that were already smaller/larger Organization: - Started reorganizing code completely with prototype-focused randomization rather than property-focused Balancing: - Added more limits on stack sizes and a lot of other properties - Removed lab research speed penalty - Made split bias modifier based on chaos factor - Capped how biased things can be - Made some walk_params values closer to 0.5 - It's now enforced that the inserter and burner inserter can't both be useless Bugfixes: - Fixed labs not having module slots - Fixed bug where points in space randomization applied property fixes to points themselves rather than their coordinates - A lot of properties were randomized in the wrong direction (i.e.- randomized to "good" with a "bad" bias and vice versa
Version: 0.2.6 Date: 2024.03.08 Changes: - After recent updates, I no longer recommend updating this mod mid-run, so I added a message not to do so - Made some power properties randomized to be more forgiving - Made the setting bias additive with pre-defined biases - Made autoplace settings for randomized map preset more forgiving Bugfixes: - Clamping from last version was too extreme in some cases, leading to things getting needlessly randomized differently
Version: 0.2.5 Date: 2024.03.04 Balancing: - Clamped property changes so they wouldn't be too large at once - Only randomized magazine sizes with a base size of at least 1, also removed negative bias on magazine size Bugfixes: - Tech costs now are randomized in the right direction - they used to be more expensive on higher biases rather than less expensive - Cliff sizes are also in the right direction - they used to be bigger on higher biases rather than smaller - Typo where I tested for the "not_stackable" flag rather than the "not-stackable" flag
Version: 0.2.4 Date: 2024.03.03 Changes: - Made min/max setting values for bias and chaos tighter - Made dependencies hidden Balancing: - Repair speeds are less swingy now when enabled - Pump pumping speed never goes below 100 now Bugfixes: - Fixed that inserter extension speed was sometimes randomized to smaller than the minimum factorio distance per tick - Fixed that things could get "rounded" to zero - Added reasonable minimum values to many things
Version: 0.2.3 Date: 2024.03.02 Bugfixes: - Fixed some issues with the settings that I didn't do correctly last update - Apparently the entire mod didn't work, so yeah
Version: 0.2.2 Date: 2024.03.02 Major Features: - I don't think I will use this in the future; just a note Features: - Put a features category here so I know where it goes in changelog lists Minor Features: - I don't think I will use this in the future; just a note Changes: - You can now disable mining offset randomization as a separate option again - Mining offsets and inserter offsets are turned off by default, so is entity size randomization Organization: - Made a changelog entry with all the different changelog categories I want to use in order so I don't keep forgetting - Started to separate out randomization functions more (changed a lot of code) Balancing: - Put a balancing category here so I know where it goes in changelog lists Bugfixes: - Put a bugfixes category here so I know where it goes in changelog lists
Version: 0.2.1 Date: 2024.01.30 Bugfixes: - Fixed a bug that the mod wouldn't work... oops
Version: 0.2.0 Date: 2024.01.23 Features: - Added ability to change the "chaos" factor in settings (how randomized things get) - Brought back the randomized map preset :) - Randomize radar properties (done if "logistics" randomization is checked) Minor Features: - Added electric pole parity checking back in Changes: - Removed dependency on big data string - Removed dependency on informatron
Version: 0.1.12 Date: 2023.11.16 Major Features: - Recipe randomization is almost in a state for an alpha release Features: - You can now set "bias" to make your game more/less in your favor - Started work on some informatron entries - Added some compatibility with Space Exploration via blacklisting some randomizations that were causing problems Minor Features: - You can now randomize the map colors - The way running/crafting speed randomization is presented in chat is now rounded Changes: - Removed "beta version" from mod name (it'll always be in beta basically and it doesn't deserve to be in the name) - Reorganized settings - Inserter pickup/dropoff location randomization is now on by default - Cliff/entity size randomization is now on by default - Character values changing midgame is now on by default Balancing: - Made it less likely for properties to be randomized to the same value Bugfixes: - Randomized cliff picture sizes correctly even when they're defined with a different tabular structure than vanilla - Fixed inserter rotation speeds not being randomized last version
Version: 0.1.11 Date: 2023.11.02 Features: - Ability to randomize icons - More work on recipe randomization, stay tuned :) - Finally added a setting allowing the randomization of sounds (it was a secret feature before) Bugfixes: - Set minimum boiler temperatures to 110 (may create mod incompatibilities)
Version: 0.1.10 Date: 2023.06.01 Features: - Lots of work on recipe randomization, will be released in quite a while though! :) Minor Features: - Cliff sizes are now randomized
Version: 0.1.9 Date: 2023.01.01 Features: - Added bullet damage randomization properly - Randomized map feature should now be completed (cliff autoplace and moisture randomization added) - Added crafting machine productivity Minor Features: - Distance-based randomization now uses rounding/property info fixes (so electric pole wire reach is rounded again) Bugfixes: - Fixed evolution parameters on the random map setting
Version: 0.1.8 Date: 2022.12.15 Features: - Added "sync belt tiers" option to make all belts from the same tier the same speed - Ability to randomize storage tank capacity and pump speed - Randomized tile walking speeds in a better manner Minor Features: - Electric poles now use the new distance-based randomization Organization: - Started the groundwork for recipe randomization
Version: 0.1.7 Date: 2022.07.14 Features: - Separated out some settings so that things can be customized more - Randomized some gun properties Organization: - Started the groundwork for the new distance-based randomization Balancing: - Lab research speeds are now better on average than they were before, and so are offshore pumping speeds - Gates now have their approach distance modified by their opening speed (so that trains don't crash into them if they're too slow, at least not as often)
Version: 0.1.6 Date: 2022.07.03 Bugfixes: - Misc. bugfixes for compatibility with some mods - Not really a problem on my end, but fixed compatibility with mods that wrote inventory sizes as strings rather than numbers - Some other bugfixes not even related to mod compatibility that were just results of me being stupid
Version: 0.1.5 Date: 2022.07.03 Features: - Mining drill dropoff location for resources is now able to be randomized - Added a thumbnail :) - Randomized technology - Electric poles that are placed in the center of a tile now have odd supply area, and those placed on tile intersections now have even supply area Bugfixes: - Removed some hiding leftover references to random_modifier()
Version: 0.1.4 Date: 2022.06.29 Features: - Introduced a separation mechanism for tiers of prototypes that distributes the entities farther apart - Rounding should now be implemented for almost everything Changes: - Replaced some group randomizations with the new separation mechanism - Hardlinked extension speed and rotation speed for inserters (no more inserters that take forever to extend but rotate almost instantly) Balancing: - Made item stack sizes lean more toward larger sizes, and made it so that stack size can't decrease below 2/5ths the original - Gave a boost to burner machine speeds Bugfixes: - Removed rocket_result_inventory_size and furnace inventory size properties since they weren't exactly what I was looking for - group_params now does final_fixes function correctly (before it wasn't passing the property info correctly)
Version: 0.1.3 Date: 2022.06.26 Features: - Implemented more rounding rules - Added ability to randomize character crafting and running speeds midgame - Added group armor resistance randomization (and group resistance randomization capabilities in general) - Added group randomization for beacons and other things (too lazy to list all of them) Minor Features: - Added compatibility with abnormal inserter collision boxes (currently I just ignore these inserters) Changes: - Rounding no longer applies automatically to new randomizations - Logistics radius and connection distance are now simultaneously randomized rather than the more contrived process I was using before - Resistances are now only modified with a 1/10th chance - Hid the armor resistance feature (too hard to balance for now) - Electric pole wire reach is now set to be a little bigger than the supply area at a minimum Organization: - Separated out property info tables, prototype tables, inertia functions, and walk_params tables into their own new files Balancing: - Rebalanced electric poles to have lower variance and be slightly more generous toward the player (again) - Bugs and other similar things have less swingy health randomization (before it was possible to just get mobbed by them) Bugfixes: - randomize_numerical_property now interacts with most of its params "by value" (this fixes a lot of bugs introduced by separating out the property tables)
Version: 0.1.2 Date: 2022.06.18 Features: - Added simultaneous randomization for assembly machines - Added ability to find which prototypes are of the same "type" using next_upgrade - Randomized mining drill base productivity - Rounding is now present and configurable (though the rounding parameters haven't been fully set yet, so the way some things are rounded might not make sense) Balancing: - Made electric pole randomization more generous to the player Bugfixes: - Fixed issue with rounding not being applied
Version: 0.1.1 Date: 2022.06.15 Features: - Started work on Karma system code - randomize_numerical_property now supports simultaneous randomization - Added randomization for belts in groups Organization: - Added version control Bugfixes: - Corrected changelog from claiming the existence of a version 0.0.19
Version: 0.1.0 Date: 2022.06.11 Features: - Settings now have localised names/descriptions Balancing: - Made "end products" have swingier crafting time randomization than "intermediate products"
Version: 0.0.18 Date: 2022.06.11 Bugfixes: - Various hotfixes
Version: 0.0.17 Date: 2022.06.08 Features: - Added new settings for all the rest of the randomization options Changes: - Completely removed the old randomization algorithm - Removed randomize_energy() and randomize_power() Organization: - Completely re-organized all the randomizer files - Organized file system with new folders
Version: 0.0.16 Date: 2022.06.07 Features: - Randomized roboports with new randomization function - Properly formatted changelog.txt Changes: - Changed the way parameters are passed to randomize_numerical_property Balancing: - Rebalanced electric pole randomization to be less swingy
Version: 0.0.15 Date: 2022.06.05 Major Features: - Different mod configurations won't change prototype randomizations for the most part
Version: 0.0.14 Date: 2022.06.03 Features: - Better randomization of various properties, now with customization settings as well - Modules were randomized in a better way - Randomized inventories more carefully Minor Features: - Randomized map preset is a little better and more complete now (still needs work to be playable) Changes: - Switched to a different random number generator than the built-in math.random one
Version: 0.0.13 Date: 2022.06.01 Features: - Started adding customization settings Minor Features: - Messed around with randomizing sounds Organization: - Regrouped some randomizations according to new customization settings
Version: 0.0.12 Date: 2022.05.31 Changes: - Started changing some entity properties to the new algorithm Organization: - Renamed util.lua to randomization-algorithms.lua (the name conflicted with factorio's core library) - Reorganized functions (in particular, all of energy-randomizer.lua got a huge overhaul)
Version: 0.0.11 Date: 2022.05.23 Major Features: - Added new randomization function Features: - Randomized Types/Trigger and related things more Organization: - Refactoring
Version: 0.0.10 Date: 2022.05.23 Features: - Continued randomizing equipment - Randomized equipment grids - Started randomizing some inner property tables, like Type/Trigger
Version: 0.0.9 Date: 2022.05.23 Features: - Randomized items - Randomized fluids
Version: 0.0.8 Date: 2022.05.23 Features: - Randomized even more entity properites (stopped at EnemySpawner) - Randomized character properties (extreme mode only) - Randomized what spawners spawn and when - Randomized equipment
Version: 0.0.7 Date: 2022.05.17 Features: - Randomized a lot more entity properties
Version: 0.0.6 Date: 2022.05.13 Features: - Made map values randomized Changes: - Changed randomization algorithm to be less swingy Bugfixes: - Fixed energy modification bug
Version: 0.0.5 Date: 2022.05.13 Features: - Randomized energy values Minor Features: - Added a startup setting (currently does nothing) Bugfixes: - Misc. fixes
Version: 0.0.4 Date: 2022.05.11 Features: - Added randomization for many entity properties
Version: 0.0.3 Date: 2022.05.11 Organization: - Some refactoring
Version: 0.0.2 Date: 2022.05.11 Minor Features: - Added randomization for normal/expensive recipe variants Organization: - Refactored recipe randomization to its own file
Version: 0.0.1 Date: 2022.05.10 Features: - Added crafting time randomization