Randomtorio deprecated


This mod randomizes the recipes with in the game. While at the same time having code that will make use the game stays possible.

Overhaul
1 year, 6 months ago
1.1
953
Manufacturing
Owner:
CosmicWolf
Source:
https://github.com/Enderdraak/randomtorio
Homepage:
N/A
License:
MIT
Created:
2 years ago
Latest Version:
0.1.2 (1 year, 6 months ago)
Factorio version:
1.1
Downloaded by:
953 users

Basic info

The randomizing of all the recipes in this game give rise to a high likelihood of the game no longer being completable. From my testing 25 millions tries+ with brute force does not even give one completable way.
So I made a better one (out now, it is update 0.1.0 :) ) that uses some logic and force to make the game completable. This results for 4 different seeds in the first 100 tries (1, 47, 48 and 80) being fully completable and thus allowing for every run to be unique.

reducing startup time

The startup time for this mod can be very long and there is a simple way to reduce it without losing all the recipes you already have. For this you open your log file (%AppData%\Roaming\Factorio\factorio-current.log).
Then find in your log file the line "The calculated costs for seed, you can play it:" (as shown in a picture, if you have "No costs are calulated for the incompletable seed:" refer to 'getting a working seed' down below.)

Then you copy that number that is in the line below it.
You then go to your Factorio and in the main menu you go to mod settings.
In there you find the Randomtorio setting "The seed of the randomizer" and fill in your copied seed.
As a bonus you can also set "Amount of tries" to 0.

Finding a working seed

If you have extra mods installed and need to look though a bunch of seeds or you found the message "No costs are calulated for the incompletable seed:" You likely want to get a working seed. If you have more mod then this might not be possible, more in 'compat with mods' below.
When you do want a seed I recommend starting with changing a few mod settings.

The first one should be "amount of tries", you want this quite high. BUT this will at the same time make the start up time of the game very long and thus accessing the mod settings will become very hard. In case you made a mistake delete your mod-settings.dat in your mod folder. This reduces the startup time to 100 tries and gets done within the minute. I recommend trying 100 000 attempts and time to see how long that takes, it differs a lot from computer to computer.

The second setting I recommend changing is the "The seed of the randomizer" setting, change it to any number you like. This increases the likelihood that someone has not played that seed before and increases the fun for all.
If after that time you still get a message of "No costs are calulated for the incompletable seed:" it is likely that something in the code is going wrong (with mods). but you still can set the "The seed of the randomizer" to the number that the log gave you to continue with searching for seeds.

Recently, for me typing that is, I made a table that shows how much the base cost is for each item. In the log file when my mod starts it shows you the list for the base game (shown in the third SS.) This is a good place to compare science costs to. (Note, space science does not include rocket costs. Only satellite.) The base game has for utility and production a max of about 50 of an individual ore. So seed 1 with 2650 for logistics will be an insane grind. If that is your fancy go ahead. But I have warned you.

compat with mods

I pride myself in making mods mod compatible. However some mods use recipes and other things that restrict what you can make and where. (Looks to Space exploration and the fact that you need rockets and scaffolding to get access to space buildings.)

If you are a modder and want to make your mod compatible to mine look in the data.lua file of my mod. It lists all the ways you can add custom recipes, custom crafting category unlocks and what the starter items should be. This should allow for lots of mod that are not already compatible to become compatible.

Since my mod needs to be loaded last give me a sign and I will add it to the dependency list so this mod will load later then other mods.

If your mod or a mod you are trying to play with does not become compat with this please come to me the dev. Some other issue likely exists and I can not predict what will need to be changed.