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

g Better way to figure out cost?

11 months ago

Poor title for this-
I recently got the itch to play random factorio, but hated the previous mod I was using, and found this mod as a response to it. But... looking at the log only tells me the base cost of things by ore, not the technologies required nor the recipes themselves- is there a way to dump that info?
I thought about reverse engineering the mod to plonk a seed that looked reasonable into it and pull the info, but not really willing to put in that much effort for a randomized experience. (Also not fun to go "oh yeah that looks doable" loads the seed "Ah. All of my transport belts are in blue tech researches")

Cool concept though!

11 months ago

Well, my idea was that this was as random as it could be. So belts can be far away. But I have worked on something in order to force some items into the starting items.

11 months ago

Would still be interested in a way to see the recipes and technology tree before launching a world. I do like the randomness, I guess my way of trying to prepare myself for a seed going in does counter it a bit? When playing randomizers, I do like having a bit of a plan, where in every attempt at randomizer in this game it's been not really possible to plan.

Force some items into starting items: What exactly do you mean by this? Provide the player with some starting items? Force some recipes to always be available, instead of buried down the tech tree?

11 months ago

Part of this comes up from lines like these:

"long-handed-inserter needs 3461133900.00 copper-ore, 9789711180.00 stone, 52035039336.36 crude-oil, 1041185.00 coal, 186827444.00 iron-ore, 10617027750.00 water and 25982267873.72 seconds spend crafting"
... Ok. Why? Why is it that many items?! That's absurd. (the seed is 21183)

I think my problem in general is how, despite not having picked "expensive", I consistently find seeds with absurd amounts of items required per recipe- over a full yellow belt of stone, or iron ore, or coal- and just throw the seed away because I don't feel like grinding 10 more hours to get brickwalled by needing 12,000+ steel to make a military science pack, while needing over 50 of them to get to my blue pack. (Didn't help that I also needed water, and derped and locked myself to 1 lake per map, and didn't have access to trains)

This is the same issue I wound up having with the other randomizer mod.... But that one I felt I could progress albeit slowly. This last run felt like a Sisyphean effort to hand feed my way, so far down, only to sit down and try to work out how to do the 3rd pack and realize wait a minute that's too much steel... And I can't even automate yet, not to this degree... At most maybe a pack an hour? That felt really unplayable in the end.

One thing I am going to do is drop mods that work with Randomtorio but add recipes... Shortening the tech tree might help?

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