Mods introducing new content into the game.
Version: 0.3.13
Date: ?
Features:
- Randomized fluidbox locations
- Item fuel randomization
- Finished duplicates feature
- Recipe tech unlock randomization
- Ultimate chaos mode with many duplicates rough draft complete
Changes:
- Long randomizations are off by default so that mod loads quickly the first time
- Rocket silo launch time randomization is disabled for now due to issues
Bugfixes:
- Cliff randomization now works again
Version: 0.3.12
Date: 2025.09.07
Balancing:
- Pumps are now forced to be before blue science
Bugfixes:
- Fixed naming/icon issues
Version: 0.3.11
Date: 2025.09.06
Features:
- Option to duplicate important prototypes
Bugfixes:
- Fixed that I accidentally made the mod require space age
Version: 0.3.10
Date: 2025.09.05
Features:
- Capsule action randomization
- Planets are now more self-contained, requiring less "hopping around"
- Recipes have lower ingredient counts, instead preferring low numbers of high cost ingredients over thousands of copper wire
Bugfixes:
- Fixed recipe costs with recipe randomization being unbalanced in space age
- Randomized techs were actually being made more expensive on average rather than less expensive
Version: 0.3.9
Date: 2025.09.02
Features:
- Slight performance improvements for faster loading
Bugfixes:
- Removed item randomization softlock from making incorrect item replacements
Version: 0.3.8
Date: 2025.08.03
Bugfixes:
- Disabled cliff size randomization due to startup crashes
Version: 0.3.7
Date: 2025.05.29
Features:
- Randomized module effects
Bugfixes:
- Fixed a few bugs in the dependency graph's construction
- Fixed that beacons could be randomized to over 64 supply area, causing a startup error
- Fixed a fundamental logic error for the clamping in the numerical randomization algorithm that has slipped under my radar for several weeks
Version: 0.3.6
Date: 2025.05.29
Bugfixes:
- Fixed some spoil result logic
Version: 0.3.5
Date: 2025.05.25
Bugfixes:
- Fixed crash with Shortcuts for 2.0
- Trash slots are now checked during force respawn/teleporting
Version: 0.3.4
Date: 2025.05.22
Balancing:
- Belts don't randomize as badly
- Rocket parts aren't randomized during item randomization
Bugfixes:
- Clamped seed value to within the allowed range to prevent hard crashes
Version: 0.3.3
Date: 2025.05.21
Features:
- Added a setting for how many items to shuffle
Balancing:
- Fixed some wood/tree-related cost issues
- No forcing player to get items through fish spoilage
Bugfixes:
- Nutrients could previously be gatherable only from non-gleba planets
Changes:
- Made item randomizer aware of surface restrictions (hopefully)
Version: 0.3.2
Date: 2025.05.20
Balancing:
- Made starting fuel patch always at least 1MJ per ore
- Made mining drills have smaller variance/range in their randomization
Bugfixes:
- Fixed fluids required for mining not being sensed properly
Version: 0.3.1
Date: 2025.05.20
Bugfixes:
- Fixed startup error with base game
Version: 0.3.0
Date: 2025.05.20
Features:
- Port to 2.0 with complete rewrite from scratch
- New and improved numerical randomization algorithm
- Upgrade line preservation for power poles, assembling machines, transport belts, modules, and more
- Went more in depth with some randomizations, like accounting for projectiles in ammo damage randomization
- Information about randomization percent changes in descriptions
- Created another repo on github for the mod that will hopefully be less messy
- Recipe ingredients are now randomized
- Items are now randomized, including ore patches
- Unit size randomization - the biters have learned a thing or too from the cliffs about changing their size
- Options for some awful randomizations, like icon randomization (who would want that? Is there anyone crazy enough?)
- (Still being worked on) Fluids must flow, and so must the fluid boxes (note: Will be finished in the next update probably)
- (Still being worked on) Attempt at reasonably randomizing beacon efficiency profiles
Changes:
- The way mining drill offsets are chosen is changed
- Removed achievement randomization since I could only get it to work in English and it was a massive pain
- Informatron removed as a dependency
- Streamlined settings options
Version: 0.2.12
Date: 2024.07.01
Features:
- Finished tech randomization!
Bugfixes:
- Fixed chaos/bias dropdowns not being implemented yet
Version: 0.2.11
Date: 2024.05.28
Features:
- Added more information to the luck breakdown (just a little bit)
- Randomized armor inventory size bonus (if randomize storage is checked)
- Randomized some other misc. small properties
Changes:
- Some randomization settings are now dropdowns
- Upgrade line randomization is off by default now due to incompatibility issues that I have yet to fix
Bugfixes:
- Possibly fixed bug with crash when a resistance's decrease is nil
- Possibly fixed bug causing negative crafting speeds with QOL research installed
- Fixed compatibility bug with Shield Projectors
- Fixed a missing case for upgrade line randomization causing startup errors with some mods
- Fixed informatron entries disappearing on save and load (also should fix a desync)
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