Keniras Random Recipes

by Kenira

Randomizes recipes (amount of ingredients and products, crafting time) as well as many other things that can be toggled individually like belt speed, crafting speeds, energy consumption, weapon damage...

23 days ago
0.15 - 2.0
1.20K
Owner:
Kenira
Source:
N/A
Homepage:
https://forums.factorio.com/viewtopic...
License:
MIT
Created:
7 years ago
Latest Version:
2.0.3 (23 days ago)
Factorio version:
0.15 - 2.0
Downloaded by:
1.20K users

Overview
This mod randomizes....everything! Recipes, belt speed, inserter speed, energy consumption and pollution of buildings, crafting speed of buildings, and much more. Everything can be toggled individually (or in bulk) from the ingame mod options.

Note on Space Age
As of the time of writing, Space Age will run, meaning "not crash" with this mod - but it is not playtested. There may be recipes that will break game progression. Realistically, it may be a while until can get around to playtesting, so please report any issues you encounter and will try to fix them.


How to use
Due to factorio being deterministic, you need to change the "Random seed" in the ingame mod options everytime you want to get a different random experience. You can just leave this at the default value for the first time and not worry about it.

All the settings for randomizing different things can be toggle individually. So you can choose to just randomize recipes, only randomize certain entity properties like inserter speed, or a combination of them - or just everything.

In the config.lua file, there are several blacklists and a whitelist to deal with mod conflicts, or otherwise customize the experience. Blacklists in particular will override some of the settings, for example even if you select "Randomize all recipes", then certain recipes will still be filtered out from the blacklists to ensure not getting locked behind a kovarex process that produces less U-235 than you put in for example, or to prevent conflicts with other mods. If you look at the descriptions of the settings, they should tell you when a setting overrides another one.

You can also use a whitelist for which recipes to randomize, so only the recipes on that list get randomized and no others.

You can configure these lists yourself in the config.lua if you encounter issues like mod conflicts. You can also modify the lists in the data-update stage in other mods. At the same time, you can also always post your issues here on the mod portal, and will try to fix them in upcoming versions!


Mod compatibility
Should be okay for a lot of smaller / not very complex mods, but long recipe chains can be easily broken. So extensive mods like Space Exploration are probably a questionable experience, although you could probably work your way through it by adding recipes to the blacklist as you encounter major issues.
However, don't expect mods like Nullius or Pyanodons that require a fine balance between recipes to work at all. Mods like these will never be supported.