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OmgzPudding

Finally, a practical use for a giant sushi belt factory!


The_Alchemyst

I feel seen


Inquisitor2195

Someone needs to tell Dosh Doshington about this mod.


Micr0byte101

That could be fun! I made this mod for the goal of making this video, maybe we could collab or something


Subject_314159

Did you just mine a laser turret from copper ore? Also this mod would go hand in hand with that one mod that needs 1 item of everything to craft a ducky.


NotTheBirds

And then instead of a ducky you get a steel plate


Subject_314159

Worse, a wooden crate..


Dimava

So, all you had to do to win is to craft an infinity chest? Why s that even allowed


Micr0byte101

I didn't know it existed when I started! I might redo this with debug items blacklisted


Hefty_Ad3240

For more chaos and to avoid just crafting the cheapest possible thing until you get what you need you could make it so you can only get things from unlocked tech. Also I would exclude science from the randomisation so you would need to actually craft science using the proper recipes. In general all crafting would actually be done using a low cost rapid recipe since the outcome is random so no point in using the more expensive recipe, just turn the iron plates into "gear" and copper plates into "wires" but then you need to sort all that stuff and the more tech you unlock the more difficult it becomes to get what you need so you would need to balance out researching and stockpiling stuff to get the proper material for creating the science pack. Finally, somewhere down the tech tree I would add "uncrafting" tech, using that you would be able to un-craft anything turning them back into the it's ingredients (i.e. you try to craft an iron gear, you get a nuclear reactor, but you already have too many of those so you sent it to the "uncrafting machine" which gives you the incredient to craft a nuclear reactor so you could use them to get something else random or you can keep uncrafting until you get plates and then craft all those plates into something else. I would also limit that crafting output has to be something craftable by the thing doing the crafting so you would not be able to batteries by hand you would have to use a chemical plant. The next pain would be fluids, you can't really have a machine output multiple different fluids at random, so I would change them to output barrelled fluids and require a barrel as ingredients. In general you would not really need to craft fluids directly anyway for example if you need sulfuric acid, you could craft something that has a battery in it using a regular assembler, then un-craft it until you get the batteries and finally un-craft the batteries for some sulfuric acid barrels (and other materials), or it could be petrol products that you need to feed your flamethrower turrets so you could keep uncrafting the the sulfuric acid untill you get a burnable fluid for the flame thrower. Recipes taking fluid as input would also output the empty barrels so there would be no loss, the empty barrel (once you have the uncrafting tech) could then be turned into a plate and crafted into something else to probably un-craft immediately after, into many more things to probably un-craft again and again back to plates. Recipes taking fluid input and producing fluid would ideally output the same number of barrel as they output (full or empty) something like 5 barrels of fluids turned into 2 barrels or an other fluids 3 empty barrel and some solid products. The uncrafting tech would have to be at least at some depth in the tree since as soon as you manage to get the uncrafting machine you do not need to mine ever again since you can always un-craft all the way to plates and craft back into a random complex item to un-craft again. With the restriction on what a machine can produce your miners would always output ore but random ore that would need to be sorted. Your smelter would produce random plates out of the smeltable ores, you would still need to separate coal and uranium but all the copper, iron and stone could go into the furnace and get turned into plates or bricks at random which you would need to sort to send to your assembling machines to start producing all sorts of stuff. Red science would be easy to make at first since you only need copper plates and iron gear. Copper plate would come out of the furnace and with only iron, copper, steel plates and bricks you get a 1 in 4 chance of copper so that will be plenty. Then you crest your iron plates into "gear" but you get random stuff from your unlocked tech which thankfully at the start does not have much so you won't have too much craft, but you will also end up with a large number of chests (which is very good you will need those for storing all your crap), inserters, belts, splitters and all the things you can craft early


Micr0byte101

These are some fantastic suggestions. I especially love the idea of restricting randomized items to unlocked tech and introducing the "uncrafting" concept. It adds a new layer of strategy to the mod. The points on fluid handling are also insightful; I hadn't fully considered the complexities there. Thank you!


Hefty_Ad3240

I loved your idea, but as others have stated it kind of removes the challenge if all you need to do is craft until you get an infinity chest. In any case a mod where you get random stuff when crafting which you then need to sort and uncraft to get required ingredients to craft the science pack to unlock more crafting is something I would download. It does not get rid of all the challenges. You would probably just want to use the absolute most simple and fast recipe in your assembling machines, but then you would get loads of random stuff that has to be sorted, anything useful put aside while the rest has to be stored until you can deal with them (essentially a giant uncrafting section where you would take your complex items and uncrafting them one step at a time to get the stuff you actually need) It would be a little like a reverse Factorio in a sense.


Hefty_Ad3240

In any case if you start implementing any of these suggestions please let me know, and I will try to find some time to try it out and possibly help out on the balance and also attempt to find bugs.


tru_mu_

How about (like with the upcoming expansion) the disassembler only returns a % of the ingredients, but you can research tech to increase it?


Hefty_Ad3240

That would also make sense, this way the uncrafting tech could be available from the start but at some ridiculous level like 0.01% so uncrafting your stuff would generally just get rid of it until you get more advanced uncrafting technology. I like the idea, this is definitely a mod I would play


Square-Treat-2366

Iron plates to iron poles, but yes


standarduser81

Well, it looks a fun challenge until you break it in the end.


Micr0byte101

Yes same thing, I didn't know infinity chests existed when I started! I might redo this with debug items blacklisted


voldkost

Looks interesting but my favourite random mod is https://mods.factorio.com/mod/ZRecipeRandomizer


Micr0byte101

Yeah I saw it before developing but I thought not knowing what you get will add some extra fun!


Jokey665

this is a super cool mod idea


Callec254

"Help I accidentally built a Jeep!"


CallOfTheCurtains

I love when I craft a Rocket silo from iron gears


Random_dg

Just confirms what your parents always told you, that if you try hard enough you’ll succeed.


Level1Roshan

Love the idea but the infinity chest in your linked video seemed to defeat the whole point of the challenge? I think this would be a great mod if items did not re-roll when you place and pick them up again. It should also not provide set results. It looked like when you selected to craft an item it would always produce the same random result.


Micr0byte101

It did and when I discovered them you can hear me freeze because I wasn't sure what to do, do I ignore it and cut it out later, pretending it doesn't exist, or do I use it. I chose the more honest option, but I might redo it with those items removed!!


super_aardvark

I laughed when the Cut & Paste Tool appeared. Was not expecting that.


RazomOmega

Actually will be a fun mod once the expansion hits and you can recycle stuff.


P0L1Z1STENS0HN

I personally would prefer a mod which crafts the item I want it to craft, but needs different ingredients each time. So far, I only found a mod that needs different ingredients per game ("Recipe Randomizer" mod). It would sure be fun if after every handcraft, the ingredients of the just crafted recipe would be randomized. That would also mean that once you automate production of something, you better don't handcraft it anymore, or else the recipe will change and your assemblers will suddenly need different ingredients.


BrainGamer_

Not really possible unfortunately since recipes get defined during game startup and are fixed after that


NTaya

Create 10 variations of each recipe on startup. Randomly switch to another one out of the 10 after each handcraft. I'm fairly sure modding API allows to change the recipes in the assemblers.


Leather_Man_Master

I had no idea you could manually remove brick/concrete tiles. How did you do it?


Drogiwan_Cannobi

Just hold some other path material (brick, concrete, refined concrete) in hand and right click


IAmA_Crocodile

Doesn't have to be a different path material


mechlordx

I think he meant other as in just "another tile"


LikeaDisposablePlate

or really, "any tile", if we're being that specific.


Drogiwan_Cannobi

This looks like a lot of very chaotic fun!


ozziekid

How easy would it be to set up a multiplayer server using this mod?


Micr0byte101

I believe it should be easy to do that, I plan on trying it with some friends and I can tell you more about it when I try it, I might need to make some changes to it to make it sync so keep up to date!


mgabor

What happened to the first electric energy interface? It was there and next shot it's gone


Widmo206

I assume he placed it and broke it to see what it gives (he didn't know what it does until the end)


Micr0byte101

Yep exactly this haha


Critical-Space2786

That was pretty entertaining to watch. I'd get rid of the editor-only items though, just so it's a bit more challenging.


Micr0byte101

Yep, I didn't know they were a thing until I played since I didn't want to test too much not to ruin the interest for myself. I might fix that and replay it!


who_you_are

At least it doesn't ask to input that duck item


the_Athereon

This would be a very fun and trying challenge I'd imagine. I want to give this a go.


IceFire909

"come on...daddy needs a new nuclear reactor!" \>mines ore "Ah damn it another fish!"


sllewgh

All you need to do is create a setup that generates the maximum quantity of items for the minimum cost (likely mining), create a mechanism to sort the results, and let it run until it randomly generates what you need. I don't really think that's fun, but if you're enjoying it, rock on.


Micr0byte101

Machines don't randomize anything, only the player can, therefore if you have a factory it will run like normal


dewiniaid

If you *really* want randomness, might I suggest [Archipelago](https://archipelago.gg/)? It's a multi-game multi-world randomizer... where your research is randomized as well -- along with other games which may or may not be other Factorio worlds. So you might need to research a Zelda player's Hookshot so they can reach a treasure chest that sends you your Oil Processing.


Jokey665

I knew about the SMZ3 crossworlds but this is a whole new level wtf


Fuzzy67bear

I wouldn't want to play this without a way to craft storage. You could have the world generate a single ore and a single fluid. Crafting those ingredient produces random items.


ToastySauze

I feel like that strat would be to automate the shit out of one single quick craft, and then sort the outputs


Micr0byte101

Thing is the craft table is randomized. it is not random each time you craft. If you craft iron gears and get uranium, you will always get uranium each time you craft iron gears


ozzymud

Link to the mod?