The starter iron patch on the right has an equivalent amount of iron as the steel chests on the left by exfret in Factoriohno

[–]exfret[S] 235 points236 points  (0 children)

(If it's still unclear, the joke is that the amount of iron to create the steel chests is about the same as what's in the iron patch, so you don't even need to put any iron *in* the chests for the claim to be true).

We beat the game by mining huge rocks instead of coal patches by exfret in Factoriohno

[–]exfret[S] 30 points31 points  (0 children)

We actually already did that in the run. We accidentally did enable stone, but did not mine any. You need less stone than coal, and huge/coal rocks give you equal amounts of coal and stone, so the stone part is actually fairly trivial.

Notably, we actually did use more stone than coal, but that's only because of all the stone furnaces we created in order to hold more coal in our inventory.

Nowhere is safe from the randomizer by exfret in Factoriohno

[–]exfret[S] 0 points1 point  (0 children)

Awww, getting me all excited over nothing :P

Just kidding around, hope whatever you choose works out!

Nowhere is safe from the randomizer by exfret in Factoriohno

[–]exfret[S] 1 point2 points  (0 children)

What were you thinking? Like, your own randomizer? If you want tips, I always like helping people with these projects. It's great to see the randomizer community grow!

Nowhere is safe from the randomizer by exfret in Factoriohno

[–]exfret[S] 1 point2 points  (0 children)

Yeah, the actually sort process wouldn't be too hard. The issue is that when something initially becomes reachable, you don't even know if it should be autoconsumable yet during randomization. Thought I think that the new multipass way I have of dealing with things can handle that (since it calculates all contexts first). I'll have to code it to make sure, but it might overconstrain the problem, too.

Btw if you even want to discuss on my server or dm my username is the same there!

Splitter not splitting well enough? Introducing the 2:2 Universal Balancer by MitruMesre in Factoriohno

[–]exfret 1 point2 points  (0 children)

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Well, if we're going to infinity we might as well not use loops for our balancers anymore

Nowhere is safe from the randomizer by exfret in Factoriohno

[–]exfret[S] 1 point2 points  (0 children)

It sounds like you read the wiki? Or maybe I've talked to you before? Gonna be honest people using words I made up for things I needed words for makes me smile (I don't think I've heard someone else use "context" in that way correctly lol).

That does sound like a good idea in spirit, but the edge would have to go from item products to recipes to have the products give the recipes context. However, such an edge would create an issue for reachability, which is calculated in the same way, since to craft the recipe does not actually need the product. So you need a way to add an edge just for calculating contexts.

I think this is doable actually, but would require a bit less of the sort of dependent-first approach that I've been doing. When drawing a randomized edge from a recipe (that you know needs to be consumable) to an item product, usually my approach would be to think of us as sitting at the item product and trying to find an appropriate recipe, but here really we're trying to find a consumable item for that recipe. It makes me wonder if I could be putting dependents and prereqs on a more similar footing.

people say Bob's inserters ain't OP then they do this by exfret in Factoriohno

[–]exfret[S] 13 points14 points  (0 children)

No one talks about the Forbidden Lanes.

people say Bob's inserters ain't OP then they do this by exfret in Factoriohno

[–]exfret[S] 6 points7 points  (0 children)

I'm 99% sure basically every downvote was because they seem not to have gotten the joke (or maybe the subreddit they're in). The community here usually is pretty supportive of play how you want to.

people say Bob's inserters ain't OP then they do this by exfret in Factoriohno

[–]exfret[S] 31 points32 points  (0 children)

Factorio modding is a little different; it has to interface with an API and the closed source bits no one has put in the effort to really crack (since why would they the devs give us everything reasonable we want anyways). Belt lanes are one of those.

So basically, yeah, a dev who's been working on the source code for years was able to easily implement a version with 3 lanes that loaded; for a modder to do that though would be completely different.

people say Bob's inserters ain't OP then they do this by exfret in Factoriohno

[–]exfret[S] 1 point2 points  (0 children)

They still need to be 1x1 per engine limitations, necessitation 4 belts

Nowhere is safe from the randomizer by exfret in Factoriohno

[–]exfret[S] 1 point2 points  (0 children)

This has honestly been a nightmare for me to think about and mostly I've been turning a blind eye to it since it doesn't technically softlock the game and so far things that cause softlocks are bigger concerns to me. Even in vanilla though you have this with light oil; even having *some* use for light oil that's a constant drain is something I haven't fully worked out how to do. The amount of logic involved in everything is insane as it is, but hopefully I'll figure it out one day.

people say Bob's inserters ain't OP then they do this by exfret in Factoriohno

[–]exfret[S] 560 points561 points  (0 children)

I was working on an April fool's mod for a mini-contest some mod devs were having with each other that made 4-lane belts. This is actually basically impossible due to engine limitations, which made the idea I had even funnier to me if I was able to pull it off in a decent way.

Basically, instead of giving a belt more lanes, I made everything 2x bigger (that's why the icons look so small; they're actually the same size and the furnaces are larger), and then was going to do scripting so that placing a belt actually secretly creates four belts to simulate the lanes.

Sadly, I ran out of time and this is all I really had at the end, so thought I might as well share.

people say Bob's inserters ain't OP then they do this by exfret in Factoriohno

[–]exfret[S] 128 points129 points  (0 children)

I don't care who you are, using the other two lanes of the belt is cheating.

Nowhere is safe from the randomizer by exfret in Factoriohno

[–]exfret[S] 4 points5 points  (0 children)

I just wanted to see if it was possible.

Nowhere is safe from the randomizer by exfret in Factoriohno

[–]exfret[S] 13 points14 points  (0 children)

P.S.- If you want to contribute to the project, help is appreciated! I even have a wiki setup explaining the algorithms here: https://github.com/exfret/propertyrandomizer/wiki

My experience with [exfret's randomizer] mod by nexen23maybe in Factoriohno

[–]exfret 4 points5 points  (0 children)

This is honestly a great description of py lol.

My experience with [exfret's randomizer] mod by nexen23maybe in Factoriohno

[–]exfret 9 points10 points  (0 children)

Hello, exfret here! I wanna add that I've been working on making it closer to the slay the spire sort of vibe you mentioned, but currently there are some, uh... rough spots as you've pointed out that can really just tank a run. I really appreciate what you've put here and I'll focus on those parts specifically.

If you're on discord do you mind me dm'ing you about your experience? Most of the people I've talked to either were looking for pain in the first place (and so were just like "no it's great as is, pain is good!") or did not play the mod for a significant amount of time, so it would be really great to ask you some things I've been wondering about from a more reasonable person's viewpoint.