Name: Ore Chaos Description: Replace a small fraction of the tiles in an ore patch by tiles of a different type. Current Version: 0.3.8 Latest Release: 2018-03-03 First Release: 2017-04-11 Tested-With-Factorio-Version: 0.16.27 Dependencies: None Author: blueblue Tags: Resource, Ore, Sorting, Mixed, Entropy
Pictures
Pictures
(Old 0.14 Resource Graphics yay, I should update the images at some point.)
(With Factorissimo)
Description
Features:
Replaces some ores in your ore patches, highly configurable
Add machine that can void resources
Make circuit network available earlier
Details
Your iron ore patch now contains a small number of stone tiles, coal tiles and copper tiles. Other resource patches are similarly affected and you won't be able to place many mining drills that mine only a single resource. You will need to sort the resources from each other and that is not quite as easy as it sounds. How did stone get into the copper smelters again? Why is this buffer full already? Why am I getting not nearly as much iron as i should?
The base game does not actually require the use of circuit network all that often; the aim of this mod is to give one more incentive to use the circuit network while staying close to the base game. Of course you can still brute-force your way with filter inserters only, but that makes it harder to achieve good throughput.
There are alternative ore replacement modes supplied, some of them are shown in the image on the mod portal. We provide modes for bobsmods, angel's refining and some alternative vanilla / general modes. You can change the behavior of the mod via mod-settings or via config-file.
The configuration format is quite powerful, so if none of the provided modes is for you, you can make your own through mod settings or the config file. You can make sure that for example only ores outside the starting area are replaced or set different behaviors for different ores.
The mod includes a machine that can remove excess resources from the game at the price of pollution. This is there in case you find yourself in a situation where it is easier to remove the unwanted resources than to make proper use of it. Or maybe it is there just to taunt you, since why would you ever want to get rid of resources. You can also add a low-tech slow filter inserter through the mod settings, this is mostly for mods like bobs or angels that delay the normal filter inserter, because you do need it in this game.
I also reduce the costs of some early game technologies to make it easier to reach filter inserters and circuit network, this is on by default and can be changed in the settings.
Works well with the following other mods:
Factorissimo2
Bluebuild / Nano Bots
Mod Compatibility
Mod Compatibility
Known Compatible:
RSO
Bobs Ores
Angels Infinite Ores
Hardcrafting
Angel's Refining - need to change mod settings
Known Incompatible:
(Currently None)
Known Issues
If RSO is enabled, ores are processed only after a suitable number of chunks around them is generated. So they might not be processed on your minimap, but once you get closer to them they the replacements should be shown.
Changelog
0.3.8 (3 March 2018)
Hotfix. Fix crash related to mod settings. Mod setting descriptions are slightly incongruous now, but the settings still seem to work.
0.3.7 (20 January 2018)
Bugfix.
0.3.6 (18 January 2018)
Fix a leftover bug from transition to 0.16.
0.3.5 (15 December 2017)
Compatible with 0.16
0.3.4 (27 August 17)
Bugfix for rso compat that was introduced in the last version.
Older Versions
0.3.3 (20 August 17)
Fix crash related to resources without a corresponding item of the same name
Make compatibility with angel's infinite ores slightly simpler. Remove the related mod setting
Very slight performance optimization
Compatibility with geothermal mod.
0.3.2 (26 June 17)
Multiplayer Fixes
Fix crash related to user defined settings
0.3.1 (5. June 17)
Add slow filter inserter
Fix bug from 0.3.0 where liquids would be replaced too.
0.3.0 (31 May 17)
Add Mod settings
Add options to increase replacement chance with distance.
Parse mode data to ensure data is valid
Fix RSO compat again
0.2.3 (24 April 17)
Now 0.15 compatible.
0.2.2 (24 April 17)
Had default as no starting area in 0.2.1, this was not intended; changed back to apply everywhere. Added Kryzeth's config for Angel's Refining.
0.2.1 (23 April 17)
RSO compatibility fixes. Added console command for mode changes. Added more modes.
0.2.0 (16 April 17)
Rewrite to enable better configuration while maintaining efficiency. Now able to change behavior based on starting area and ore name. Check config.lua!
0.1.1 (13 April 17)
Add compatibility with Angels Infinite Ores and RSO
0.1.0 (11 April 17)
Original Release. Includes Ore Mixup, Remover Machine, Technology Rebalance
My first mod and first mod post, so yell at me if I did anything wrong.
Re: [MOD 0.14.x] Ore Chaos
Posted: Thu Apr 20, 2017 3:21 pm
by Kryzeth
Hello, Kryzeth from the mod portal page, the one who gave the suggestion for adding config options! Yes, hello~
Anyways, the new config options look AMAZING, howeverr... *points to page*
I'll put the image here too, but yeah, this happens when using RSO and the starting area only option (all others commented out). I set the chance to 0.9 instead of 1/6 to make the muddled ores more visible, but every ore patch outside the starting area looks like this, or is untouched entirely. It works perfectly when not using RSO though.
Image
Re: [MOD 0.14.x] Ore Chaos
Posted: Sun Apr 23, 2017 4:34 pm
by blueblue
Right, rso should hopefully be fixed now. Thanks again for the report. Wasn't trivial to make it rso compatible, so for now I delay processing chunks until some more chunks in the area are generated, because rso puts resources on more than just the currently generated chunk sometimes. On the minimap it may look like a chunk hasnt been processed yet but if you get close and give it time to generate more chunks it should be ok. I only do that if rso is active.
I made some more changes and added some more default modes and now 0.2.1 is ready. Lets hope the big 0.15 release doesnt break too much. I hear 0.15 introduces mod settings, which I will definitely be using in this mod.
Re: [MOD 0.14.x] Ore Chaos
Posted: Sun May 14, 2017 12:36 pm
by m3henry
This is a great idea, and is a clean and simple way of implementing the "dirty mining" that the devs talked about a while ago.
I would suggest that the chaoticness of an ore patch is dependant on its size/richness or distance from the home base.
This would make the difficulty progressively harder as the game moves from early to late game and remove the need to have early access to circuit network.
Re: [MOD 0.14.x] Ore Chaos
Posted: Fri May 19, 2017 11:05 pm
by Evorionos
Hello blueblue
I have recently started playing with your mod, and have to say that I really like the challenge it adds! However, I think I have found a few incompatibilities, namely with Bob's ores and Angel's Infinite Ores (maybe RSO plays a part in it too, it is not entirely consistend behaviour)
First of all, as I started the game, the mod worked fine. But once I explored a bit of the world and hit some patches of infinite ores, the game crashed with an error (not the same everytime), saying such an entity does not exist (I can investigate further if you'd like) . I worked around this by disabling the conflicting ores as replacement options. This worked just fine, but even then, some patches would not be randomized at all. As of right now I don't exactly know what is causing this but it does not seem to follow any particular pattern. Copper patches were mostly fine, coal on the other hand was affected too sometimes.
If you want to look into this further, I'd be happy to supply you with further information about what I was/am experiencing.
Once again, great mod all in all but I would be happy to contribute to making it better!
Re: [MOD 0.14.x] Ore Chaos
Posted: Wed May 24, 2017 5:27 pm
by blueblue
Thanks for the report. I'm currently rewriting a lot of my code to add modsettings, so it might take a bit until I get around to fixing this, sorry, but I definitely will. Just to sum up, you are using bobs ores, angels infinite ores and rso, no angels smelting, on 0.15.*, is that correct? Do you recall which entity gives the error? I'm quite sure this will happen if any of the infinite ores is disabled in the settings of infinite ores, I will fix that eventually.
It's annoying that sometimes the ores still aren't affected. This is probably related to rso. I tested this quite a bit and I thought I had fixed it already, but it is not something I can easily test except by looking at a large number of chunks. If you can check it easily, on the patches that arent affected, is it usually the whole patch or just a square inside it? Also are the patches that arent affected larger than average?
EDIT: I think I've figured out how all of these happened. Will be fixed in the next version.
Re: [MOD 0.15.x] Ore Chaos
Posted: Sat Jun 24, 2017 2:15 pm
by DarkyPupu
I like the mod idea, but i cannot make it work in multiplayer --> immediate desync.
For some reasons on ~1 out of 4 server restarts it doesn't cause a desync.
Tried newly generated worlds.
I have no clue on how to identify which other mod conflicts, as there is quite a list. When i disable Ore Chaos all goes well.
If you have any clue or way to identify the problem...
Thank you for the report, I hope version 0.3.2 fixes this issue.
Re: [MOD 0.15.x] Ore Chaos
Posted: Mon Jun 26, 2017 6:43 pm
by DarkyPupu
Awesome, this seems to have done the trick (at least, it's ok so far)
I keep you informed if anything goes wrong.
Re: [MOD 0.15.x] Ore Chaos
Posted: Mon Aug 14, 2017 5:42 am
by ZombieMooose
Found a potential conflict with angels refining and picker extended.
Error in assignID, item with name "filled-borehole" does not exist
Source: remove-filled-borehole (recipe).
Re: [MOD 0.15.x] Ore Chaos
Posted: Sat Aug 19, 2017 12:01 pm
by blueblue
I cant quite reproduce this, because I dont know which mod creates that borehole resource. But I suspect I know what causes this so I hope what I am doing now will fix this.
Re: [MOD 0.15.x] Ore Chaos
Posted: Sat Aug 19, 2017 7:20 pm
by ZombieMooose
blueblue wrote:I cant quite reproduce this, because I dont know which mod creates that borehole resource. But I suspect I know what causes this so I hope what I am doing now will fix this.
I think it's probably one of Bob's.
I'm on mobile so I can't show a screen shot of my mods.
Re: [MOD 0.15.x] Ore Chaos
Posted: Sat Aug 19, 2017 8:02 pm
by darkfrei
Is it possible to make resources just with probability?
@darkfrei: Thanks for the suggestion. The modding API allows it, but I dont like it from the game designer perspective. Currently it's very obvious to the player what's happening. Just from the graphics of the ore tiles, the player knows which resources he will get from a patch. Since I allow the player to customize the distribution of ores, it's important that the player can see what he's getting. Plus your suggestion doesnt change the gameplay at all.
But the main issue is that the mod settings for this mod are already more complex than I'd like them to be, so I'd rather not add another complicated layer.
Re: [MOD 0.15.x] Ore Chaos
Posted: Sat Sep 02, 2017 1:42 am
by Air
I like this mod a lot. I made a few edits for my game, I thought I'd share them along with some feedback.
I created a custom mode for my B&A+Y game. I edited the lua files, it's mush more convenient than filling the boxes in the mod settings.
I went with pure starting area with a very small (0.01) chance of coal. This way there is a chance (but small) of a coal patch right in the ore patch and I can smelt first few plates without running around too much.
I removed uranium completely, even from the Angel's refining. But 1/8 of coal patches were converted to uranium. I quickly realised that this wasn't a very good idea, because mines got randomly stuck on uranium, requiring Sulfuric Acid to continue. To help with that I modified Bob's MK2 and MK3 mining drills to have smaller mining area, so that I could avoid uranium tiles until later.
I also added more variety to how the ores were changed. When a block is generated, I randomly assign an "entropy" value to it
(I use 'table.num(entities) % 7')
Based on the entropy, the replacement chance for this block is multiplied by 0.2x - 3x. So there are more chaotic and less chaotic patches out there. There is an incentive keep searching for a cleaner patch if you don't like the nearest one.
To reinforce this idea further, I added an additional parameter to the replacement strategy - "avoidsSpecialBlocks". I randomly assign some of the blocks to be special. In this case the replacement strategy will not change anything inside this block. So there is a chance to find entirely clean patches of some of the ores.
I can report that when running Factorio v0.16.25 with OreChaos v0.3.7 and no other mods, my game crashes on load. Relevant screen snip images to verify, along with the logfile referenced in the error popup, can be found at: https://www.dropbox.com/sh/lje84yr874e7 ... Gabwa?dl=0
Thanks, I really like this mod.
Re: [MOD 0.15.x] Ore Chaos
Posted: Tue Feb 27, 2018 11:22 am
by abordoli
yeah, I'm getting the same error that prevents the game from booting up.