[0.17.x] [Z] Adventure

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ZlovreD
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[0.17.x] [Z] Adventure

Post by ZlovreD »

Type: Mod
Name: [Z] Adventure
Description: Makes adventure more unpredictable.
License: GNU GPLv3
Version: 1.1.*
Release: 2018-07-14
Tested-With-Factorio-Version: 0.16.51
Category: General
Download-Url: Mod Portal

About this mod
This mod is designed to make the game more diverse and unpredictable.
As you expand your base or simply explore the surface of Nauvis, you will find abandoned constructions left behind by someone else, among those will be sorages with useful resources, deserted production lines, as well as whole complexes for the mass production of various parts.
And be careful! Sometimes a find can be dangerous. And do not expect that every find will be easy to use.

Expansions:
The Ruins - Adaptation or "The Ruins" mod by Bilka(TheRealGangsir)
Long discription
Types or areas
Examples
ToDo or what next
Updates
If you have any questions or ideas to improve this mod - feel free to write below.

Good Luck! And sorry for my english ;)
iZlovreD © 2018
Last edited by ZlovreD on Sun May 05, 2019 4:53 pm, edited 20 times in total.

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ZombieMooose
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Re: [MOD 0.16.x] [Z] Adventure

Post by ZombieMooose »

Creating expansions for most popular mods.
I'd love a "high tech" pack with Angel's, Bob's, and even Pyandon's where high tech stuff like robots and fusion are only unlocked by adventures. Like a precursor kind of thing, all this advanced technology left behind you gain by reverse engineering.

Anyway this mod looks awesome.
"men will literally learn everything about ancient Rome instead of going to therapy"

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ZlovreD
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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

ZombieMooose wrote:
Creating expansions for most popular mods.
I'd love a "high tech" pack with Angel's, Bob's, and even Pyandon's where high tech stuff like robots and fusion are only unlocked by adventures. Like a precursor kind of thing, all this advanced technology left behind you gain by reverse engineering.

Anyway this mod looks awesome.
I really do not want to change the behavior of other mods. I see this possible only with cooperation with their authors.
But in exchange of it i can add some behaviours what can grant you some technologies w/o researching and w/o dependancies from previous thechnologies. I'm already thought about it, and added this into "what next" list. =)

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ZlovreD
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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.0.5
New dangerous area "Occupied base"

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.0.7
New area "Random recipe"

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.0.8
New area "Random technology"

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

Upcoming "Inventive station":
Image

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.1.0
New:
- New unique area "Inventive station".
- New type of area. This areas is unique for each player factions and works only with selected players. How many factions - so many areas may be.
- Added support for handling events (see area template in [Z] Adventure expansion (example) for details).
Changes:
- Simplify some areas to lower event handling load
- Updated probability and remoteness for some areas.
- Updated to work with area events.
- Updated work data usage algorithms to lower save/load time.
- Updated instructions for area creation in example mod (Event handling).
- Renamed "userdata" to "areadata" in area structure.
- Due to changes, may be incompatible with previous saves.

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.1.1
New:
- New setting to disable mod in PvP scenarios
- Additional optimization to lower save/load time and memory usage
Bugfixes:
- Fix of generation inside starting areas in pvp scenario
- Fix "Unique per force" restriction mechanics

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.1.2
Bugfixes:
- Fix force related bugs

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.1.3
Bugfixes:
- Fix force related bugs part 2.
- Fix for incorrect recipes

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.1.4
News:
- Added suport for Alien Biomes mod

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Re: [0.16.x] [Z] Adventure

Post by ignaceu »

So I installed the mod no other mods but this one and keep getting this error, I have version 0.16.51 loaded. I start a new game, start mining rock or just stand there and the error occurs
Also settings for the mod were -
Experimental areas
Global Freq - 200
Empty area - 15
Attachments
Error
Error
Adventuremod_error.jpg (426.75 KiB) Viewed 10489 times

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Re: [0.16.x] [Z] Adventure

Post by ignaceu »

OK I thought I had all mods disabled but I had Squeak Through enabled and I don't think you mod like this one.

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Re: [0.16.x] [Z] Adventure

Post by ZlovreD »

ignaceu wrote:So I installed the mod no other mods but this one and keep getting this error, I have version 0.16.51 loaded. I start a new game, start mining rock or just stand there and the error occurs
Could you please enter into console ( ~ tilde key) right after load or after start the map:

Code: Select all

/c remote.call("ZADV", "dp")
And after getting message "dump pulse" zip and upload (attach) "factorio-current.log" file ?

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Re: [MOD 0.16.x] [Z] Adventure

Post by ZlovreD »

1.1.5
News:
- New area "Exchange post".
- Added suport for 5dim mods
- Added suport for Bob mods
- Added suport for Angel's mods
- Added suport for pY mods
- Added settings to enable/disable areas directly
Changes:
- New rule for update existed area prototypes. Now you can describe only updated data.
- Mazes get additional "smartass" protection.
- Maximum allowed global frequency cap raised to 500 (50%).
- Small update for area probability generator logic.
Bugfixes:
- Additional check for nil values.

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Re: [0.16.x] [Z] Adventure

Post by ignaceu »

I just tried to download the new version and it keeps getting download failed

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Re: [0.16.x] [Z] Adventure

Post by Dry Hairy Tree »

I loaded this with whistle stop. I found a blue belt assembler. I hooked everything up thinking this is great, the belt assembler was not hooked however to lube - and I cannot rotate it. Wasted 3 hours to get to the point to realise it is unusable. Loaders also weren't connecting red belt to them. No experience with loaders so don't know if they're broken or not.

Great idea but it didn't really happen. Feedback:

Factories need to actually work not troll the player
Belts without matching underground and splitter sections are still going to be as restricted as their cheaper counterparts so are just trolling the player
Blueprints are mostly useless e.g. right hand drive rail, 0.75 ps science builds, yellow balancers

So I found lots of things, and hardly anything was of any advantage to me. Maze was fun.

Potential for being a cool mod, but certainly wouldn't recommend in current state. Too many blueprints, not enough 'ruins', certainly not enough significantly useful ruins.

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Re: [0.16.x] [Z] Adventure

Post by ZlovreD »

1.1.6
Changes:
- Blue belt area - assembler machine 3 now rotatable.
Last edited by ZlovreD on Sat Jul 28, 2018 9:05 am, edited 1 time in total.

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Re: [0.16.x] [Z] Adventure

Post by ZlovreD »

ignaceu wrote:I just tried to download the new version and it keeps getting download failed
viewtopic.php?f=7&t=61771&p=373566#p373566
Looks like mod portal lagging. So there is alternative link to download:
https://mega.nz/#!yvw3GTiR!Xjs47cpb8sdo ... 6yKOutrNC0

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