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
*up to 64x64 tiles in size
*static, randomized or even dynamic
*with rich or poor prizes
*ruined (partially or fully)
*harmless or dangerous
*can gift you with new technologies or unique recipes, or not
And much more in future updates...
When event occur, firstly works global random generator (chance of positive result varied on mod setting), and if it positive, then starts working second generator and select approved areas (depends on their own probability). And finaly third generator choose one from list to place on surface.
It's not so complicated, but guarantees that, what every time when you start or continue playing - you get unique result.
No dependencies. You can freely enable or disable this mod in the middle of the game.
Solo/multiplayer/dedicate/pvp - frendly (in teory). Not tested well enough. Anyway, multi-forces/surfaces support added for multiplayer/pvp game sessions.
No noticeable drops of FPS or UPS even on huge maps.
All you need is check areas.lua file and read description inside.
Current state
over 100 area templates with their variations, which may be one of the following:*up to 64x64 tiles in size
*static, randomized or even dynamic
*with rich or poor prizes
*ruined (partially or fully)
*harmless or dangerous
*can gift you with new technologies or unique recipes, or not
And much more in future updates...
How it works
Only newly generated chunks (zones) affected. So don't worry about already explored territory.When event occur, firstly works global random generator (chance of positive result varied on mod setting), and if it positive, then starts working second generator and select approved areas (depends on their own probability). And finaly third generator choose one from list to place on surface.
It's not so complicated, but guarantees that, what every time when you start or continue playing - you get unique result.
No dependencies. You can freely enable or disable this mod in the middle of the game.
Solo/multiplayer/dedicate/pvp - frendly (in teory). Not tested well enough. Anyway, multi-forces/surfaces support added for multiplayer/pvp game sessions.
No noticeable drops of FPS or UPS even on huge maps.
Your own areas
You can add your own madden areas. Just modify expansion mod [Z] Adventure expansion (example) and share it.All you need is check areas.lua file and read description inside.
Types or areas
"Chance" The minimum total probability that this area will be selected (see "How it works")
"Min/Max" - Minimal and maximal distance from starting area settings in chunks. Zero as max - means unlimited
"Cnt" - How many copies may be. Zero means unlimited.
"Var" - how many variations of layout may be (excluding rotations)
"Side" - [F]riendly (at least for one of players factions) or [N]eutral (passive for all) or [D]anger (unfriendly for all players)
"Min/Max" - Minimal and maximal distance from starting area settings in chunks. Zero as max - means unlimited
"Cnt" - How many copies may be. Zero means unlimited.
"Var" - how many variations of layout may be (excluding rotations)
"Side" - [F]riendly (at least for one of players factions) or [N]eutral (passive for all) or [D]anger (unfriendly for all players)
Code: Select all
Chance Min/Max Cnt Var Side Name Discription
11% 10/20 10 1 [N] Lone yellow belt Simple yellow belt production with limited resources.
8.5% 10/25 4 1 [N] Yellow belts Mass yellow belt production with limited resources.
6% 15/35 2 1 [N] Red belts Mass red belt production with limited resources.
4.5% 20/50 2 1 [N] Blue belts Single production line w/o basic resources and with limited rare resources.
3.5% 15/40 3 1 [F] Garage Up to 2 cars and tank with possible ammo and fuel with random destruction.
6% 10/0 0 1 [D] Danger chest Some useful (or not) resources surrounded by landmines.
4.5% 30/0 0 7 [N] Maze Some useful resources inside a maze.
4.5% 10/20 1 1 [N] Smart lab Ready for research laboratories.
16% 5/0 1 101 [N] Blueprint First arrived player get one useful blueprint. Try to collect them all.
3.5% 20/50 3 1 [N] Armored rail junction As name says.
31% 50/0 1 1 [F] Unbuilded atom Not builded, only ghosts for Nuclear sation.
21% 200/0 1 1 [D] Occupied base Well defended base was taken by alien life form. Find it and stop alien expansion.
4% 1/0 50 1 [N] Random recipe First arrived player can get new recipe for his faction.
3% 10/0 20 1 [N] Random technology First arrived player can get new technology unlock for his faction.
6% 15/0 1 1 [F] Inventive station There you can explore new recipe. Look at the hint and add appropriate resources.
16% 10/0 1 1 [N] Exchange post There you can exchange your items. Only one post at same time.
Examples
- chest.png (829.36 KiB) Viewed 12489 times
- garage.png (874.25 KiB) Viewed 12489 times
- maze.png (861.95 KiB) Viewed 12489 times
- lab.png (766.1 KiB) Viewed 12489 times
ToDo or what next
Adding more areas, of course.
Making more variations, including different surfaces.
Creating expansions for most popular mods.
Making more variations, including different surfaces.
Creating expansions for most popular mods.
Updates
If you have any questions or ideas to improve this mod - feel free to write below.1.0.5
New dangerous area "Occupied base"
1.0.7
New area "Random recipe"
1.0.8
New area "Random technology"
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.
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
1.1.2
Bugfixes:
- Fix force related bugs
1.1.3
Bugfixes:
- Fix force related bugs part 2.
- Fix for incorrect recipes
1.1.4
News:
- Added suport for Alien Biomes mod
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.
1.1.6
Changes:
- Blue belt area - assembler machine 3 now rotatable.
1.1.7
News:
- Added suport for Omni mods
Changes:
- Red belt area - simplify.
- Rebalance production speed for bel areas.
Bugfixes:
- Fix for Occupied base behaviour.
1.1.8
News:
- New area "Autodrome".
- Some areas now accept coins.
- New property for area prototype "progressive_remoteness".
- New property for area prototype "only_freeplay".
Changes:
- Size restriction for area prototype is raised up to 256x256. Split blueprint on to pieces to avoid spawn lags (See "Autodrome").
- Collision check reconsidered, now areas may be occur more frequently.
- Now, to get items from Danger chest, players required to come closer.
Bugfixes:
- Fix for random seed overflow.
New dangerous area "Occupied base"
1.0.7
New area "Random recipe"
1.0.8
New area "Random technology"
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.
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
1.1.2
Bugfixes:
- Fix force related bugs
1.1.3
Bugfixes:
- Fix force related bugs part 2.
- Fix for incorrect recipes
1.1.4
News:
- Added suport for Alien Biomes mod
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.
1.1.6
Changes:
- Blue belt area - assembler machine 3 now rotatable.
1.1.7
News:
- Added suport for Omni mods
Changes:
- Red belt area - simplify.
- Rebalance production speed for bel areas.
Bugfixes:
- Fix for Occupied base behaviour.
1.1.8
News:
- New area "Autodrome".
- Some areas now accept coins.
- New property for area prototype "progressive_remoteness".
- New property for area prototype "only_freeplay".
Changes:
- Size restriction for area prototype is raised up to 256x256. Split blueprint on to pieces to avoid spawn lags (See "Autodrome").
- Collision check reconsidered, now areas may be occur more frequently.
- Now, to get items from Danger chest, players required to come closer.
Bugfixes:
- Fix for random seed overflow.
Good Luck! And sorry for my english
iZlovreD © 2018