Refactorio / RedMew

The RedMew scenario code for Factorio.
https://redmew.com
GNU General Public License v3.0
176 stars 80 forks source link

Add DangerOres Expanse preset #1409

Closed RedRafe closed 4 months ago

RedRafe commented 5 months ago

Add new scenario called DangerOre Expanse

DangerOres meets The Expanse!

Clear the ore to expand the base, focus mining efforts on specific sectors to ensure proper material ratios, expand the map with pollution! -- AND -- Feed the hungry blue chests with the materials they require. The Elder Tree and the Infinity Stone you find at spawn will provide you with all the wood and ores you ever desired.

Previews

A (reduced scale) preview of starting area

Screenshot from 2024-04-10 16-31-35

There are an infinite tree&rock that can be handmined at spawn to prevent resource softlocks

Screenshot from 2024-04-10 16-31-44Screenshot from 2024-04-10 16-32-22

To unlock new chunks simply feed the chests the requested items (based on available/craftable items in game & amount is based on resource in the chest's chunk)

Screenshot from 2024-04-10 16-32-55

Once a request is fulfilled, the new chunk is unlocked and a new requester will be created at one of the empty borders. The chest will spill excess items not absorbed and have a 20% chance of giving 1 additional coin. Coins can be used to reroll the chest requests if needed.

Screenshot from 2024-04-10 16-33-49

RedRafe commented 4 months ago

On my part this could all be merged as I dont have any more features/changes programmed. But if you wanna take your time to test & suggest changes, be my guest, I'm in no rush.

Only issue that makes me think is that the original expanse code

  1. didn't take in account research progress (basically L366-396 of price_raffle.lua which I added);
  2. estimates the expansion cost of each new chunk based on the resources/entities/tiles of the current chunk.

Those 2 make each expansion chest very expensive at my eyes, but it's true that EACH chunk is covered in ore (and there's some penalty/ratio in place already when accounting the cost) so maybe it's not so expensive, it only needs to get accustomed to the scale. It was still possible to get dischargers, nuclears and Mk armors in chests cost even in the starting chests, so my patch to only add recipes once unlocked with research should make it a little smoother and even reduce the need of coins to reroll costs. Will only find out after a full playthrough I guess:)

grilledham commented 4 months ago

Those 2 make each expansion chest very expensive at my eyes, but it's true that EACH chunk is covered in ore (and there's some penalty/ratio in place already when accounting the cost) so maybe it's not so expensive, it only needs to get accustomed to the scale. It was still possible to get dischargers, nuclears and Mk armors in chests cost even in the starting chests, so my patch to only add recipes once unlocked with research should make it a little smoother and even reduce the need of coins to reroll costs. Will only find out after a full playthrough I guess:)

Balance is hard to get right, you only really find out by testing with real players. I'm happy for players to try this, the worst that can happen is we have to restart early while we make some changes.