Refactorio / RedMew

The RedMew scenario code for Factorio.
https://redmew.com
GNU General Public License v3.0
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Diggy feedback/todo collection thread #926

Open linaori opened 5 years ago

linaori commented 5 years ago

With 0.17.x running a while and an increase of popularity, I want to create a collection of feedback/bugs etc so we can track things a bit better. If it has a link, there's an existing issue for it. If it's fixed/handled or not an issue, it will be checked.

Bugs that affect Diggy

Wishlist

SimonFlapse commented 5 years ago

Older issues related to Diggy: #345 #301 #245 #244

Other feedback from Diggy project:

SReject commented 5 years ago

Due to how generation works, a player can only select exposed rocks to deconstruct with bots/deconstruction blueprint. I suggest adding a feature to the radar that will generate the map within its range

linaori commented 5 years ago

@SimonFlapse I've updated the main post with what you've added

@SReject Do you have any idea how we could do that? As a soft-mod we can't alter anything in the base game, so we'd need an invisible entity that cannot be mined until it's reachable. To sum it up:

I'm not sure it's possible to implement this at the moment, or do you have any other ideas that might work?

MulverineX commented 5 years ago

Oil is verrry rare like to the point where it can take hours apon hours to just find one ore spot. Especially on a single to low player count save its seriously difficult to get your hands on an oil patch. After looking at the lua it looks like its a lot lower than all the other ores, in my opinion it should be raised up in both (if more in singleplayer) so that it is more realistic to get oil

theorangeangle commented 5 years ago

On rocket launch, something should happen to signify the player still being, well, in a cave. I had a couple of ideas:

SimonFlapse commented 5 years ago

On rocket launch, something should happen to signify the player still being, well, in a cave. I had a couple of ideas:

  • Rocks shakedown in a large area near the silo, possibly caving-in a weak spot near the silo if there is one.
  • The brightness increases, possibly with each launch (signifying you have opened a hole in the cave to let light in)
  • Biters spawn in spots near the silo, from "holes from the surface" you have opened up after disturbing the roof

Interesting ideas. This would also make solar panels work with each rocket giving them a minor power production increase. We could combine it with: https://lua-api.factorio.com/latest/LuaSurface.html#LuaSurface.solar_power_multiplier to give solar panels an efficiency boost

linaori commented 5 years ago

@MulverineX the next release (and the current develop branch) have a fix for the oil spawn, it should be slightly higher now

SReject commented 5 years ago

Two prior discussed suggestions rolled into a single post:

linaori commented 5 years ago

@SReject I don't really want to change how the caching works for that particular mechanism, In #937 I've added 3 extra options should should make it possible to tweak the difficulty for new maps

SReject commented 5 years ago

@SReject Do you have any idea how we could do that? As a soft-mod we can't alter anything in the base game, so we'd need an invisible entity that cannot be mined until it's reachable.

The point of the radar suggestion is the expose the world beyond the layer of minable blocks. There would be no need for a void/mask block. Instead, the radar would generate and visibly expose the world beyond that which is currently reachable. Similar to how radar and sonar is used in geo-surveying to show whats under the ground so to speak.

linaori commented 5 years ago

Ah, so it would basically "mine" the void but leave rocks standing?

theorangeangle commented 5 years ago

side note - is it just me or is coal too difficult to find, early game? we should probably increase the density in the sprinkle ore patches that spawn near market, and increase the % of coal in them.

also it appears our oil balancing might have gone too far in the positive direction, both the public and some SP/co-op games report having a bit too much oil.

SReject commented 5 years ago

Small Bug:

When support- structures have an option to be replaced without deconstructing -- such as the case with walls being replaced with gates -- replacing them runs the routine to recalculate roof support without taking into account the new entity's support value.

What I think is happening is the recalculation is done twice:

  1. Wall is removed
  2. Recalc
  3. Gate is placed
  4. Recalc

Instead it should be:

  1. Wall is removed
  2. Before recalc, checked if wall is being replaced
  3. Gate is placed
  4. Recalc

To reproduce:

  1. Add gates to the support structures list, making them equal to walls: ['gate'] = 3
  2. Build two lines of walls with a space of 7 empty tiles between them
  3. Clear out the space between the wall lines
  4. Replace one line of walls with gates
SReject commented 5 years ago

Suggestion:

Add gates to to structure supports and have them equal to walls. This will greatly increase players' mobility when navigating builds. The price to manufacture manufacture means players would use walls for support while offering them a better choice for mobility

SReject commented 5 years ago

Bug

Your current oil patch code allows for spots to overlap in such a way that putting a pump jack on one blocks the others; this does not happen in vanilla.

oilbug

linaori commented 5 years ago

Not sure how we can fix the gate issue as they are separate events and don't know about each other. It also doesn't make sense to me to give gates a support value, as when they are open, they can't support the ceiling.

The oil thing might be fixable, but that code is kind of voodoo to me so if someone feels up to it, go for it! 😅

TimvdLippe commented 5 years ago

It would be great if the settings can be changed more easily to help single/couple of players. Youtube series I was following decided to stop for that reason: https://www.youtube.com/watch?v=wuNGeHkCXLI&t=720s We are facing the same with 3 people having to search for oil a lot (glad that is being addressed already!) as well as the ore patterns making it cumbersome to expand while keeping the factorio running.

theorangeangle commented 5 years ago

Idea: Tunnel boring machine

When the player has reached a mid/end game level with their XP (exact # TBD), tanks placed on the map will do higher damage to rocks. This would serve as a digging machine and the closest we can get to a FARL-style way of automating, as a different method compared to bots and hand mining.

Claude477 commented 4 years ago

Added pull so get fixed 0.18.3 versions but need check out if working in solo https://github.com/Refactorio/RedMew/pull/1032

Ranakastrasz commented 4 years ago

Started a new game with diggy, Version 0.17.79, no mods. No biters spawn. Default settings, cheated 1000x dig speed, and went significantly further than 40 tiles away.

I tried this before, and recall being eaten by biters, so I am not sure if I broke something or if the scenario is currently broken.

SimonFlapse commented 4 years ago

Started a new game with diggy, Version 0.17.79, no mods. No biters spawn. Default settings, cheated 1000x dig speed, and went significantly further than 40 tiles away.

I tried this before, and recall being eaten by biters, so I am not sure if I broke something or if the scenario is currently broken.

@Ranakastrasz

Are you saying that disabling biters doesn't work? Where did you disable them?

Ranakastrasz commented 4 years ago

I am saying that I didn't mess with any settings and no biters spawned, even after I went significantly further than the 48 tiles away from spawn. I had disabled pollution, but reenabled it with a command after it failed to spawn any biters, no change. edit: Now that I am properly using the latest (0.18) version of factorio, I have now managed to be eaten by biters. So the issue is fixed.

Ranakastrasz commented 4 years ago

In addition to Cave Biomes, I could imagine lakes (give normal/deep water, and give such a stability value like rock). Lit areas. (not sure if you can produce light without custom entities) which have an opening to the ceiling, and hence solar panels work there. (maybe required for rocket placement?)

Walls/floor removal undoes itself once (and becomes invulnerable for a second) if it would cause a collapse. Or requires a full second to mine regardless of mining power (if possible)

But, well, there are a lot of things you could potentially add.