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suggestion: sync underground resources, or split patch quantity even between surfaces, or add mod option to remove them please #19

@angrypidgeon123

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@angrypidgeon123

Found the resource mirroring I proposed :), however I proposed synchronizing the resources between the surfaces as they get mined, else like this they will double, triple etc. and I'll be tempted to use them making the game way easier :) e.g. if I got a 10M iron patch, digging 10 times down I will get 110M iron ore. Basically I will never need to hunt for another iron patch again, not to mention not bothering with the enemies to get it

EDIT: Admittedly synchronizing ore patches would require some fine coding:

  1. 1st all miners and player mining events need to synchronize resource quantities of smallest gradient patches tapped
  2. 2nd resources need locking so no 2 miners or 2 players can mine the same resource, pretty tough
  3. A work around, if fixing mining down logic to go more than 1 level down, an option can be added so that surface patches quantity get divided between levels, then it's fair, one needs to dig to get the complete patch quantity. But it needs an option, not everyone will like it. Even with 1 level down resources can be divided by two tho. I kind of like this idea, gives an incentive to dig

EDIT2: Splitting resources between surfaces idea refined. Preserving resource patch location and generation by mirroring underground is fine, but unbalances the game by multiplying existing resources. The fix idea is splitting surface patches quantity between surfaces evenly, e.g. 10M split into 333K over surface and 2 levels down, up to the maximum number of surfaces that is (configurable in options). As an diversity improvement randomness can be introduced such as that splitting can vary like being split between first two surfaces leaving the third empty (which should be toggable by option), and/or, after splitting the resources between surfaces another computing pass can be made substracting a random percent like 10-30% from one surface and adding it to the next, or vice-versa, also randomly. The random percent variance should be a configurable by option as well and be disabled by 0%. Predictability is boring so not knowing where the bulk of resources is, is less boring
ENDEDIT2:

EDIT3: I also thought about setting resources lower from the beginning of the game, and that is the exact issue, installing this mod during gameplay without options to manage the resource amount "destroys" the game economy or feel (which is why I removed my underground resources for now). Even starting with lowest resources, just digging 3 levels quadruples the resources which beats the intended gameplay, which splitting quantity would solve I believe
ENDEDIT3:

There's a concurrent idea (I think it's nonsense because building a core miner from the start makes sense) along the same lines: https://mods.factorio.com/mod/vtk-deep-core-mining, only subsurface would literally dig to deeper levels from the start to access the ore with normal miners / mining buildings :)

Splitting of resource quantity between subsurfaces doesn't make sense for fossil fuels (oil,gas), as tapping into them gives access to the whole pouch from the surface realistically.
ENDEDIT:

Or, add an option please to stop generation of resources on underground surfaces
EDIT: I edited resources lua and control lua and commented out, returned nil etc. to disable all apparent resource generation, and tested. It worked / no resources or crashing, personal choice. This means all those functions can be disabled by a single condition pasted around

Screenshot 2024-04-11 192241
Screenshot 2024-04-11 192232

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