[MOD 0.18] KRASTORIO^2

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Linver
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Re: [MOD 0.18] KRASTORIO^2

Post by Linver »

Deadlock989 wrote: Wed Mar 11, 2020 1:36 pm
Krastorio Team wrote: Mon Mar 09, 2020 1:21 pm Image
This looks vaguely familiar ;)

Congrats on the revamp.

I started on IR2 but realistically it will be summer/autumn, ideally for Factorio 0.18 stable / 1.0.

Image
Hi Deadlock, it's been a long time!
Oh god yes, so can I throw in the trash the IR compatibility for K2 (that is not completed, like 20%)? I really don't have time now
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Deadlock989
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Re: [MOD 0.18] KRASTORIO^2

Post by Deadlock989 »

Linver wrote: Thu Mar 12, 2020 12:17 am Hi Deadlock, it's been a long time!
Oh god yes, so can I throw in the trash the IR compatibility for K2 (that is not completed, like 20%)? I really don't have time now
Yes. I don't know exactly yet what is changing and what isn't, but there will be several changes and it will take me weeks or months to do the new machines needed.
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Linver
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Re: [MOD 0.18] KRASTORIO^2

Post by Linver »

Deadlock989 wrote: Thu Mar 12, 2020 12:38 am
Linver wrote: Thu Mar 12, 2020 12:17 am Hi Deadlock, it's been a long time!
Oh god yes, so can I throw in the trash the IR compatibility for K2 (that is not completed, like 20%)? I really don't have time now
Yes. I don't know exactly yet what is changing and what isn't, but there will be several changes and it will take me weeks or months to do the new machines needed.
Nice, I will remove the IR compatibility files now :D.
I wish you to find a way to improve the mod, also let me know if you want make our mods compatible before the realease.
Anyway, make revolution great again!
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Re: [MOD 0.18] KRASTORIO^2

Post by starkita »

Hey guys,

I know it's a lot to ask, but would you consider releasing tonight?

Many of us - me along them - have it kinda rough because of the COVID-19 quarantine in europe, playing Krastorio would be just... Nice.

I understand if you prefer to release on your already decided date.

Thanks for your work guys, the mod is amazing.
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Re: [MOD 0.18] KRASTORIO^2

Post by nicklatkovich »

Hey. I can’t wait for the mod to be released!!!

I have a couple of questions about compatibility with other mods, to make first K2 playthrough more comfortable.
NOT COMPATIBLE WITH B&A
Is there compatibility with Bob's enemies? In theory, if you turn off Aliens' artifacts, then everything should be fine, right? I played Krastorio 1 a little bit, and as far as I remember, Krastorio added new types of weapons. I would not want to apply it to the helpless vanilla beetles. Unless, of course, K2 does not add new arthropod threats)

In one of the screenshots, I noticed the phrase "Inserters Hotkey". Will there be an opportunity to change the direction of the manipulators? If not, can I plug in the Side Inserters mod without conflict? If there are new inserters in K2, will they work with this mod as well as vanilla ones?

I would also like to know if K2 will in any way conflict with Alien Biomes.
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Re: [MOD 0.18] KRASTORIO^2

Post by Solinya »

nicklatkovich wrote: Thu Mar 12, 2020 9:52 pm I would also like to know if K2 will in any way conflict with Alien Biomes.
I don't think there would be a conflict with Alien Biomes (KL didn't have one). It's listed as eventually-compatible with Space Exploration, which has AB as a pre-req and AB mostly just changes the tilesets.

KL didn't add new biters, but did buff the stats to help have some challenge with the increased weaponry (1500 hp spawners are tougher early-game, 7500 hp behemoth biters/worms tougher later, the non-small tiers were also adjusted, etc.). Curious to hear if K2 also has an enemy rebalance and if it was extended a bit.
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Re: [MOD 0.18] KRASTORIO^2

Post by Linver »

starkita wrote: Thu Mar 12, 2020 5:30 pm I know it's a lot to ask, but would you consider releasing tonight?
We are at limit of "on time", I'm sorry we can't
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Re: [MOD 0.18] KRASTORIO^2

Post by keiichi88 »

March 13 outside, guys do not torment, come on...
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Re: [MOD 0.18] KRASTORIO^2

Post by starkita »

Linver wrote: Fri Mar 13, 2020 6:33 am
starkita wrote: Thu Mar 12, 2020 5:30 pm I know it's a lot to ask, but would you consider releasing tonight?
We are at limit of "on time", I'm sorry we can't
No worries, thanks anyway! I am sure K2 will be lots of fun :D
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Re: [MOD 0.18] KRASTORIO^2

Post by Stimpatch »

On Discord, Linver postet a countdown:
https://www.tickcounter.com/countdown/1 ... -2-release
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Re: [MOD 0.18] KRASTORIO^2

Post by starkita »

Stimpatch wrote: Fri Mar 13, 2020 9:20 am On Discord, Linver postet a countdown:
https://www.tickcounter.com/countdown/1 ... -2-release

Image
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Re: [MOD 0.18] KRASTORIO^2

Post by larandar »

Stimpatch wrote: Fri Mar 13, 2020 9:20 am On Discord, Linver postet a countdown:
https://www.tickcounter.com/countdown/1 ... -2-release
Man, you mean I have to work for 3 more hours this week? Inacceptable!! :)
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Re: [MOD 0.18] KRASTORIO^2

Post by WarStalkeR »

I can feel it... I can see it... It... It is the...
Krastorio^2...
Angel's mods...
Bob's mods...
Industrial Revolution...
Fusing... Into... One... I can see the LIGHT!

Seriously, I just realized how amazing it will be, if all these mods will be made compatible with each other. I will attempt to make a huge compatibility mod Angel's, Bob's, Krastorio^2 and Industrial Revolution after Factorio will hit release.

For example, Bob's & Angel's have absolutely immersive and complex resource processing and production system with multiple tiers of processing & refinement, which stolen so many hours of my life. Industrial Revolution has absolutely magnificent technology progression and amazing industrial art that feels absolutely industrial. And Krastorio^2 fills up sci-fi niche absolutely perfectly. And that wide range of turrets. Though, we still don't have enough mammoth tanks.

My idea is like this:
Industrial Revolution: Everything Before Rocket Launch + Rocket Launch.
Krastorio^2: Some Stuff Before Rocket Launch + Rocket Launch + Pure Sci-Fi After Rocket Launch.
Bob's & Angel's: Stuff at Very Beginning + Stuff Before Rocket Launch + Rocket Launch + After Launch + Insane Resource Complexity with multiple tiers of purification of original resources for increased productivity and source variations.

But for now, I will patiently wait Factorio's 1.0 release.
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Re: [MOD 0.18] KRASTORIO^2

Post by doc776@gmail.com »

By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already.
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Re: [MOD 0.18] KRASTORIO^2

Post by Mattyrogue »

I absolutely adore the graphical style and general feel of polish of this mod. I haven't seen anything like it since Industrial Revolution

But I must ask, compatibility-wise, is there room for something like AAI Vehicles and it's Programming?
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Re: [MOD 0.18] KRASTORIO^2

Post by Chloroform »

What game settings do you recommend starting a new map?

Also, looks awesome and can't wait to play! :)
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Re: [MOD 0.18] KRASTORIO^2

Post by quyxkh »

There are now _how_ many jawdropper mods for this game?

No need to fetch, this is awe-inspiring. Congratulations on finding and so beautifully inhabiting a middle ground. Deadlock's post ... I don't even know if I can handle the possibility. You guys are turning these into a new golden age of Factorio.
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Re: [MOD 0.18] KRASTORIO^2

Post by veryverymelon »

It looks amazing! but I get this error when trying to combine it with Clockwork. Didn't know where else to post this, sorry!
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error krastorio2.png
error krastorio2.png (30.77 KiB) Viewed 9360 times
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Re: [MOD 0.18] KRASTORIO^2

Post by ptx0 »

doc776@gmail.com wrote: Fri Mar 13, 2020 3:00 pm By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already.
one fewer entity doing electricnetwork::update is fine with me, i'm sure you can keep using miniloader.
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Re: [MOD 0.18] KRASTORIO^2

Post by toddchitt »

larandar wrote: Fri Mar 13, 2020 11:27 am
Stimpatch wrote: Fri Mar 13, 2020 9:20 am On Discord, Linver postet a countdown:
https://www.tickcounter.com/countdown/1 ... -2-release
Man, you mean I have to work for 3 more hours this week? Inacceptable!! :)
Countdown time now at 4 x 00. I still don't see this awesome looking mod in the standard Factorio Mod list. Am I missing something? Do I have to download it manually?

Waiting eagerly...
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