Krastorio aims at creating megabases with huge energy systems. It includes new buildings, new ores, new technologies, new turrets, new coverings, new fuel, new ways of producing science, and a major re-balancing of many vanilla things.
Also be sure to check out our DISCORD for up to date infomation, blueprints and ratio discussions.
Images
When developing the mod, the priority was optimization. There are no complex scripts or anything that can break your game. The mod does not affect UPS/FPS. Most likely, Krastorio will not break multiplayer (not tested).
I've added the ability to convert ores into matter. However, this is not as cheating as in other mods and requires an insane amount of energy, time, and new production chains. You can see the main changes to the vanilla game in the mod settings. These settings are made to avoid possible incompatibilities; therefore, it is not recommended to disable them! But you can turn on "quality of life" tweaks like long hands, an increased inventory, or bonus items when you start new game.
Starting a new game is not necessary, but is recommended because Krastorio changes the recipes, technologies and parameters of many buildings.
Highly recommended mods:
Bob's Enemies
Do not forget to disable the alien artifacts in the mod settings (Bob's Enemies)!
Krastorio can work without this modifications, but game will be too easy.
These excellent mods also improve the gaming experience:
0.1.0 - 0.1.3 Release, bug fixing and balancing
0.2.0 New ores
Advanced drill for Imersite-ore
New building for Imersite-ore processing
(Maybe) Improved compatibility with Bob's mods
Big science lab
Advanced radar
Freight transport
New powerful tank
Localization:
English
Russian
Compatibility:
Krastorio is an independent global mod for those who want to make the game harder but do not want tons of colored tiers or super complex recipes like in BOB’s&Angel’s or Pyanodon's mods. It may be compatible with these, but that is not guaranteed.
Must be compatible with many small modifications.
Krastorio doesn't have low resolution sprites, except for the coverings.
Finally, many thanks to Factorio developers team. Special thanks to Klonan for the amazing KS Power, and Pi-C for the help!
Changelog
Version: 0.3.4
Date: 23. 04. 2019
Features:
- Added Advanced chemical plant
Changes:
- Changed some technology.
- Steel furnace renamed to Iron furnace.
Graphics:
- Updated sprites for the filtration plant and all drills (improved animation + new render).
- Now loaders are displayed more correctly.
- Compressed some sprites.
Version: 0.3.3
Date: 22. 04. 2019
Features:
- Added new circuit production chain. You can disable this in the settings.
- Now, disabling all settings completely disables the changes that the Krastorio brings to the vanilla game...
Changes:
- Changed recipes for: quantum-processor, small-antimatter-rocket,rocket-for-turret, antimatter-artillery-shell, matter-stabilizer, modular-armor, power-armor, power-armor-2
Version: 0.3.1
Date: 21. 04. 2019
Changes:
- Changed the "Advanced electronics 3" technology. It's need for Bob's mods compatibility.
Features:
- Added new belts.
- Added new loaders.
- Added Deep mining drill.
- Added new technologies and recipes.
Graphics:
- Updated sprites for the filtration plant.
Bugfixes:
- Fixed Advanced big drill deconstruction bug.
Version: 0.3.0
Date: 20. 04. 2019
Changes:
- Changed the laser turret recipe. Now you need quartz instead of glass.
- Changed the low density structure recipe. Now you need titanium plate instead of steel plate.
Features:
- Added big mining drills for minerals extraction.
- Added new technologies and recipes.
- Added drill heads.
Bugfixes:
- Fixed a problem with "oil to matter" recipe, when Matter Factory did not take liquid from the pipe.
Version: 0.2.4
Date: 17. 04. 2019
Changes:
- Increase drone hub size.
Graphics:
- Added some details for drone hub model.
- Added glow for some buildings.
Bugfixes:
- Fixed a problem with freezing drones when they are trying to go down to the drone hub.
Version: 0.2.3
Date: 16. 04. 2019
Locale:
- Added translation of mods settings into Russian
- Added extended description of some settings.
Version: 0.2.2
Date: 15. 04. 2019
Features:
- Added menarite-ore. At the moment, this ore cannot be mined. This feature will be available soon.
- Some little improvements.
Version: 0.2.1
Date: 15. 04. 2019
Features:
- Compressed sprites of ore and sand.
Graphics:
- Sand sprites are made less bright.
Bugfixes:
- Fix migration. "tantalum-plate" -> "k-tantalum-plate"
Version: 0.2.0
Date: 15. 04. 2019
Info:
- Added new ores and a large number of new recipes and technologies. Now Krastorio is completely independent and don't need Simple Silicon mod.
Features:
- Added sand.
- Added gold.
- Added imersite-ore. At the moment, this ore cannot be mined. This feature will be available soon.
- Added new recipes and technologies.
Graphics:
- New icons for some items
Version: 0.1.3
Date: 13. 04. 2019
Features:
- Added Small antimatter rocket.
- Added Antimatter artillery shell.
- Added the ability to create matter from wood.
- Added the ability to create wood from matter.
Graphics:
- More blue explosions from heavy weapon shells.
Balancing:
- Some recipes are made easier.
Other:
- Changed sorting for "Princessorio".
Version: 0.1.2
Date: 13. 04. 2019
Changes:
- Changed some entity names to avoid incompatibility with the Darkstar Utilities mod.
Graphics:
- New icon for the steel plate.
- Lighter image for steel processing technology.
Locale:
- Minor adjustments in Russian localization.
Version: 0.1.1
Date: 12. 04. 2019
Changes:
- Now Advanced assembler is called Advanced assembling machine.
Bugfixes:
- fix Advanced assembler deconstruction bug.
I havent tried your mod yet, but the graphics look truely amazing!
Re: [MOD 0.17.x] Krastorio
Posted: Wed Apr 17, 2019 1:06 pm
by Krastor
laku wrote: ↑Wed Apr 17, 2019 11:59 am
I havent tried your mod yet, but the graphics look truely amazing!
Thank you!
Re: [MOD 0.17.x] Krastorio
Posted: Fri Apr 19, 2019 1:03 am
by Cyphas_cain
60% ready but they are available with cheats ingame.
New Mining Drill
Don't forget, we have a discord where all new content preview is released first.
Re: [MOD 0.17.x] Krastorio
Posted: Fri Apr 19, 2019 4:57 pm
by doktorstick
I really like the design of the entities. My one critique is that they are too clean (for lack of a better description). For instance, placing one of the Krastorio chests in the middle of your factory, it sticks out like a sore thumb; it doesn't mesh well with the overall feel of the factory.
Other than that, I'm really enjoying the mod. Keep up the good work!
Re: [MOD 0.17.x] Krastorio
Posted: Sat Apr 20, 2019 1:28 am
by Krastor
doktorstick wrote: ↑Fri Apr 19, 2019 4:57 pm
I really like the design of the entities. My one critique is that they are too clean (for lack of a better description). For instance, placing one of the Krastorio chests in the middle of your factory, it sticks out like a sore thumb; it doesn't mesh well with the overall feel of the factory.
Other than that, I'm really enjoying the mod. Keep up the good work!
Hi, thanks for the feedback! I will try to make the chests more rusty in the next updates.
Re: [MOD 0.17.x] Krastorio
Posted: Sat Apr 20, 2019 12:20 pm
by Cyphas_cain
Version: 0.3.0
Date: 20. 04. 2019
Changes:
- Changed the laser turret recipe. Now you need quartz instead of glass.
- Changed the low density structure recipe. Now you need titanium plate instead of steel plate.
Features:
- Added big mining drills for minerals extraction.
- Added new technologies and recipes.
- Added drill heads.
Bugfixes:
- Fixed a problem with "oil to matter" recipe, when Matter Factory did not take liquid from the pipe.
Re: [MOD 0.17.x] Krastorio
Posted: Sun Apr 21, 2019 11:41 pm
by Cyphas_cain
Version: 0.3.1
Date: 21. 04. 2019
Changes:
- Changed the "Advanced electronics 3" technology. It's need for Bob's mods compatibility.
Features:
- Added new belts.
- Added new loaders.
- Added Deep mining drill.
- Added new technologies and recipes.
Graphics:
- Updated sprites for the filtration plant.
Bugfixes:
- Fixed Advanced big drill deconstruction bug.
Re: [MOD 0.17.x] Krastorio
Posted: Mon Apr 22, 2019 1:49 am
by pyanodon
Congratulations for your mod. Very beautiful art so far. Thumbs uP!
Re: [MOD 0.17.x] Krastorio
Posted: Mon Apr 22, 2019 5:18 am
by Krastor
pyanodon wrote: ↑Mon Apr 22, 2019 1:49 am
Congratulations for your mod. Very beautiful art so far. Thumbs uP!
Wow!
Thank you! Your mods inspired me and was an example of extremely good quality!
Re: [MOD 0.17.x] Krastorio
Posted: Tue Apr 23, 2019 2:16 am
by Cyphas_cain
Version: 0.3.3
Date: 22. 04. 2019
Features:
- Added new circuit production chain. You can disable this in the settings.
- Now, disabling all settings completely disables the changes that the Krastorio brings to the vanilla game...
Changes:
- Changed recipes for: quantum-processor, small-antimatter-rocket,rocket-for-turret, antimatter-artillery-shell, matter-stabilizer, modular-armor, power-armor, power-armor-2
Re: [MOD 0.17.x] Krastorio
Posted: Tue Apr 23, 2019 9:56 pm
by Cyphas_cain
Adv Chemical Plant
Version: 0.3.4
Date: 23. 04. 2019
Features:
- Added Advanced chemical plant
Changes:
- Changed some technology.
- Steel furnace renamed to Iron furnace.
Graphics:
- Updated sprites for the filtration plant and all drills (improved animation + new render).
- Now loaders are displayed more correctly.
- Compressed some sprites.
Re: [MOD 0.17.x] Krastorio
Posted: Sun May 26, 2019 10:52 am
by Bishop89
Hello there,
I was wondering how's this mod doing nowadays. I saw it ages ago and as I see it is still developed witch is great. But as I tested it out yesterday on sandbox map there doesn't seem to be much to do. A whole 'ore to matter' doesn't feel right to me so I would not use it, and with that out of picture there isn't a lot of left. Don't get me worrong, I love the buildings, drone hubs, cannons (truly awesome, really well done!), but building a factory doesn't seem to be much different. Compared to bobs / py mods ore processing especially. Is it worth to dig into in this current state? What's your thought guys?
Re: [MOD 0.17.x] Krastorio
Posted: Wed May 29, 2019 1:58 pm
by Krastor
Bishop89 wrote: ↑Sun May 26, 2019 10:52 am
but building a factory doesn't seem to be much different. Compared to bobs / py mods ore processing especially.
Yes, this mod more likely complements the vanilla game, rather than change it. I wanted to keep the vanilla gameplay with minor complications, as I was tired of large and complex mods.
Re: [MOD 0.17.x] Krastorio
Posted: Mon Jun 10, 2019 1:06 pm
by dubax
Just wanted to post and say that this mod is fantastic. Having a lot of fun so far. The graphics are also really well done.
Re: [MOD 0.17.x] Krastorio
Posted: Fri Jun 14, 2019 12:33 pm
by andre2
I just wanted to say that this mod is very fun so far.
Vanilla is too boring for me.
I played Pyanodon´s Mods twice so far. (no bashing intedend) I find that Krastorio is nicer balanced so far. The way challenges are thrown at me ist fun. Projects dont take too long.
I have the 2nd technology for steel running now with the multifunctional furnaces. Ore enrichment is installed and I approach purple science. I have 4 of the research data chips being produced. And I really enjpoy it.
What really stands out is the roboports for cars and trains! That is so wow.
Also, compared to Pyanodons mods, you have fast bots available early. In Pyanodons mods the first few bot speed upgrades where so far out.
Re: [MOD 0.17.x] Krastorio
Posted: Fri Jun 14, 2019 10:35 pm
by Kloozy
I want to start by saying i really love this mod. It has really re-engaged me to factorio like when i first found this game.
I think you did such a great job of keeping withing the vanilla style, while deepening the game, in a logical way, not just to complicate for no reason.
My only slight criticism is, I would request you to consider adding some infinite research to the data science. I havent even gotten to the end of the data science tree, but i know ill feel weird having this huge setup doing nothing, once i finish it.
Keep up the hard work man!
Re: [MOD 0.17.x] Krastorio
Posted: Sun Jun 16, 2019 10:38 pm
by andre2
Does the Krastorio advanced assembly machine have a base of 3x3? It would make it easy to switch from yellow machines over then.
Re: [MOD 0.17.x] Krastorio
Posted: Mon Jun 17, 2019 8:22 pm
by The Locator
andre2 wrote: ↑Sun Jun 16, 2019 10:38 pm
Does the Krastorio advanced assembly machine have a base of 3x3? It would make it easy to switch from yellow machines over then.
No, they are larger. At work so can't tell you the exact size, but I think 5x5.
Re: [MOD 0.17.x] Krastorio
Posted: Wed Jun 19, 2019 7:35 pm
by andre2
Ok. Thx.
EDIT: I have them researched now. They are 5x5!