[MOD 0.18] KRASTORIO^2

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xng
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Re: [MOD 0.18] KRASTORIO^2

Post by xng »

ptx0 wrote: ↑
Sun Apr 05, 2020 3:55 pm
xng wrote: ↑
Sun Apr 05, 2020 1:23 pm
I can't find any way to make a loader load on to a chest from a belt, is that on purpose or a bug?
you might want to try rotating it. loaders are odd.
Thank you, I did try that among other many other things, it turns out it is just random and I was just unlucky the first 20 times or so. You just have to keep picking it up and placing it until it starts working.

deimosian
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Re: [MOD 0.18] KRASTORIO^2

Post by deimosian »

After over 3000 hours starting this mod makes me feel like a total newb again, I love it.

Zyrconia
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Re: [MOD 0.18] KRASTORIO^2

Post by Zyrconia »

So how do you get Biomass?

I need military science for power armor mk2, which requires biomass, which requires bio-processing, which requires military science.

That is a loop...

Zyrconia
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Re: [MOD 0.18] KRASTORIO^2

Post by Zyrconia »

Zyrconia wrote: ↑
Wed Apr 15, 2020 11:53 am
So how do you get Biomass?

I need military science for power armor mk2, which requires biomass, which requires bio-processing, which requires military science.

That is a loop...
Found the Creep Collector!

Cheers!

thewrulph
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Re: [MOD 0.18] KRASTORIO^2

Post by thewrulph »

Just wanted to pop in and say I'm enjoying the heck out of your mod! I'm only a bit into it, purple and yellow server cards, but it truly seems like a new game+ experience. Especially with the super polished graphics, it really shows the love put into it. Loving the changes to gunplay as well, so much more fun shooting stuff now.

Great job on the mod again!

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Linver
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Re: [MOD 0.18] KRASTORIO^2

Post by Linver »

Zyrconia wrote: ↑
Wed Apr 15, 2020 5:19 pm
Zyrconia wrote: ↑
Wed Apr 15, 2020 11:53 am
So how do you get Biomass?

I need military science for power armor mk2, which requires biomass, which requires bio-processing, which requires military science.

That is a loop...
Found the Creep Collector!

Cheers!
When u have this kind of doubts, read the wiki :D

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Linver
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Re: [MOD 0.18] KRASTORIO^2

Post by Linver »

deimosian wrote: ↑
Mon Apr 06, 2020 1:45 pm
After over 3000 hours starting this mod makes me feel like a total newb again, I love it.
I hope in a positive way. What make u be a noob again?

Zyrconia
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Re: [MOD 0.18] KRASTORIO^2

Post by Zyrconia »

Linver wrote: ↑
Mon Apr 27, 2020 3:26 am
Zyrconia wrote: ↑
Wed Apr 15, 2020 5:19 pm
Zyrconia wrote: ↑
Wed Apr 15, 2020 11:53 am
So how do you get Biomass?

I need military science for power armor mk2, which requires biomass, which requires bio-processing, which requires military science.

That is a loop...
Found the Creep Collector!

Cheers!
When u have this kind of doubts, read the wiki :D
There is a wiki? :)

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Linver
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Re: [MOD 0.18] KRASTORIO^2

Post by Linver »

Zyrconia wrote: ↑
Mon Apr 27, 2020 11:34 am
Linver wrote: ↑
Mon Apr 27, 2020 3:26 am
Zyrconia wrote: ↑
Wed Apr 15, 2020 5:19 pm
Zyrconia wrote: ↑
Wed Apr 15, 2020 11:53 am
So how do you get Biomass?

I need military science for power armor mk2, which requires biomass, which requires bio-processing, which requires military science.

That is a loop...
Found the Creep Collector!

Cheers!
When u have this kind of doubts, read the wiki :D
There is a wiki? :)
Click the button with a K or B in the left top corner of the screen

pichutarius
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Re: [MOD 0.18] KRASTORIO^2

Post by pichutarius »

what is the ratio of solar and accu?

my calculation is 10 solar: 7 accu

but i assumed the mod doesn't change the day/night cycle, can anyone confirm this?

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mward
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Re: [MOD 0.18] KRASTORIO^2

Post by mward »

I really like the Krastorio 2 update, which I have been playing for a while.
I have a couple of comments:

(1) Rocket fuel is used for more than one science and can only be made in a fuel refinary with a recipe that takes 30 seconds per single item. For evey other ingredient there is an advanced machine which can maked them really quickly. But even maxed out with speed modules and both types of beacon (and forget about using productivity modules) I found I needed a huge field of fuel refinaries to maintain a modest 1,400 science per minute. There really needs to be an advanced version of the fuel refinary: or just allow rocket fuel as a recipe in the advanced chemical plant.

(2) I miss the "deep miner". Could this be added as an option (disabled by default)? As a very late game item, expensive to build and takes a lot of power to run (eg one antimatter reactor per minor) which pulls from an infinite supply of raw rare metals deep underground. This would make the matter transfer recipes more useful, and allow the player to start out with a low resource map and build up to a megafactory than runs completely autonomously without having to spend ages searching distant lands for ore deposits.

orzelek
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Re: [MOD 0.18] KRASTORIO^2

Post by orzelek »

I second first point.
I built 20 of those speed boosted +180% and 45% productivity bonus and they are enough for about 170 utility science per minute. And now I need to make a lot more for rockets.
No idea how big field of those I'll need to get some decent amount of space research data but seems like quite a lot.

Kuchikucha
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Re: [MOD 0.18] KRASTORIO^2

Post by Kuchikucha »

Thanks for this mod Guys,

This is the perfect complexity I needed for Quarantine :)

Draxinusom
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Re: [MOD 0.18] KRASTORIO^2

Post by Draxinusom »

Is it intended that a fusion reactor burning a DT fuel cell shows up with both 500MW consumption as well as (up to) 2GW of production in the power charts/electrical energy info?

The nuclear reactor also consumes energy in the form of fuel cells, but it doesn't ever show up on consumption.

Frosti85
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Re: [MOD 0.18] KRASTORIO^2

Post by Frosti85 »

that's actually how fusion works. you need to put a lot of energy in (to create super strong magnetic fields) to start & keep the fusion going.

zyklame
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Re: [MOD 0.18] KRASTORIO^2

Post by zyklame »

One thing i really struggle with is the Coke production.
There is no way to separate the fuel from the furnace from the ingredients.

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ptx0
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Re: [MOD 0.18] KRASTORIO^2

Post by ptx0 »

zyklame wrote: ↑
Fri May 15, 2020 3:54 pm
One thing i really struggle with is the Coke production.
There is no way to separate the fuel from the furnace from the ingredients.
yes, force it to use a different fuel by manually fuelling them at first. ensure belt never empties.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
β€’ β€’ β€’
Base: Bob's @ 1 Million SPM
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Linear search and overflows are indicative of sloppy coding practices.

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mward
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Re: [MOD 0.18] KRASTORIO^2

Post by mward »

There is supposed to be a recipe for the advanced assembler to smelt and craft imersium gears directly from powder, but I cannot find it.
Last edited by mward on Mon May 25, 2020 12:08 pm, edited 1 time in total.

Draxinusom
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Re: [MOD 0.18] KRASTORIO^2

Post by Draxinusom »

Can it be that nuclear locomotives running with nuclear fuel just dump empty fuel cells into cargo wagons? If so this would be bad to the point to not use them. I use LTN with precisely configured cargo payloads and when something is not according to plan, I get a warning message. And I suddenly had empty fuel cells in my iron ore unloader. I cannot explain any other way how this would be possible except that locomotives put empty cells into cargo wagon slots.

If that is indeed happening, please change it. Either destroy the empty fuel cell outright or let them be placed in the locomotive somewhere to replace. But in no way must that every poison belts or get into cargo wagons ever. I especially wonder what happens on fluid wagon trains.

orzelek
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Re: [MOD 0.18] KRASTORIO^2

Post by orzelek »

Draxinusom wrote: ↑
Mon May 25, 2020 12:04 pm
Can it be that nuclear locomotives running with nuclear fuel just dump empty fuel cells into cargo wagons? If so this would be bad to the point to not use them. I use LTN with precisely configured cargo payloads and when something is not according to plan, I get a warning message. And I suddenly had empty fuel cells in my iron ore unloader. I cannot explain any other way how this would be possible except that locomotives put empty cells into cargo wagon slots.

If that is indeed happening, please change it. Either destroy the empty fuel cell outright or let them be placed in the locomotive somewhere to replace. But in no way must that every poison belts or get into cargo wagons ever. I especially wonder what happens on fluid wagon trains.
Afaik that lands in burnt fuel result and it should not reach wagons.
I used them a bit and haven't noticed any oddities.

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