[MOD 0.18] KRASTORIO^2

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xilr
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Re: [MOD 0.18] KRASTORIO^2

Post by xilr »

I see KoS made a Krastorio 2 Mall BP. But has anyone ever made a Krastorio 2 w. Space Exploration Mall BP? It takes motors instead of raw resources for a lot of things. (I think its technically the AAI component that changes the recipes, which is required by space exploration).

If anyone has or knows of a good mall that works like this, could ya point me in the right direction?

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Re: [MOD 0.18] KRASTORIO^2

Post by biterlove »

Hey, could anyone tell me if/how to add trees to blueprints?

Cheers

redis
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Re: [MOD 0.18] KRASTORIO^2

Post by redis »

Does anyone know why Inserter Capacity Research is not infinite even though Infinite Technology is checked and it is more than 5 upgrade levels (what description says it should be)? bug or feature?

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ZombieMooose
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Re: [MOD 0.18] KRASTORIO^2

Post by ZombieMooose »

redis wrote:
Sat Sep 12, 2020 11:54 pm
Does anyone know why Inserter Capacity Research is not infinite even though Infinite Technology is checked and it is more than 5 upgrade levels (what description says it should be)? bug or feature?
Probably an engine limitation. Moving a thousand items at one time might not be possible.
"men will literally learn everything about ancient Rome instead of going to therapy"

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Re: [MOD 0.18] KRASTORIO^2

Post by redis »

ZombieMooose wrote:
Sun Sep 13, 2020 5:20 am
redis wrote:
Sat Sep 12, 2020 11:54 pm
Does anyone know why Inserter Capacity Research is not infinite even though Infinite Technology is checked and it is more than 5 upgrade levels (what description says it should be)? bug or feature?
Probably an engine limitation. Moving a thousand items at one time might not be possible.
There is no any limitation 100%. I am asking if there is reason in the mod why infinite Inserter Capacity Research was not chosen to be enabled. Looks like a bug.

Additionally looks like a common complaint is that loading trains is very slow (or that loaders can not do it) in Krastorio (compared to how strong production lines are) and this could help to address that. If you could have a stack size of 20-30 instead of 12 that would be much helpful.

To mod authors: Please, allow inserters to be relevant in the late game by unlocking "Infinite Inserter Capacity Research"

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Re: [MOD 0.18] KRASTORIO^2

Post by imTheSupremeOne »

I think space science damage increase numbers should be rebalanced. I understand that the base numbers were increased, and research doesn't rise to a millions of packs straight away as in vanilla, but getting 3 and then less % damage increases feels bad and wrong; while in vanilla you can do space packs, launch 6 rockets and get +63% to damage and really feel rewarded and that this was worth it...
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Re: [MOD 0.18] KRASTORIO^2

Post by ptx0 »

redis wrote:
Sun Sep 13, 2020 7:17 am

Additionally looks like a common complaint is that loading trains is very slow (or that loaders can not do it) in Krastorio (compared to how strong production lines are) and this could help to address that. If you could have a stack size of 20-30 instead of 12 that would be much helpful.
inserters have an engine limitation and can not pick up more than 1 item per tick. loaders have an engine limitation for 2 items per tick.

miniloaders are the answer for you, they contain several inserters under the guise of a loader skin.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
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Base: Bob's @ 1 Million SPM
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Linear search and overflows are indicative of sloppy coding practices.

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Re: [MOD 0.18] KRASTORIO^2

Post by redis »

ptx0 wrote:
Sun Oct 25, 2020 4:48 pm
redis wrote:
Sun Sep 13, 2020 7:17 am

Additionally looks like a common complaint is that loading trains is very slow (or that loaders can not do it) in Krastorio (compared to how strong production lines are) and this could help to address that. If you could have a stack size of 20-30 instead of 12 that would be much helpful.
inserters have an engine limitation and can not pick up more than 1 item per tick. loaders have an engine limitation for 2 items per tick.

miniloaders are the answer for you, they contain several inserters under the guise of a loader skin.
"engine limitation ... " What are you talking about? This is not speed, but inserter stack size. You can change stack size of an inserter to 50 100 or million and move ANY number of items per second (or tick!) from an inventory to inventory. There are mods doing it and I could hack it myself too. I have built 2kspm vanilla sciences base with inserters of 50 stack size which use a line of warehouses with combinators as a bus. Throughput is high!

Here it is actually when it was 1k spm (viewtopic.php?f=8&t=78319&p=467658#p467658).

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Re: [MOD 0.18] KRASTORIO^2

Post by Solinya »

Just finished my run of Krastorio 2 and wanted to thank you guys for a great mod. I played KL and liked it, but you really improved on a lot of the weak areas in the legacy mod with K2 (pre-blue science isn't slow anymore, there's actually a use for fusion energy now, more weapon variety to play with, fewer one-off intermediaries, etc.). I also enjoyed the completely different end goal.

I heard you guys are leaving factorio which is a shame, but thanks again for the experience and best of luck wherever you guys head next.

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Re: [MOD 0.18] KRASTORIO^2

Post by ptx0 »

redis wrote:
Tue Oct 27, 2020 3:56 pm
ptx0 wrote:
Sun Oct 25, 2020 4:48 pm
redis wrote:
Sun Sep 13, 2020 7:17 am

Additionally looks like a common complaint is that loading trains is very slow (or that loaders can not do it) in Krastorio (compared to how strong production lines are) and this could help to address that. If you could have a stack size of 20-30 instead of 12 that would be much helpful.
inserters have an engine limitation and can not pick up more than 1 item per tick. loaders have an engine limitation for 2 items per tick.

miniloaders are the answer for you, they contain several inserters under the guise of a loader skin.
[...]What are you talking about? [..]number of items per second (or tick!) from an inventory to inventory.[...]
thanks, that's exactly what i'm talking about.

not everyone designs their factory to exploit inventory transfer rate. inserters have a throughput limit from belts, conveniently ignored by you.

by the way, I'm the maintainer of the Express Bus mod! it's got 10,000 item/sec belts. I've tested inserter throughput limits with huge hand stack size bonus... it tops out around 250 items/sec. sometimes it spikes to 900 items/sec.
My Mods - Fish Per Minute base size metric - Use your crashed spaceship as a belt balancer?
• • •
Base: Bob's @ 1 Million SPM
• • •
Linear search and overflows are indicative of sloppy coding practices.

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Re: [MOD 0.18] KRASTORIO^2

Post by WilliW »

Crash with all recipes unlocked
See https://mods.factorio.com/mod/Krastorio ... 7de95711c2 for my bug report. I am attaching the log file here.

By the way, great mod!! Many of my Factorio-tired friends have started again with it. :)
Attachments
factorio-current.log
(18.6 KiB) Downloaded 27 times

WilliW
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Re: [MOD 0.18] KRASTORIO^2

Post by WilliW »

I think I was misled by the Krastorio error message and in fact it has nothing to do with the crash.

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Re: [MOD 0.18] KRASTORIO^2

Post by nuhll »

hey, is it possible to enable "unlimited oil" after the game has startet... missed that setting... :-/

like a script?

edit: i foun dit, just save, exit, change, and load... :)

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