[MOD 0.17.x] Krastorio

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Cyphas_cain
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[MOD 0.17.x] Krastorio

Post by Cyphas_cain »

N.B. This mod is made and maintained by Krastor.

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.

Factorio Mods Link:Krastorio

Image

Image

You can look at some buildings in this video.
Krastorio Youtube Showcase

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:

Side Inserters
Clockwork
Vehicle Snap
Flow Control

Road map:

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
Last edited by Cyphas_cain on Tue Apr 23, 2019 9:56 pm, edited 5 times in total.

laku
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Re: [MOD 0.17.x] Krastorio

Post by laku »

I havent tried your mod yet, but the graphics look truely amazing!

Krastor
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Re: [MOD 0.17.x] Krastorio

Post 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!

Cyphas_cain
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Re: [MOD 0.17.x] Krastorio

Post by Cyphas_cain »

60% ready but they are available with cheats ingame.

New Mining Drill
Image

Don't forget, we have a discord where all new content preview is released first.

doktorstick
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Re: [MOD 0.17.x] Krastorio

Post 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!

Krastor
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Re: [MOD 0.17.x] Krastorio

Post 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.

Cyphas_cain
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Re: [MOD 0.17.x] Krastorio

Post 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.

Cyphas_cain
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Re: [MOD 0.17.x] Krastorio

Post 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.

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pyanodon
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Re: [MOD 0.17.x] Krastorio

Post by pyanodon »

Congratulations for your mod. Very beautiful art so far. Thumbs uP!
pY Coal processing mod
Discord: Pyanodon #5791

Krastor
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Re: [MOD 0.17.x] Krastorio

Post 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!

Cyphas_cain
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Re: [MOD 0.17.x] Krastorio

Post 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

Cyphas_cain
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Re: [MOD 0.17.x] Krastorio

Post by Cyphas_cain »

Adv Chemical Plant
Image
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.

Bishop89
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Re: [MOD 0.17.x] Krastorio

Post 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?

Krastor
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Re: [MOD 0.17.x] Krastorio

Post 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.

dubax
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Re: [MOD 0.17.x] Krastorio

Post 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.

andre2
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Re: [MOD 0.17.x] Krastorio

Post 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.

Kloozy
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Re: [MOD 0.17.x] Krastorio

Post 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!

andre2
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Re: [MOD 0.17.x] Krastorio

Post 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.

The Locator
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Re: [MOD 0.17.x] Krastorio

Post 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.

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Re: [MOD 0.17.x] Krastorio

Post by andre2 »

Ok. Thx.
EDIT: I have them researched now. They are 5x5!

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