1) Pictures
2) how/ why
3) Mod list
Crude oil is located only on water, in this island world generated with the island world mod and alien biome. Natural gas from BZ mods is not present on the starting area, both are brought via tankers from cargoship mods. They unload in Krastorio2's large storage tank. The Crude oil so far is turned into petroleum gas in a factorissimo2 building and made available in a fluid depot from the transportation drone mod, such drone being able to drive on asphalt from asphalt mod, thanks to the additionnal mod "transport drone on asphalt"
Once the transport drone have fuel they can carry the minerals stockpiled in depot to different part of the town, each factory building host for now basic smelting process, to be improved with later technologies. Ideally 1 product per factory but there are quite the number of byproduct.
Later process takes part on another island, as the starting one is quite small. Using double elevated bridge from cargoship mod complemented by the beautiful railway bridge, to cross the channel, one train from previous island bring petroleum gas for the transport drones in the second island. ( the little mess of orange pixel is my character on the Jetpack (mod).
An example of outpost for Krastorio's mineral water, decorated like the rest with a heavy dose of Dectorio mod, allowing placing the Parm trees from Alien biome because i think they are beautiful, also fencing the Helipad from HelicopterRevival, as it's the most convienient way to move around things to remote island, boats being slower albeit able to carry more things, the jetpack is the opposite, faster, no additionnal inventory.
2)How/why
It started when i wanted to add more complexity after finishing a Krastorio game, and my previous game was an island map with cargoships, so i thought why not make a Krastorio island map with cargoship, I had already played with all the mods except for the BZ's mods which adds a lot of things but for now seem very welll integrated with Krastorio. I went on a test game to see if there was some compatibility issues when adding known mods together for the first time, i realized it would probably be very very tedious because some ressources are not in the starting area, which means one require boats, or using the zipline from Renai's transportation and floating power pole, which requires tech which require the ressources that are on other island that starting area. I dont think this is winnable without cheating.Here is how my compromise work :
Expensive receipe x5
Expensive research X5
Each science is slowly researched while science pack up to the equivalent of the "blue science" are generated from infinity chest. This allow me to progessively unlock things, not get overwhelmed, not jumping straight to late game overpowered item and production option, once a research is finished i start its automation and slow down research when i have too much backlog.
Every material used for roads power factory building cargo train rails belts and so on, all those i'm just spawning from an infinity chest i''m carrying with me when i need and placing them either manually to test details or with personnal robots that i gave myself as with an MK2 armor filled with mid-game gears. ( given that Krastorio adds MK3 and M4)
Only beelining technologies that are necessary to unlock what i'm using, only using building/solutions/receipe that doesn't require more than "blue science" tier.
Goal is to stop needing infinity chest before i move on to next tiers of science past blue while focusing on making the map look like interconnected cities on islands more than a factory as much as possible. This means both science production, and creation of a mall, which to me is way more complex/interesting than science given the modpack. Blue science i feel is the required threshold to skip the early phase given the particular circumstances.
3) Mod list :
Production chain complexification :"bzaluminum",
"bzcarbon",
"bzfoundry",
"bzgas",
"bzlead",
"bzsilicon",
"bztin",
"bztitanium",
"bztungsten",
"bzzirconium",
"GreenTec",
"Krastorio2",
"Krastorio2Assets",
Qol :
"blueprint_flip_and_turn"
"CopyPasteModules",
"FNEI",
"PickerDollies",
"VehicleSnap",
"VisionRadar", ( set to have a 24 chunk perma vision without scan to reduce number of radar)
Transportation :
"alternate-aircraft-technologies",
"AsphaltPaving",
"beautiful_bridge_railway_Cargoships",
"cargo-ships",
"cargo-ships-graphics",
"HelicopterRevival",
"jetpack",
"lex-aircraft",
"RenaiTransportation",
"Transport-Drones-On-Asphalt",
"Transport_Drones",
[additions]
"Kontraption"
"Logistic Carts"
Decoration :
"alien-biomes", ( with tile that are not of "natural" color removed like pink or purple grass)
"Dectorio",
"textplates",
"TjSignBoards",
Others :
"base",
"factorissimo-2-notnotmelon",
"flib",
"GTTS",
"islands_world", ( with several attempt at settings so that the 17 different natural ressources existing with the mod pack and the various island are distributed to my liking)
"rusty-locale",
"stdlib",
If you think a mod would be a nice addition to the list, please suggest it to me !