[MOD 0.18] KRASTORIO^2
Re: [MOD 0.18] KRASTORIO^2
Ok, tell me if I'm missing something, but from what I see, the most basic tech card needs wood, and wood production can't be automated until after blue science, some couple of thousands tech cards later? Not only mass-cutting wood is boring, but when starting in a desert biome you walk for kilometers...
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Re: [MOD 0.18] KRASTORIO^2
Greenhouse is a Basic Tech Card research that produces Wood from Power and Water.galibert wrote: βFri Mar 13, 2020 7:05 pm Ok, tell me if I'm missing something, but from what I see, the most basic tech card needs wood, and wood production can't be automated until after blue science, some couple of thousands tech cards later? Not only mass-cutting wood is boring, but when starting in a desert biome you walk for kilometers...
You will need to research Automation Core, Crusher and Stone Processing first however, and set up a basic Crusher and produce glass from sand.
All in all, should cost you around 140 Wood in Basic Tech Cards, and an additional 20 for your first Greenhouse. If you cannot afford that, well, you have bigger problems.
Re: [MOD 0.18] KRASTORIO^2
Oh, I missed the greenhouse and others, coolgalibert wrote: βFri Mar 13, 2020 7:05 pm Ok, tell me if I'm missing something, but from what I see, the most basic tech card needs wood, and wood production can't be automated until after blue science, some couple of thousands tech cards later? Not only mass-cutting wood is boring, but when starting in a desert biome you walk for kilometers...
Perhaps the wiki could use a "startup priorities" page.
Re: [MOD 0.18] KRASTORIO^2
It is out on the mod portal, but it is only compatible with version 0.18 β and by default the mod portal shows mods for the current stable which is 0.17.toddchitt wrote: βFri Mar 13, 2020 6:54 pmCountdown time now at 4 x 00. I still don't see this awesome looking mod in the standard Factorio Mod list. Am I missing something? Do I have to download it manually?larandar wrote: βFri Mar 13, 2020 11:27 amMan, you mean I have to work for 3 more hours this week? Inacceptable!!Stimpatch wrote: βFri Mar 13, 2020 9:20 am On Discord, Linver postet a countdown:
https://www.tickcounter.com/countdown/1 ... -2-release
Waiting eagerly...
You can also download it via the mod manager in-game, which is probably the easiest.
Re: [MOD 0.18] KRASTORIO^2
Ah, I updated to 0.18.x. Found it. Thanks.
Re: [MOD 0.18] KRASTORIO^2
Impossible, dev have abandon the loader prototype, so I decide to follow the energyless designdoc776@gmail.com wrote: βFri Mar 13, 2020 3:00 pm By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already.
Re: [MOD 0.18] KRASTORIO^2
Technology is a bit slow compared to vanilla so is better a green start area. Maybe a bit more richness of some resourcesChloroform wrote: βFri Mar 13, 2020 4:07 pm What game settings do you recommend starting a new map?
Also, looks awesome and can't wait to play!
Re: [MOD 0.18] KRASTORIO^2
Looks great! Any ETA on RSO compatibility?
Re: [MOD 0.18] KRASTORIO^2
Wood power looks real good in this mod.
Re: [MOD 0.18] KRASTORIO^2
I'm a hobby graphic designer with lots of experience in Photoshop and Indesign. I'd love to branch out into 3D sprites but have never had a reason to... TILL NOW. Please PM me.
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Re: [MOD 0.18] KRASTORIO^2
were there any new bitter types added here? if not, would you say evolution enemies or bobs enemies would be compatible?
Re: [MOD 0.18] KRASTORIO^2
started a map with SE and had no trees. it was evil. love this mod. please give us trees
My Mods - Crashed spaceship belt balancer
PHP Train Schedule Editor
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PHP Train Schedule Editor
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Base: Bob's @ 1 Million SPM
β’ β’ β’
Tool: Linux-optimized Factorio launch script
Re: [MOD 0.18] KRASTORIO^2
Should be compatibledoc776@gmail.com wrote: βSat Mar 14, 2020 3:54 am were there any new bitter types added here? if not, would you say evolution enemies or bobs enemies would be compatible?
Re: [MOD 0.18] KRASTORIO^2
Allow me to join this discussion. If it's impossible to make loaders consume power, I at least suggest to make them much more "expensive" to craft. Currently, loader cost is similar to inserter, so it makes sense to place loaders on any "unload" instead of inserters to save power. I doubt that was the initial intention.Linver wrote: βFri Mar 13, 2020 8:30 pmImpossible, dev have abandon the loader prototype, so I decide to follow the energyless designdoc776@gmail.com wrote: βFri Mar 13, 2020 3:00 pm By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already.
Re: [MOD 0.18] KRASTORIO^2
This is because loader is a "vertical" belt, and because belts don't consume power, actual cost is enoughvvv444 wrote: βSat Mar 14, 2020 8:21 amAllow me to join this discussion. If it's impossible to make loaders consume power, I at least suggest to make them much more "expensive" to craft. Currently, loader cost is similar to inserter, so it makes sense to place loaders on any "unload" instead of inserters to save power. I doubt that was the initial intention.Linver wrote: βFri Mar 13, 2020 8:30 pmImpossible, dev have abandon the loader prototype, so I decide to follow the energyless designdoc776@gmail.com wrote: βFri Mar 13, 2020 3:00 pm By any chance, will the loaders in this mod use power? I die hard love the miniloader mod simply because they consume power. Would love to see that as an option if they dont already.
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Re: [MOD 0.18] KRASTORIO^2
I've not tried the mod yet (stupid busy weekend. Hopefully tonight) but it feels to me like any cost that could be considered reasonable would encourage loaders. Not using energy is a huge boon over using it. I know when using loaders mods in the past, I tended to prefer them.
I never understand aesthetics arguments. To me efficiency always looks good. So I actually like the setup on the right.