Krastorio 2 Modules, 365K subscribers in the factorio community. R
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Krastorio 2 Modules, 365K subscribers in the factorio community. RateCalculator or MaxRateCalculator - Select buildings in the world, and it will show what's their max input/output rates and how balanced they are with one another. Unofficial expansion for Krastorio 2 that adds 3 new tiers of modules that extend gameplay. Initially I thought that Nuclear is OP but it quickly got stomped by the power requirements of Quantum Computers with modules. K2 (krastorio 2) is easier, K2 plus SE (space exploration) is probably on par for complexity with AB but is much less polished so you'll feel more of a grind. What's going on here? I've never used modules in general so maybe I just don't know what's going on Modded Share Add a Comment Sort by: Best Open comment sort options Top New Controversial Old Q&A [deleted] • Krastorio 2 Modules Updated by Razor2142 Updated version of the Krastorio 2 Modules mod. Space science/Matter cards were a little bit to easy in my opinion. Originally developed by Krastor and Linver, now maintained by raiguard. hi guys sorry for my english Krastorio 2 : i want to craft advanced electric additionnal engine, i searched the recipe and in this recipe i need electric advanced engine that is not in my research ⚠️ This project has migrated to Codeberg. 9 science/min. . 5 MW. No other mods installed, just some QoL ones, Krastorio 2 is the only major overhaul. The difference between other mods that add more modules and this mod is that it was designed specifically for Krastorio 2. Mods: Krastorio 2 - obviously Alien Biomes - nice and refreshing to look at, though walking through sand can be a bit slow until you can stack exoskeletons Automatic Train Fuel Stop - saves a lot of stuffing around with refuelling. The phase took me about 60 hours to complete, a little less than the time to complete Krastorio 2 by itself. 0. On that matter, is has a row of beacons with tier 2 speed modules, those aren't a mistake, they are required so the numbers between filtration and enrichment match exactly. The AAI mod included with Space Exploration has an expanded burner phase that I found enjoyable. Several new buildings that change the experience. Krastorio 2 Modules Updated by Razor2142 Updated version of the Krastorio 2 Modules mod. Tweaks for some Krastorio 2 Buldings for speed and module slot increase to account for beacon changes. - DiefBell/Krastorio2-Space-Exploration-Factorio-Modpack Krastorio 2 by raiguard An overhaul mod focusing on end-game technologies and moderately increased complexity. You can help make the wiki more complete by editing it. The modules do not separate between research stages/ your progress in the game but instead are thematically sorted. Krastorio 2 by raiguard An overhaul mod focusing on end-game technologies and moderately increased complexity. Changes: - Quality modules require the same stuff as other modules - Spaceship parts can be mined by default - Singularity lab needs gravity to be 0 instead of pressure - Vannila crusher now can crush using krastorio 2 recipes - Increased amount of biomass from biter nests corpes Bugfixes: - Fixed Disabling Loaders caused a crash An overhaul mod focusing on end-game technologies and moderately increased complexity. Latest version: 2. As for items you haven’t researched yet: Since the BPs are small (unlike regular mall designs) you can always check easily what you were missing and what you need to add after researching it. ) Krastorio 2 specific items (this may be coming in an update) Advanced Krastorio 2 items (anything requiring higher than rare metal ingots) Factorio Krastorio 2 Review Krastorio 2 (K2) is an overhaul mod for Factorio that is often recommended as a good “first” mod to try after vanilla. We recently got an updated integration of the 2 mods by trex&earendel and someone whose name I wont say (Hi raiguard). All features and options can be toggled individually in the settings and are highly customizable. The ratio given above produces 2. Setup I have 5 columns Basic, Productivity I, Productivity II, Productivity III and Enriched Iron. 5 MW with a peak of 14. I just researched lvl 3 modules, but i find the advantage they give over lvl 2 ones (40% speed vs 30% speed, and 8% productivity vs 6%) are not worth it, considering crafting time and requirement of resources Krastorio 2 is a comprehensive overhaul mod for Factorio that enhances and expands the gameplay experience. TLDR: Enriched Iron recipe is very broken. You can SAVE power by putting a beacon up with Efficiency modules in it, even while using it on machines with speed modules. Community-run subreddit for the game Factorio made by Wube Software. If you love vanilla but just wish it had more, Krastorio 2 is absolutly worth a shot and well worth your time. A Factorio modpack based on the Krastorio 2 and Space Exploration mods. This Lets Play is exploring the overhaul mod Krastorio 2 created by Krastor and Linver combined with several "drone" mods by Klonan Krastorio 2 Krastorio 2, like it's predecessor, introduces new energy sources, buildings, ores, technologies, turrets, coverings, fuel, ways of producing science, and a major re-balance of many vanilla features. It might not get updated for a long time. 0 57 votes, 28 comments. 5 science/min, but the silo can produce 2. Updated version of the Krastorio 2 Modules mod. Assets for Krastorio 2. Krastorio 2, like it's predecessor, introduces new energy sources, buildings, ores, technologies, turrets, coverings, fuel, ways of producing science, and a major re-balance of many vanilla features. It makes use of the new resources and items and keeps close to the vanilla style. Also compatible with Industrial Revolution 2. The above ratio is approximate: with level 3 productivity modules plus level 1 speed modules in 1 beacon the silo is capable of 3. Edit: underwrote power requirements, having started my game it's a fair bit higher at 30MW. Krastorio 2 is a mod for Factorio adding numerous new buildings, items, technologies, and mechanics to the game. Pyanadon's mod set is the most difficult, in terms of complexity and play time. Put simply, Krastorio 2 gives you a deeper, more expansive but essentially still core Factorio experience, without a dramatic increase in complexity. I sized this factory using Helmod, and it slightly surpasses the theoretical yield of one module per second. Welcome to the Krastorio 2 Wiki! Want to know more about Krastorio 2? So you're in the right place! Some of the items that weren't changed from the original game won't be in this wiki, go see the official wiki. Krastorio 2 is a mod that preserves the vanilla spirit of the game while introducing new resource types and processes that extend your game and allow you to rebuild some of the classical designs we are all too familiar with. It deserves that repuation. gg/gtXXwBNZ9cBroadcast An overhaul mod focusing on end-game technologies and moderately increased complexity. Production load is ~6. Determine resource and machine requirements for your desired objectives. It introduces new resources, technologies, machines, and gameplay mechanics, aiming to make the game more challenging and engaging while maintaining a balanced progression. You could bus it all the way through, but the endgame (krastorio goes beyond the rocket launch - in my case I've launched 11 satellites to get enough space science) really benefits from at least 8 beaconed set ups with their 2 modules. Overhaul merging Krastorio 2 with Space Age. In reviewing Exotic Industries I claimed it was likely a similar level of complexity to K2, but in replaying the latter I feel I overstated that. I'm about midway through a Krastorio 2 run, and I reached the point where I was in need of a huge number of modules. Unofficial expansion for Krastorio 2 that adds 3 new tiers of modules that extend gameplay. Can calculate required ingredients, products, machines, modules, and beacons. So you are playing SE to unlock more toys like laser artillery, advanced buildings etc. Does anyone have a Krastorio 2 module production blueprint? Looking for mid game module production blueprint for roughly 1-5 tier 3 module per minute. [Krastorio 2] Added prod 1 modules to oil pumps, but this lowered production? Red is added, green is removed. Some pages About the mod Categories Module inserter - Allows to insert modules with bots. An overhaul mod focusing on end-game technologies and moderately increased complexity. The first phase of the game is largely the same as Krastorio 2 up through Imersite. If you played k2, then It is a lot different as your powerful toys are locked deep into SE. Even Distribution - standard QOL mod, awesome Recipe Book - very useful for planning ahead Unofficial expansion for Krastorio 2 that adds 3 new tiers of modules that extend gameplay. Can also calculate power production / consumption. A feature-rich factory production calculator for Factorio and other factory games. With our mass train-shipped components, we now can produce huge amounts of modules easily!Join the Krydania Discord -- https://discord. Thanks! Modules (Efficiency, Speed & Productivity) as that belongs into a dedicated module factory as well (If you think that's not true, then your factory is too small. Each is setup to take one red belt, 30 iron ore per second - give or take due to the modules ratio change. My Mod Setup Updated version of the Krastorio 2 Modules mod. 4 Factorio version: 2. The two mods combined very well. Krastorio 2 Krastorio 2 is a mod for Factorio adding numerous new buildings, items, technologies, and mechanics to the game. Updated: Krastorio 2 beaconed zero input Matter/power plant Modded Top: Tileable matter production; middle: fertilizer plant; bottom: expandable power plant 9 greenhouses produce ~32 matter for ~1GW and ~2 fertilizer An overhaul mod focusing on end-game technologies and moderately increased complexity. Assistant for planning your factory.
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