Bio Industries


Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.

Content
9 months ago
0.14 - 1.1
54.4K
Manufacturing

g Question about compatibility with Krastorio 2

2 years ago

Good day!

In Krastorio 2, trees are planted as they are. Does Bio Industries combined with Krastorio 2 replace this mechanic? Or is he just duplicating it with his own?

Tral's Robot Tree Farm https://mods.factorio.com/mod/Tral_robot_tree_farm replaces it with his own. But unfortunately it is deprecated and no longer supported.

Does it make sense to launch Bio Industries with Crastorio 2?

Thanks!

Pi-C
2 years ago

Tral's Robot Tree Farm https://mods.factorio.com/mod/Tral_robot_tree_farm replaces it with his own. But unfortunately it is deprecated and no longer supported.

The original tree-growing code for Tral's Robot Tree Farm and BI has been forked from the same source, but BI has a somewhat saner approach (just 4 growing stages, instead of up to 200 in Tral's mod).

Does it make sense to launch Bio Industries with Crastorio 2?

I've never really played with K2 (haven't really played at all for almost 2 years now), only loaded it to check for obvious compatibility issues. I've tried to make BI compatible with K2 as much as I can, so I'm inclined to answer with "Yes, it does make sense" -- but obviously, I don't know how using both mods in a real game would feel.

2 years ago

Thanks a lot!

The idea of growing trees is great!
But the presence of duplicate technologies in the game is not very good.

You have a lot of interesting ideas that would perfectly complement Krastorio 2!

But only if they replaced Krastorio 2's tree growing and wood production mechanics with Bio Industries mechanics.

Pi-C
2 years ago

The idea of growing trees is great!
But the presence of duplicate technologies in the game is not very good.

Can you point out what duplicate techs there are? Or is it just the tree growing?

You have a lot of interesting ideas that would perfectly complement Krastorio 2!

But only if they replaced Krastorio 2's tree growing and wood production mechanics with Bio Industries mechanics.

So, how exactly does K2's tree growing work? "In Krastorio 2, trees are planted as they are" -- not quite sure what you mean. Different seedlings for different kinds of trees? Growing without intermediate stages?

2 years ago

Krastorio 2 uses its own greenhouse to create wood and individual trees.

The trees obtained there are then planted ready-made, without intermediate stages of cultivation.

Bio Industries - uses a more complex technology for growing trees, it is more interesting and complex. But at the same time, less competitive.

And the saddest thing is that these two methods duplicate each other, which makes it meaningless to use Bio Industries and Krastorio 2 together.

Pi-C
2 years ago

Krastorio 2 uses its own greenhouse to create wood and individual trees.

The trees obtained there are then planted ready-made, without intermediate stages of cultivation.

So planting trees is just a fake step: Plant them and chop them down immediately to get more wood than you invested, correct? BI saves this step, if you insert the right ingredients (seedlings, ash/fertilizer, water) in the Bio farm, you won't ever see the cultivated tree but get wood/wood pulp directly.

Bio Industries - uses a more complex technology for growing trees, it is more interesting and complex. But at the same time, less competitive.

"Less competitive" meaning it doesn't produce enough wood/wood pulp? That should be taken care of, if K2 is active we now produce/consume more wood to adjust for K2's requirements.

And the saddest thing is that these two methods duplicate each other, which makes it meaningless to use Bio Industries and Krastorio 2 together.

Producing wood is the core business of BI, so there's no chance to make our wood production optional. Perhaps K2 could disable their wood production if BI is active? (We do similar things, e.g. not adding our new rubber production if IR2 is active.) Guess I'll have to contact raiguard about this.

2 years ago
(updated 2 years ago)

I'm sorry. You didn't quite understand me

On the contrary, it is better to leave only one Bio Industries technology in the Krastorio 2 + Bio Industries bundle.

Bio Industries tree cultivation and wood harvesting technology is more realistic and interesting!

And remove the Krastorio 2 technology, or make it optional.

2 years ago

The only thing that is tied to the study of the greenhouse in Krastorio 2 is the study of technology for the extraction of biter mucus.

It may be necessary to rework this moment as part of the study of Bio industries technologies

2 years ago

There is another problem with the integration of Bio industries in Krastorio 2:

Krastorio 2 wood manufacturing technology is required literally at the first stages of development, and only basic technological maps are needed for its development.

Technologies Bio industries begin to be studied much later. And they require additional automation flow charts.

Moreover, if you additionally connect Space Exploration, then 3 types of technological maps are required to study "Optics"! As a result, Bio industries do not fit into the balance of Krastorio 2 + Space Exploration at all.

I understand that you are tired of me - but I really liked your mod! And adding it to the Krastorio 2 + Space Exploration bundle would be a real pleasure!

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