Krastorio 2


An overhaul mod focusing on end-game technologies and moderately increased complexity.

Overhaul
7 months ago
0.18 - 1.1
338K
Transportation Logistics Trains Combat Armor Mining Fluids Logistic network Manufacturing Power Storage

g Is K2 compatible with mods that modify enemies?

4 years ago

One last question about mod compatibility. Have biters been improved in K2 at all? What is you opinion and compatibility stance with things like Rampant or Schall Evolution?

4 years ago

We almost didn't touch the biters. Other mods must be compatible.

4 years ago

Hi,
Does anyone know a mod or an easy way to add Electricity, Laser and Poison damage reduction/resistances to K2's armors MK3/MK4 to play with Rampant mod ?
Do K2's turrets, special defenses (new walls or something else) give a chance against Rampant's new enemies progression? As I understood Rampant Arsenal conflicts a lot with K2, so I'd like to avoid it.

4 years ago
(updated 4 years ago)

Hi,
Does anyone know a mod or an easy way to add Electricity, Laser and Poison damage reduction/resistances to K2's armors MK3/MK4 to play with Rampant mod ?
Do K2's turrets, special defenses (new walls or something else) give a chance against Rampant's new enemies progression? As I understood Rampant Arsenal conflicts a lot with K2, so I'd like to avoid it.

Did you try it out? How is the compatibility? Does Rampant enemies kill you instantly because of no resistances? Does Schall enemies at TierX ignore all damage? Do you need to use impulse rifle or better to fight them off?

The armored biters mod that is recommended with Krastorio 2 does add a fair bit of challenge and constant need to get ahead tech wise. Makes things like mines much more valuable.

4 years ago

Yes, I tried. But K2 seems to be too easy early-mid warfare mod - overpowered usual turrets and straight forward technologies (very fast tech progress with minimal efforts, minimal resources spent and pollution generated) -> I can't make biters' evolution to rise fast enough and planet is sleeping (blue and military cards accessed by 15% evolution when Tier-1 is only half way passed... biters don't expand considerably on this evo level). So I turned everything up to Deathworld numbers to make some challenge ... testing now.
To balance absent Electro/Laser/Poison resistances I turned off Electro/Laser, Physical, Poison and Inferno factions (except Poison biters they all strictly demand poison bullets K2 doesn't offer).

4 years ago

Bob's Enemy + Rampat + Natural Evolution Enemies + Armoured Biters
Rampat - disable all element fraction (Remained wasp, swarm, suicidal, fast, mine, trolls, etc.). disable new enemy's (We need AI)
NE - No one is immune to physical damage.
Bob's Enemy - I could not distinguish them from NE)

It works)
3rd hour of the game. Green technology is not open. But the whole base is surrounded by a wall and trills.

4 years ago

Bob's Enemy + Rampat + Natural Evolution Enemies + Armoured Biters
Rampat - disable all element fraction (Remained wasp, swarm, suicidal, fast, mine, trolls, etc.). disable new enemy's (We need AI)
NE - No one is immune to physical damage.
Bob's Enemy - I could not distinguish them from NE)

It works)
3rd hour of the game. Green technology is not open. But the whole base is surrounded by a wall and trills.

So with your setup:

  1. Bobs Enemies
  2. Rampant (disable all elemental enemies, keep everything else)
  3. Natural Evolution Enemies (turn off immunity to physical damage)
  4. Armored Biters

This not only solves the issue of spawners not expanding that someone else reported on Krastario 2, but they expand right up to your base?

Also what about Rampant Arsenal? Is Rampant Arsenal working well and does it make it too easy or too difficult? Also did you play on difficulty setting 5 or 1?

4 years ago
(updated 4 years ago)

This not only solves the issue of spawners not expanding that someone else reported on Krastario 2, but they expand right up to your base?

Also what about Rampant Arsenal? Is Rampant Arsenal working well and does it make it too easy or too difficult? Also did you play on difficulty setting 5 or 1?

By the time the basic resources ran out, I had to fight my way on a tank through an ARMY of monsters!
They have covered everything! There were really a lot of them around the base along the walls. All walls are surrounded by turrets. He found protection from the spitters with a double wall. with an interval of 8 - 10 tiles. While they are attacking the first line of the defenses, the turrets will destroy them. The main consumption of iron and coal is bullets)
I had to pump bullet damage to the maximum)

When I opened the artillery, it became much easier. I was able to clear the road to distant resources)

Portable laser - OP, saves the tank and me)
Finally I got to nuclear energy and this should save me from an energy crisis) The oil is almost out)

Now evolution is 81%. I shoot a new nest with artillery every half hour. They very aggressively seize the borders with my bases

im used deffault settings rampat

....

Natural Evolution - I had to turn it off. Many spitters and biters did not damage trees (Blue Nests). After a while, they simply delayed their allies and the attack just stopped.
It doesn't seem to work well with the bob mod.

Bob biters transform into armored biters when they die. (probably a bug?)

...

All modifications that add elemental biters are unbalanced. These modifications force the use of only standard machine guns. Because fire, laser, explosive and other types of damage - become useless because of the immune biters. It is more profitable to increase the density of machine gun fire.

Rampant Arsenal?

This mod has poor visual design. I do not like this.

4 years ago

@Valeryn4

I'm creating a modpack for my friends and I and I just wanted to confirm what I understand as your optimal experience:

Bob's enemies
Armored Biters
Rampant with elemental enemies turned off, and new enemies disabled

Am I missing anything?