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

a K2 1.0.11

4 years ago
(updated 4 years ago)

This is the actual next patch:

Version: 1.0.11
Date: XX.11.2020
  Features:
    - Added support to tip and tricks of Factorio 1.1 (thanks to Katalliaan to help me understand how the prototype work and to speedup the files production). However K2 MiniWiki will not be disabled, because the vanilla implementation of tip & tricks interface doesn't seems very stable with different monitor resolutions, use the MiniWiki in case of problems.
    - Added pre-scaled GUIs images to improve tip & tricks showing.
    - Added a custom alert when player is taking radioactive damage.
    - Added another light layer to fusion reactor.
  Changes:
    - Improved GUIs images sizes.
    - Removed old mining upgrade tech icons.
  Fixes:
    - Fixed that fusion reactor smoke wasn't visible with the light update (in the intended way).
    - Fixed that fluidbox size of matter plant and assembler was not updated (from 10k to 2k) with the bio-lab and greenhouse many updates ago.
    - Completed the property migration of 'logistic_slots_count' to 'max_logistic_slots' in all logistic containers of K2. Also removed some unused strings.

Due the complaints about too frequent patches, will released in the next week as is if not other bugs come out

4 years ago

This is the actual next patch:
Due the complaints about too frequent patches, will released in the next week as is if not other bugs come out

Man fuck those people. Point them out, I will gladly tell them to fuck off. Nobody forces them to play the experimental branch, and nobody forces them to update their mods. The game doesn't update mods automatically, so nothing is stopping them from just unchecking the Krastorio 2 box and updating all their other mods.