Krastorio 2 Greenhouse + Wood Pyrolysis


Easily grow wood in a greenhouse and convert it to coal and oil through wood pyrolysis. Contains an option for unlocking Coal Liquefaction early, as well as for growing several Gleba crops in their own greenhouses. Graphical assets were borrowed from "Krastorio 2" by raiguard.

Content
2 days ago
2.0
2.37K
Fluids Manufacturing

i Debloat Inquiry [CLOSED]

6 months ago
(updated 6 months ago)

Hello, and good day to you. I've downloaded and am enjoying the mod in my current Space Age playthrough, but I do have a question. I know the current plethora of greenhouses are used for the sake of varying agriculture and presumably thus different stats and requirements between them, but though I understand that much, I was curious if there's a way to de-bloat the number of different greenhouses by rather assigning the recipes to the default greenhouse and simply unlocking the recipes with their corresponding techs, changing the processing times or amounts of the recipes instead, and applying a tint based on recipe for the colors. Or an option to disable extra greenhouses if that's more agreeable. If not, I understand. The mod is quite good, I just wanted to ask while it was on my mind.

6 months ago
(updated 6 months ago)

Thank you for the feedback! I do see the problem. I wanted the greenhouses to be balanced in regards to both progression and their material requirements; the use of them to be as simple as possible with single, fixed recipes; and nice colors to distinguish them from each other. But the downside is potentially winding up with a lot of greenhouse variants instead. I created more variants than I originally planned for, but at least I don't think the mod needs any more than what it currently has! (If you don't need them, there are two startup settings with which Gleba variants may be disabled.)

The greenhouses for yumako fruits and jellynuts can be build anywhere on Gleba, and with their output being such centrally important resources, it makes most sense to me that crafting them at least require some amount of the appropriate soil. It's important for the (somewhat) "vanilla-friendly" balance I am going for, and I can't think of a reasonable alternative to it.

Unfortunately, I haven't found any way to properly tint a single greenhouse according to recipe either. I could in principle create one that has a "neutral" color and applies recipe dependent tints to the structure when it's active, but the color would revert whenever production pauses. I... am not satisfied with such a lacking solution.

Still, I'll try to look into it again, and I am open to further suggestions!

6 months ago
(updated 6 months ago)

Mentioning it just in case: The number of greenhouses added is 5. One of the pictures on the description page shows them in their inactive and active state.

6 months ago

Thanks for the swift reply. I understand, not always a great solution besides more stuff. At least there's precedent for it with the different assemblers in vanilla. Anywho, thanks for your consideration! I hope mod development continues to go well.

6 months ago

No problem, and thank you!

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