Krastorio 2 Planet


Relocates Krastorio 2 resources to a new custom planet.

Tweaks
15 days ago
2.0 - 2.1
900
Factorio: Space Age Icon Space Age Mod
Planets

i Github link for suggestions/PRs?

a month ago

Github link? (For those of us who like this idea and might like to contribute, either with PRs or otherwise)?

The only links in the description are to this mod page here on factorio.com.


Thanks for this, btw. I love the idea -- added k2 late in a mp game with a friend, and this (plus some personal tweaks to revert the early-game K2 recipe changes) is really helping introduce Krastorio 2 as a "new planet" rather than an "overhaul where we have to go back and redo half of the damned factory." :)

a month ago

Thanks a lot, I’m really glad it’s working out for you that way introducing K2 as a “new planet” instead of a full restart is exactly the idea behind it! :)

About GitHub: to be honest, I don’t have a repository, and I’m not planning to set one up. I’m not a programmer I put these mods together with the help of AI (as mentioned in the description).

But contributions are still very welcome! The easiest way is right here in the Discussion tab: if you have a fix, a tweak or an idea, just post it, and I’ll try to include it in the next update, with credit of course.

a month ago
(updated a month ago)

Well, since you asked. :)

In no particular order:

(bugfixes)

  • Currently when you arrive, the planet shown appears to be Nauvis and not K2. (I'm sure AI could come up with a quick upscale from the icon you're already using).

(enhancements)

  • Since a fair amount of k2 technology is expected to be done on Nauvis, it feels like the planet could benefit from some kind of access to basic resources (eg, water, coal/iron/etc) generated on the main map? Or if you're feeling froggy, you could always give it bodies of water of some sort (something that can be transformed into coal or petroleum, for example) -- because right now, a lot of the basic k2 recipes require shipping in barrels of oil/coal/etc just to bootstrap the thing. (Obviously this isn't an issue if you run without "machines can be installed only on k2 planet" -- but if you do that, then what's the point of the planet? You just end up mining and exporting everything to Nauvis.)

(TLDR, it would be nice if the planet was a bit more self-sufficient without requiring massive amounts of space logistics/requests.)

  • An option to fully remove all of the K2 recipe changes from the early game, for things that you naturally build on nauvis or other planets. (Maybe this is out of scope, but when I thought "k2 planet" I thought: "all of the k2 stuff will be doable on the k2 planet." But that's not the case; stuff from k2 gets put all throughout the rest of the game. The opposite of a normal "standalone modded planet" playthrough option.) Might be out of scope, like I said, but would give the mod more of a unique feel, and a reason to actually build on the planet rather than just mine stuff and leave.

  • Another player mentioned reverting the space flasks back to bottles. I did this, and it was very nice. Let K2 be K2, but let my original factories keep their original recipes, so I don't have to go back and change all of them, and let them have the same icons so purple science remains purple science. My patch does this (along with the recipe changes from above); happy to share with you what I came up with if you wanna chat offline.

In general, just keep it up -- I really feel like you've found a brilliant path here, and not an obvious one at all. K2 is fun, but adding it late game is a chore -- sticking everything in one planet of its own is a fantastic idea. Bottle it up, and it's like a beautiful gorgeous DLC planet, and 99% of the work is done; you're just putting a nice little fence around the garden so it stays put. I think you have a lot of opportunities here to make this into something really neat. (Moreso than you already have, I mean.)

PS- Fwiw, your AI agent can definitely set up a github for you, and handle revisions, checkouts, etc. You do you -- I'm not telling you how to mod your stuff, of course, but even if you just make a private repo only for you, I think you'd really grow to enjoy having that historical record of what changed, when, how, and it's also pretty useful for the agent when making future changes, to be able to see why such and such was done. And all the agents out there know git like the back of their hand -- you don't actually need to know anything at all in order to maintain it.

Thanks for taking the time to read this novel. Really appreciate the mod and looking forward to seeing what you come up with next!

a month ago

Thank you so much for the detailed feedback, and for the kind words! It really helped, and most of it is already in the new version (0.5.2 for Factorio 2.0, 0.5.3 for Factorio 2.1).

Fixes:

Space platforms above K2 now show K2’s own violet surface (with stormy clouds) instead of Nauvis.
The old Fulgora-based terrain no longer has any Fulgora ruins, scrap or plants. Only the natural ground and rocks remain.

New settings:

“Where can K2 things be made”, with three options:
Everywhere: nothing is K2-only, only the resources are there.
Mixed (default): the Quarry, the K2 resource Matter recipes, the Superior logistics and the Advanced tech card are K2-only, same as before.
Mixed + everything with Imersite: on top of that, every recipe that uses Imersite can only be made on K2.
Extra resources on K2: water lakes, iron, copper, coal, stone, crude oil and uranium can be turned on one by one. All are off by default.

About self-sufficiency: the original idea was K2 as an “assembly planet”, where you bring in the basic resources and build the Krastorio 2 industry there. That’s why the extra resources are off by default. But if you’d rather play it as a self-sufficient planet, you can now turn on the resources you need and choose what can be crafted where.

About the space flasks: I’m planning to make that a separate mod. The early-game recipe changes are not something I plan to do. But if you’d like to make a fork or your own version with your patch, feel free!

And thanks for the GitHub tip too, I appreciate it.

Thanks again for taking the time to write all this. Feedback like yours really helps make the mod better!

a month ago

Whoa that's a super fast response to my suggestions, thanks so much! I look forward to trying it out today!

a month ago

@SargaPulcis

Hey, couple of minor bugs in your last release that make it so people with pre-existing gamesaves (me, for example, but also anyone reading your changelog who just updated) can flip those options to their heart's content, but nothing will actually happen. Easy fix, but difficult to explain here, so -- and I hope this isn't overreaching (tell me and I'll happily delete this) -- I pushed a temporary fork to github, and added 2 separate commits there.

You should be able to give Claude the URL and he'll be able to easily import one or both of the fixes (if for some reason you don't want to integrate them both), while also making it really easy for it to let you know if there's any bugs or sneaky hidden bitcoin mining software in there. :)

Just seemed like the easiest way to do it. Again, let me know and I'll delete the temporary fork. (Or, you could fork mine and boom, suddenly you have a github repo... eh? Eh?) hehe

Felt kinda responsible for this since they were my suggestions, and you likely won't see these bugs since you're probably testing the mod in a clean environment.

Bug #1 has to do with the changes you added in this patch. Bug #2 has to do with the terrain changes (options to switch between fulgora and the new generation do NOT work for preexisting planets, even if you delete the chunks and regenerate them repeatedly).

Here's a link to the repo (should be all Claude needs): https://github.com/No-Springs/k2-planet-mod

Here's a link to the two fixes (so you can compare them to your own code, if you want to look over specifically what was done): https://github.com/No-Springs/k2-planet-mod/compare/main...both-fixes

Hope that helps, and thanks again for the great mod and all your work!

a month ago

Hey, thank you so much! Not overreaching at all, it was really helpful.

I had Claude go through your fork. No hidden bitcoin miners, I promise. It also confirmed both bugs: on an existing save, changing the extra resource or terrain settings did nothing on K2, not even in newly generated areas. With your fixes, new areas follow the new settings.

Your fix code will be in the next version (0.5.4 for Factorio 2.0, 0.5.5 for Factorio 2.1), with credit to you in the changelog of course.

One bigger change is coming with it: K2 will have only one look from now on, the violet desert. I found a way to make the surface and the rocks violet without Alien Biomes, so nobody has to download an extra mod for it. Because of that, the old Fulgora-based option will be removed. Since there will only be one terrain, the terrain-switching part of your fix isn’t needed anymore. Instead, the code will bring an existing K2 surface up to date whenever the mod is updated, so older saves also get the new rocks, the extra resources, and no more Fulgora ruins in newly generated areas.

Feel free to keep the fork or delete it, whichever you prefer. And thanks again for the GitHub idea!

Thanks for taking the time to dig into this, and for all the great feedback!

a month ago

No problem. Love the mod and looking forward to seeing what you do with it!

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