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!