So I have spent the last 2 weeks in a Covid lock down (no I didn't have it, it was my daughter and she's fine now) and your mod pack has helped me spend over 120 hours of that time, so I thought you might like some feed back. First off if you are interested in the result here is a link to my save game.
https://drive.google.com/file/d/1vwit3tZtZsNMj7EveHOp68BA1ZiV7v1y/view?usp=sharing
Note yours is quite a large mod pack, most of which I have played before (not Cargo ships) and there are also a few legacy one I have on my machine so if there is stuff you don't recognize, that is why.
I have over 7000 hours in Factorio so I mostly know what I m doing, but your combination still presented a fair learning curve. The two main mods, Industrial Revolution and Krastorio 2 I have played before but long enough ago that I had forgotten most of it so what was old is new again, lol.
Pros-
-Most of the mods work well together but there is some over lap with similar technologies which can make some research redundant.
-Balance is ok all though towards the end you seem to need an inordinate amount of copper as at writing this my factory has produced 16m Copper ingots and only 11m Iron Bars, this generally more even in most other games. Most of that Copper has gone into copper foil for Low Density Structures and based on how much LDS I need I probably need to double Copper Again. Not sure if this is you or Krastorio but is possibly something to look at. Maybe reduce copper foil content to 20 from 40. I really need to reconsider how my build works to gain efficiency.
-The island start is good as is the ruins mod (I use that a lot) however the lack of weapons research early on make clearing the island quite the chore, not so bad once you get the anti-material rifle, which you have no better alternative for a while. If I wasn't running the "ModMash Splinter, Loot" mod where I managed to get a machine gun and uranium ammo early it would have been very difficult. Of course once it's cleared you are safe for a while without being attacked. However the lack of military progression at this point makes it quite hard to get off your island as evolution by this stage has well outstripped your military capabilities, I had to look for small islands with ore patches that I could exploit. If you look at my save, the large Island on the left was my first conquest and I spent far too much time (like 15 hours) just pacifying about half of it, (you can see where I have had to split it up with water fill to keep it manageable, In the end I gave up and used a console command to delete the biters just to progress the game, turret creep would have made it better but some one got rid of that too. I like a challenge but this may well depend on the map you get, I needed gold and it was coming from that island, with out it I couldn't progress the game (no red circuits).
-I liked the reducing out put on the ore patches, but that went out the window during the game which I will explain shortly.
Cons- There are some mods that just don't work for me and may have altered my game from your intended direction.
- Rampant, this was the first to go, not because I don't like what it adds to the game, but because I find after a while when you have explored large areas of the map you get large groups of biters just sitting in place trying to decide what to do which really starts to sap UPS and my machine can't handle it.
-Noxy's Swiming, this had to go because I turned of Rampant. The biters returned to their Vanilla behavior, which is fine, except they can now walk on water too. this make your Island not so safe any more and with out prepared defenses it is very bad when it suddenly changes.
-Quasars Mod pack, (not all of) by turning off the above it obviously disables your mod to, at this point ore patches returned to their vanilla setting and could eventually run out, not really an issue in an infinite world but when you can't conquer new lands faster than your resource deplete you can end up in a death spiral (hence my need to cheat earlier)
-Rockets and space science. Not sure what mod changes this but both technologies are totally redundant. Launching rocket doesn't win the game (I am fine with that) and space science has no use. I kept launching and saving SS tech cards but there is never a use for them. 37 rockets worth of resources totally wasted.
-Alien artifacts, you need these for optimization tech cards, which is fine but actually having to go out and harvest these gets a bit tedious after while, and you need these for all late game tech. I think making these and space science interchangeable would be a good thing, could be a Krastorio issue but I don't recall it being an issue when I played K2 stand alone
-Modular Turrets, this is a mod I use a lot, whilst the tech shows up in the tree it can never be researched, something must be incompatible
-Tiny Start and Spidertron start don't work, add to incompatible list
-legs don't work on the spidertron
-couldn't get a helicopter to fly, even though is uses fuel
-never used Factorisimo, I find too many surfaces kills my UPS, it is why I don't play Space Ex even though I like it.
-Warehouses kinda redundant, but used to having them.
There is probably more but I kept your attention long enough. Thanks for the mod (compilation). i really enjoyed it.